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z_en_ko OK (#869)

* .data OK

* Progress

* push some old stuff

* Finish a chain

* Progress

* Progress

* Run mathfixer.py

* Progress

* match one more

* Up to date

* Match func_80A97610

* func_80A96FD0

* most of the way through the mega switch

* small formatting thing. still stuck on the switch

* start a big switch function

* a little closer

* done with matching for now starting objects

* func_80A97738 OK!

* func_80A995CC OK!

* func_80A99864 OK!

* en_ko OK!

* Code clean-up pass

* more EnKo cleanups, object_fa and object_kw1 textures documented

* complete object_km1, more EnKo documentation

* More documentation

* delete asm

* Clean-up rebase issues

* bleh

* Implement Dragorn's suggestions

* fix spec, implement fig's suggestions

* whoops (ill leave it for the docs tho lol)

* whoops again

* i made an ouchie

* smile

* last one for real

Co-authored-by: Louis <35883445+louist103@users.noreply.github.com>
Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
mzxrules 2021-07-28 17:59:52 -04:00 committed by GitHub
parent 6f7312a348
commit df5e1c63c0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
65 changed files with 1454 additions and 4168 deletions

View file

@ -552,7 +552,7 @@ void EnBili_UpdateDamage(EnBili* this, GlobalContext* globalCtx) {
if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) {
this->collider.base.acFlags &= ~AC_HIT;
Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_DEAD);

View file

@ -364,8 +364,8 @@ void EnEiyer_WanderUnderground(EnEiyer* this, GlobalContext* globalCtx) {
if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 100.0f) {
this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) + 0x8000;
} else if (this->targetYaw == this->actor.world.rot.y && Rand_ZeroOne() > 0.99f) {
this->targetYaw = this->actor.world.rot.y +
(Rand_ZeroOne() < 0.5f ? -1 : 1) * (Rand_ZeroOne() * 0x2000 + 0x2000);
this->targetYaw =
this->actor.world.rot.y + (Rand_ZeroOne() < 0.5f ? -1 : 1) * (Rand_ZeroOne() * 0x2000 + 0x2000);
}
Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0xB6);

File diff suppressed because it is too large Load diff

View file

@ -6,11 +6,57 @@
struct EnKo;
typedef void (*EnKoActionFunc)(struct EnKo*, GlobalContext*);
typedef struct EnKo {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x1D8];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnKoActionFunc actionFunc;
/* 0x0194 */ s8 headObjectBankIdx;
/* 0x0195 */ s8 bodyObjectBankIdx;
/* 0x0196 */ s8 legsObjectBankIdx;
/* 0x0197 */ s8 osAnimeBankIndex;
/* 0x0198 */ ColliderCylinder collider;
/* 0x01E4 */ Path* path;
/* 0x01E8 */ struct_80034A14_arg1 unk_1E8;
/* 0X0210 */ u8 unk_210; // block trade quest sfx
/* 0x0212 */ s16 forestQuestState;
/* 0x0214 */ s16 blinkTimer;
/* 0x0216 */ s16 eyeTextureIndex;
/* 0x0218 */ f32 appearDist;
/* 0x021C */ f32 lookDist; // distance to start looking at player
/* 0x0220 */ f32 modelAlpha;
/* 0x0224 */ Vec3s jointTable[16];
/* 0x0284 */ Vec3s morphTable[16];
/* 0x02E4 */ s16 unk_2E4[16];
/* 0x0304 */ s16 unk_304[16];
} EnKo; // size = 0x0324
extern const ActorInit En_Ko_InitVars;
typedef enum {
ENKO_TYPE_CHILD_0,
ENKO_TYPE_CHILD_1,
ENKO_TYPE_CHILD_2,
ENKO_TYPE_CHILD_3,
ENKO_TYPE_CHILD_4,
ENKO_TYPE_CHILD_5, // Shop Awning
ENKO_TYPE_CHILD_6,
ENKO_TYPE_CHILD_7,
ENKO_TYPE_CHILD_8,
ENKO_TYPE_CHILD_9,
ENKO_TYPE_CHILD_10,
ENKO_TYPE_CHILD_11,
ENKO_TYPE_CHILD_FADO,
ENKO_TYPE_CHILD_MAX
} KokiriChildren;
typedef enum {
ENKO_FQS_CHILD_START,
ENKO_FQS_CHILD_STONE,
ENKO_FQS_CHILD_SARIA,
ENKO_FQS_ADULT_ENEMY,
ENKO_FQS_ADULT_SAVED
} KokiriForestQuestState;
#endif

View file

@ -228,7 +228,8 @@ void ObjBean_Move(ObjBean* this) {
}
void ObjBean_SetDrawMode(ObjBean* this, u8 drawFlag) {
this->stateFlags &= ~(BEAN_STATE_DRAW_LEAVES | BEAN_STATE_DRAW_PLANT | BEAN_STATE_DRAW_STALK | BEAN_STATE_DRAW_SOIL);
this->stateFlags &=
~(BEAN_STATE_DRAW_LEAVES | BEAN_STATE_DRAW_PLANT | BEAN_STATE_DRAW_STALK | BEAN_STATE_DRAW_SOIL);
this->stateFlags |= drawFlag;
}
@ -645,7 +646,7 @@ void ObjBean_SetupWaitForWater(ObjBean* this) {
}
#ifdef NON_MATCHING
//D_80B90E30 isn't being loaded properly
// D_80B90E30 isn't being loaded properly
void ObjBean_WaitForWater(ObjBean* this, GlobalContext* globalCtx) {
this->transformFunc(this);
if (!(this->stateFlags & BEAN_STATE_BEEN_WATERED) && Flags_GetEnv(globalCtx, 5) && (D_80B90E30 == NULL) &&