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z_en_fd, z_en_fd_fire, and z_en_fw (#415)

* EnFd OK

* decompile En_Fd_Fire, document some of En_Fd

* fw wip

* match a few more of ovl_en_fw, properly organize data

* Ovl_En_Fw OK

* Documentation, formatting.

* change Color_RGBA8_n to Color_RGBA8

* PR updates

* fix errors with merge

* review

* dunno why jenkins failed

* review

Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
krimtonz 2020-12-04 13:35:28 -06:00 committed by GitHub
parent 4beeedd116
commit e983d2b72b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
73 changed files with 1540 additions and 5451 deletions

View file

@ -1,4 +1,5 @@
#include "z_en_fw.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#define FLAGS 0x00000215
@ -8,8 +9,15 @@ void EnFw_Init(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnFw_UpdateDust(EnFw* this);
void EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx);
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep);
void EnFw_Bounce(EnFw* this, GlobalContext* globalCtx);
void EnFw_Run(EnFw* this, GlobalContext* globalCtx);
void EnFw_JumpToParentInitPos(EnFw* this, GlobalContext* globalCtx);
void EnFw_TurnToParentInitPos(EnFw* this, GlobalContext* globalCtx);
/*
const ActorInit En_Fw_InitVars = {
ACTOR_EN_FW,
ACTORTYPE_ENEMY,
@ -21,39 +29,442 @@ const ActorInit En_Fw_InitVars = {
(ActorFunc)EnFw_Update,
(ActorFunc)EnFw_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1E5A0.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1E668.s")
static ColliderJntSphItemInit sJntSphItemsInit[1] = {
{
{ 0x00, { 0x00000000, 0x00, 0x04 }, { 0xFFCFFFFE, 0x00, 0x00 }, 0x00, 0x05, 0x01 },
{ 2, { { 1200, 0, 0 }, 16 }, 100 },
},
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1E760.s")
static ColliderJntSphInit sJntSphInit = {
{ COLTYPE_UNK6, 0x11, 0x09, 0x39, 0x10, COLSHAPE_JNTSPH },
1,
sJntSphItemsInit,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1E838.s")
static CollisionCheckInfoInit2 D_80A1FB94 = { 8, 2, 25, 25, 0xFF };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1E8F8.s")
static struct_80034EC0_Entry D_80A1FBA0[] = {
{ 0x06006CF8, 0.0f, 0.0f, -1.0f, 0x03, 0.0f },
{ 0x06007CD0, 1.0f, 0.0f, -1.0f, 0x03, -8.0f },
{ 0x06007DC8, 1.0f, 0.0f, -1.0f, 0x01, -8.0f },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/EnFw_Init.s")
extern FlexSkeletonHeader D_06007C30;
extern Gfx D_06007928[];
extern Gfx D_06007938[];
extern AnimationHeader D_06006CF8;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/EnFw_Destroy.s")
s32 EnFw_DoBounce(EnFw* this, s32 totalBounces, f32 yVelocity) {
s16 temp_v1;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1EC70.s")
if (!(this->actor.bgCheckFlags & 1) || (this->actor.velocity.y > 0.0f)) {
// not on the ground or moving upwards.
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1ECD4.s")
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
this->bounceCnt--;
if (this->bounceCnt <= 0) {
if (this->bounceCnt == 0) {
this->bounceCnt = 0;
this->actor.velocity.y = 0.0f;
return true;
}
this->bounceCnt = totalBounces;
}
this->actor.velocity.y = yVelocity;
this->actor.velocity.y *= ((f32)this->bounceCnt / totalBounces);
return 1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F2A8.s")
s32 EnFw_PlayerInRange(EnFw* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
CollisionPoly* poly;
u32 bgId;
Vec3f collisionPos;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F39C.s")
if (this->actor.xzDistFromLink > 300.0f) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/EnFw_Update.s")
if (ABS((s16)((f32)this->actor.yawTowardsLink - (f32)this->actor.shape.rot.y)) > 0x1C70) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F52C.s")
if (func_8003DE84(&globalCtx->colCtx, &this->actor.posRot.pos, &player->actor.posRot.pos, &collisionPos, &poly, 1,
0, 0, 1, &bgId)) {
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F544.s")
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/EnFw_Draw.s")
Vec3f* EnFw_GetPosAdjAroundCircle(Vec3f* dst, EnFw* this, f32 radius, s16 dir) {
s16 angle;
Vec3f posAdj;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F664.s")
// increase rotation around circle ~30 degrees.
angle = Math_Vec3f_Yaw(&this->actor.parent->initPosRot.pos, &this->actor.posRot.pos) + (dir * 0x1554);
posAdj.x = (Math_Sins(angle) * radius) + this->actor.parent->initPosRot.pos.x;
posAdj.z = (Math_Coss(angle) * radius) + this->actor.parent->initPosRot.pos.z;
posAdj.x -= this->actor.posRot.pos.x;
posAdj.z -= this->actor.posRot.pos.z;
*dst = posAdj;
return dst;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F708.s")
s32 EnFw_CheckCollider(EnFw* this, GlobalContext* globalCtx) {
ColliderBody* body;
s32 phi_return;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Fw/func_80A1F814.s")
if (this->collider.base.acFlags & 2) {
body = &this->collider.list[0].body;
if (body->acHitItem->toucher.flags & 0x80) {
this->lastDmgHook = true;
} else {
this->lastDmgHook = false;
}
this->collider.base.acFlags &= ~2;
if (Actor_ApplyDamage(&this->actor) <= 0) {
if (this->actor.parent->colChkInfo.health <= 8) {
func_80032C7C(globalCtx, &this->actor);
this->actor.parent->colChkInfo.health = 0;
} else {
this->actor.parent->colChkInfo.health -= 8;
}
this->returnToParentTimer = 0;
}
return true;
} else {
return false;
}
}
s32 EnFw_SpawnDust(EnFw* this, u8 timer, f32 scale, f32 scaleStep, s32 dustCnt, f32 radius, f32 xzAccel, f32 yAccel) {
Vec3f pos = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f accel = { 0.0f, 0.0f, 0.0f };
s16 angle;
s32 i;
pos = this->actor.posRot.pos;
pos.y = this->actor.groundY + 2.0f;
angle = ((Math_Rand_ZeroOne() - 0.5f) * 0x10000);
i = dustCnt;
while (i >= 0) {
accel.x = (Math_Rand_ZeroOne() - 0.5f) * xzAccel;
accel.y = yAccel;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * xzAccel;
pos.x = (Math_Sins(angle) * radius) + this->actor.posRot.pos.x;
pos.z = (Math_Coss(angle) * radius) + this->actor.posRot.pos.z;
EnFw_AddDust(this, &pos, &velocity, &accel, timer, scale, scaleStep);
angle += (s16)(0x10000 / dustCnt);
i--;
}
return 0;
}
void EnFw_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = THIS;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007C30, NULL, this->limbDrawTable, this->transitionDrawTable,
11);
func_80034EC0(&this->skelAnime, D_80A1FBA0, 0);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 20.0f);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->sphs);
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x10), &D_80A1FB94);
Actor_SetScale(&this->actor, 0.01f);
this->runDirection = -this->actor.params;
this->actionFunc = EnFw_Bounce;
this->actor.gravity = -1.0f;
}
void EnFw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = THIS;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnFw_Bounce(EnFw* this, GlobalContext* globalCtx) {
if (EnFw_DoBounce(this, 3, 8.0f) && this->bounceCnt == 0) {
this->returnToParentTimer = Math_Rand_S16Offset(300, 150);
this->actionFunc = EnFw_Run;
}
}
void EnFw_Run(EnFw* this, GlobalContext* globalCtx) {
f32 tmpAngle;
s16 phi_v0;
f32 facingDir;
EnBom* bomb;
Actor* flareDancer;
Math_SmoothScaleMaxMinF(&this->skelAnime.animPlaybackSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
if (this->skelAnime.animation == &D_06006CF8) {
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) == 0) {
this->runRadius = Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &this->actor.parent->posRot.pos);
func_80034EC0(&this->skelAnime, D_80A1FBA0, 2);
}
return;
}
if (this->damageTimer == 0 && this->explosionTimer == 0 && EnFw_CheckCollider(this, globalCtx)) {
if (this->actor.parent->colChkInfo.health > 0) {
if (!this->lastDmgHook) {
this->actor.velocity.y = 6.0f;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
this->damageTimer = 20;
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_DAMAGE);
this->explosionTimer = 6;
}
this->actor.speedXZ = 0.0f;
}
if (this->explosionTimer != 0) {
this->skelAnime.animPlaybackSpeed = 0.0f;
Math_SmoothScaleMaxMinF(&this->actor.scale.x, 0.024999999f, 0.08f, 0.6f, 0.0f);
Actor_SetScale(&this->actor, this->actor.scale.x);
if (this->actor.dmgEffectTimer == 0) {
func_8003426C(&this->actor, 0x4000, 0xC8, 0, this->explosionTimer);
this->explosionTimer--;
}
if (this->explosionTimer == 0) {
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->bompPos.x, this->bompPos.y,
this->bompPos.z, 0, 0, 0x600, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
flareDancer = this->actor.parent;
flareDancer->params |= 0x4000;
Item_DropCollectibleRandom(globalCtx, NULL, &this->actor.posRot.pos, 0xA0);
Actor_Kill(&this->actor);
return;
}
} else {
if (!(this->actor.bgCheckFlags & 1) || this->actor.velocity.y > 0.0f) {
func_8003426C(&this->actor, 0x4000, 0xC8, 0, this->damageTimer);
return;
}
DECR(this->damageTimer);
if ((200.0f - this->runRadius) < 0.9f) {
if (DECR(this->returnToParentTimer) == 0) {
this->actor.speedXZ = 0.0f;
this->actionFunc = EnFw_TurnToParentInitPos;
return;
}
}
// Run outwards until the radius of the run circle is 200
Math_SmoothScaleMaxMinF(&this->runRadius, 200.0f, 0.3f, 100.0f, 0.0f);
if (this->turnAround) {
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f);
tmpAngle = (s16)(this->actor.posRot.rot.y ^ 0x8000);
facingDir = this->actor.shape.rot.y;
tmpAngle = Math_SmoothScaleMaxMinF(&facingDir, tmpAngle, 0.1f, 10000.0f, 0.0f);
this->actor.shape.rot.y = facingDir;
if (tmpAngle > 0x1554) {
return;
}
this->turnAround = false;
} else {
Vec3f sp48;
EnFw_GetPosAdjAroundCircle(&sp48, this, this->runRadius, this->runDirection);
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, (Math_atan2f(sp48.x, sp48.z) * (0x8000 / M_PI)), 4, 0xFA0,
1);
}
this->actor.posRot.rot = this->actor.shape.rot;
if (this->slideTimer == 0 && EnFw_PlayerInRange(this, globalCtx)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SURP);
this->slideSfxTimer = 8;
this->slideTimer = 8;
}
if (this->slideTimer != 0) {
if (DECR(this->slideSfxTimer) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_SLIDE);
this->slideSfxTimer = 4;
}
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.1f, 1.0f, 0.0f);
this->skelAnime.animPlaybackSpeed = 0.0f;
EnFw_SpawnDust(this, 8, 0.16f, 0.2f, 3, 8.0f, 20.0f, ((Math_Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f);
this->slideTimer--;
if (this->slideTimer == 0) {
this->turnAround = true;
this->runDirection = -this->runDirection;
}
} else {
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 6.0f, 0.1f, 1.0f, 0.0f);
phi_v0 = this->skelAnime.animCurrentFrame;
if (phi_v0 == 1 || phi_v0 == 4) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_MAN_RUN);
EnFw_SpawnDust(this, 8, 0.16f, 0.1f, 1, 0.0f, 20.0f, 0.0f);
}
}
}
}
void EnFw_TurnToParentInitPos(EnFw* this, GlobalContext* globalCtx) {
s16 angleToParentInit;
angleToParentInit = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.parent->initPosRot.pos);
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, angleToParentInit, 4, 0xFA0, 1);
if (ABS(angleToParentInit - this->actor.shape.rot.y) < 0x65) {
// angle to parent init pos is ~0.5 degrees
this->actor.posRot.rot = this->actor.shape.rot;
this->actor.velocity.y = 14.0f;
this->actor.initPosRot.pos = this->actor.posRot.pos;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
func_80034EC0(&this->skelAnime, D_80A1FBA0, 1);
this->actionFunc = EnFw_JumpToParentInitPos;
}
}
void EnFw_JumpToParentInitPos(EnFw* this, GlobalContext* globalCtx) {
if (this->actor.bgCheckFlags & 1 && this->actor.velocity.y <= 0.0f) {
this->actor.parent->params |= 0x8000;
Actor_Kill(&this->actor);
} else {
Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.x, this->actor.parent->initPosRot.pos.x, 0.6f, 8.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->actor.posRot.pos.z, this->actor.parent->initPosRot.pos.z, 0.6f, 8.0f, 0.0f);
}
}
void EnFw_Update(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = THIS;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if ((this->actor.flags & 0x2000) != 0x2000) {
// not attached to hookshot.
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 10.0f, 20.0f, 0.0f, 5);
this->actionFunc(this, globalCtx);
if (this->damageTimer == 0 && this->explosionTimer == 0 && this->actionFunc == EnFw_Run) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
s32 EnFw_OverrideLimbDraw(GlobalContext* globalContext, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
return 0;
}
void EnFw_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnFw* this = THIS;
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
if (limbIndex == 2) {
// body
Matrix_MultVec3f(&zeroVec, &this->bompPos);
}
if (limbIndex == 3) {
// head
Matrix_MultVec3f(&zeroVec, &this->actor.posRot2.pos);
}
func_800628A4(limbIndex, &this->collider);
}
void EnFw_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnFw* this = THIS;
EnFw_UpdateDust(this);
Matrix_Push();
EnFw_DrawDust(this, globalCtx);
Matrix_Pull();
func_80093D18(globalCtx->state.gfxCtx);
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
EnFw_OverrideLimbDraw, EnFw_PostLimbDraw, this);
}
void EnFw_AddDust(EnFw* this, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, u8 initialTimer, f32 scale,
f32 scaleStep) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != 1) {
eff->scale = scale;
eff->scaleStep = scaleStep;
eff->initialTimer = eff->timer = initialTimer;
eff->type = 1;
eff->pos = *initialPos;
eff->accel = *accel;
eff->velocity = *initialSpeed;
return;
}
}
}
void EnFw_UpdateDust(EnFw* this) {
EnFwEffect* eff = this->effects;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != 0) {
if ((--eff->timer) == 0) {
eff->type = 0;
}
eff->accel.x = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.z = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;
eff->velocity.x += eff->accel.x;
eff->velocity.y += eff->accel.y;
eff->velocity.z += eff->accel.z;
eff->scale += eff->scaleStep;
}
}
}
void EnFw_DrawDust(EnFw* this, GlobalContext* globalCtx) {
static Gfx* D_80A1FC18[] = {
0x040539B0, 0x040535B0, 0x040531B0, 0x04052DB0, 0x040529B0, 0x040525B0, 0x040521B0, 0x04051DB0,
};
EnFwEffect* eff = this->effects;
s16 firstDone;
s16 alpha;
s16 i;
s16 idx;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_fw.c", 1191);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
if (1) {}
for (i = 0; i < ARRAY_COUNT(this->effects); i++, eff++) {
if (eff->type != 0) {
if (!firstDone) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0U);
gSPDisplayList(POLY_XLU_DISP++, D_06007928);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
}
alpha = eff->timer * (255.0f / eff->initialTimer);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 130, 90, alpha);
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
func_800D1FD4(&globalCtx->mf_11DA0);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_fw.c", 1229),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
idx = eff->timer * (8.0f / eff->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x8, SEGMENTED_TO_VIRTUAL(D_80A1FC18[idx]));
gSPDisplayList(POLY_XLU_DISP++, &D_06007938);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fw.c", 1243);
}

View file

@ -6,9 +6,43 @@
struct EnFw;
typedef void (*EnFwActionFunc)(struct EnFw* this, GlobalContext* globalCtx);
typedef struct {
/* 0x0000 */ u8 type;
/* 0x0001 */ u8 timer;
/* 0x0002 */ u8 initialTimer;
/* 0x0004 */ f32 scale;
/* 0x0008 */ f32 scaleStep;
/* 0x000C */ Color_RGBA8 color;
/* 0x0010 */ char unk_10[4];
/* 0x0014 */ Vec3f pos;
/* 0x0020 */ Vec3f velocity;
/* 0x002C */ Vec3f accel;
} EnFwEffect;
typedef struct EnFw {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x5B4];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnFwActionFunc actionFunc;
/* 0x0194 */ ColliderJntSph collider;
/* 0x01B4 */ ColliderJntSphItem sphs[1];
/* 0x01F4 */ Vec3f bompPos;
/* 0x0200 */ u8 lastDmgHook;
/* 0x0202 */ s16 runDirection;
/* 0x0204 */ s16 bounceCnt;
/* 0x0206 */ char unk_206[0x2];
/* 0x0208 */ s16 damageTimer;
/* 0x020A */ s16 explosionTimer;
/* 0x020C */ char unk_20C[0x2];
/* 0x020E */ s16 slideTimer;
/* 0x0210 */ s16 slideSfxTimer;
/* 0x0212 */ s16 returnToParentTimer;
/* 0x0214 */ s16 turnAround;
/* 0x0218 */ f32 runRadius;
/* 0x021C */ Vec3s limbDrawTable[11];
/* 0x025E */ Vec3s transitionDrawTable[11];
/* 0x02A0 */ EnFwEffect effects[20];
} EnFw; // size = 0x0700
extern const ActorInit En_Fw_InitVars;