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Fix Sheik typo (#867)

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mzxrules 2021-07-25 16:44:24 -04:00 committed by GitHub
parent e632b9a120
commit ed54be7cf6
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 312 additions and 312 deletions

View file

@ -1,32 +1,32 @@
<Root>
<File Name="object_xc" Segment="6">
<Skeleton Name="gShiekSkel" Type="Flex" LimbType="Standard" Offset="0x12AF0"/>
<Animation Name="gShiekPlayingHarpAnim" Offset="0xB6C"/>
<Animation Name="gShiekShowingTriforceOnHandAnim" Offset="0x1A08"/>
<Animation Name="gShiekShowingTriforceOnHandIdleAnim" Offset="0x1D14"/>
<Animation Name="gShiekPlayingHarp2Anim" Offset="0x289C"/>
<Animation Name="gShiekPlayingHarp3Anim" Offset="0x35C8"/>
<Animation Name="gShiekPlayingHarp4Anim" Offset="0x4570"/>
<Animation Name="gShiekIdleAnim" Offset="0x4828"/>
<Animation Name="gShiekWalkingAnim" Offset="0x12FD0"/>
<Animation Name="gShiekArmsCrossedIdleAnim" Offset="0x13AA4"/>
<Animation Name="gShiekFallingFromContortionsAnim" Offset="0x149E4"/>
<Animation Name="gShiekContortionsAnim" Offset="0x169E8"/>
<Animation Name="gShiekPlayingHarp5Anim" Offset="0x177F8"/>
<Animation Name="gShiekInitialHarpAnim" Offset="0x17C54"/>
<Animation Name="gShiekDefenseStanceAnim" Offset="0x18B00"/>
<Animation Name="gShiekThrowingNutAnim" Offset="0x19598"/>
<Animation Name="gShiekKneelingAnim" Offset="0x19C30"/>
<Animation Name="gShiekHittingGroundAnim" Offset="0x19F78"/>
<Animation Name="gShiekAnim_01A048" Offset="0x1A048"/>
<Animation Name="gShiekPullingOutHarpAnim" Offset="0x1B19C"/>
<Animation Name="gShiekFallingFromSkyAnim" Offset="0x1C0E8"/>
<Texture Name="gShiekEyeOpenTex" OutName="shiek_eye_open" Format="ci8" Width="32" Height="32" Offset="0x4CC0"/>
<Texture Name="gShiekEyeHalfClosedTex" OutName="shiek_eye_half_closed" Format="ci8" Width="32" Height="32" Offset="0x50C0"/>
<Texture Name="gShiekEyeShutTex" OutName="shiek_eye_shut" Format="ci8" Width="32" Height="32" Offset="0x54C0"/>
<Texture Name="gShiekEyeSquintingTex" OutName="shiek_eye_squinting" Format="ci8" Width="32" Height="32" Offset="0x58C0"/>
<DList Name="gShiekHarpDL" Offset="0x11150"/>
<DList Name="gShiekDL_011620" Offset="0x11620"/>
<DList Name="gShiekDL_012970" Offset="0x12970"/>
<Skeleton Name="gSheikSkel" Type="Flex" LimbType="Standard" Offset="0x12AF0"/>
<Animation Name="gSheikPlayingHarpAnim" Offset="0xB6C"/>
<Animation Name="gSheikShowingTriforceOnHandAnim" Offset="0x1A08"/>
<Animation Name="gSheikShowingTriforceOnHandIdleAnim" Offset="0x1D14"/>
<Animation Name="gSheikPlayingHarp2Anim" Offset="0x289C"/>
<Animation Name="gSheikPlayingHarp3Anim" Offset="0x35C8"/>
<Animation Name="gSheikPlayingHarp4Anim" Offset="0x4570"/>
<Animation Name="gSheikIdleAnim" Offset="0x4828"/>
<Animation Name="gSheikWalkingAnim" Offset="0x12FD0"/>
<Animation Name="gSheikArmsCrossedIdleAnim" Offset="0x13AA4"/>
<Animation Name="gSheikFallingFromContortionsAnim" Offset="0x149E4"/>
<Animation Name="gSheikContortionsAnim" Offset="0x169E8"/>
<Animation Name="gSheikPlayingHarp5Anim" Offset="0x177F8"/>
<Animation Name="gSheikInitialHarpAnim" Offset="0x17C54"/>
<Animation Name="gSheikDefenseStanceAnim" Offset="0x18B00"/>
<Animation Name="gSheikThrowingNutAnim" Offset="0x19598"/>
<Animation Name="gSheikKneelingAnim" Offset="0x19C30"/>
<Animation Name="gSheikHittingGroundAnim" Offset="0x19F78"/>
<Animation Name="gSheikAnim_01A048" Offset="0x1A048"/>
<Animation Name="gSheikPullingOutHarpAnim" Offset="0x1B19C"/>
<Animation Name="gSheikFallingFromSkyAnim" Offset="0x1C0E8"/>
<Texture Name="gSheikEyeOpenTex" OutName="sheik_eye_open" Format="ci8" Width="32" Height="32" Offset="0x4CC0"/>
<Texture Name="gSheikEyeHalfClosedTex" OutName="sheik_eye_half_closed" Format="ci8" Width="32" Height="32" Offset="0x50C0"/>
<Texture Name="gSheikEyeShutTex" OutName="sheik_eye_shut" Format="ci8" Width="32" Height="32" Offset="0x54C0"/>
<Texture Name="gSheikEyeSquintingTex" OutName="sheik_eye_squinting" Format="ci8" Width="32" Height="32" Offset="0x58C0"/>
<DList Name="gSheikHarpDL" Offset="0x11150"/>
<DList Name="gSheikDL_011620" Offset="0x11620"/>
<DList Name="gSheikDL_012970" Offset="0x12970"/>
</File>
</Root>

View file

@ -49,9 +49,9 @@ static ColliderCylinderInitType1 sCylinderInit = {
};
static u64* sEyeTextures[] = {
gShiekEyeOpenTex,
gShiekEyeHalfClosedTex,
gShiekEyeShutTex,
gSheikEyeOpenTex,
gSheikEyeHalfClosedTex,
gSheikEyeShutTex,
};
void EnXc_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
@ -214,7 +214,7 @@ void EnXc_CheckAndSetAction(EnXc* this, s32 check, s32 set) {
void func_80B3C7D4(EnXc* this, s32 action1, s32 action2, s32 action3) {
if (action1 != this->action) {
if (this->action == SHIEK_ACTION_PUT_HARP_AWAY) {
if (this->action == SHEIK_ACTION_PUT_HARP_AWAY) {
this->action = action2;
} else {
this->action = action3;
@ -230,13 +230,13 @@ s32 EnXc_NoCutscenePlaying(GlobalContext* globalCtx) {
}
void func_80B3C820(EnXc* this) {
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekIdleAnim),
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_53;
this->action = SHEIK_ACTION_53;
}
void func_80B3C888(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_NoCutscenePlaying(globalCtx) && this->actor.params == SHIEK_TYPE_4) {
if (EnXc_NoCutscenePlaying(globalCtx) && this->actor.params == SHEIK_TYPE_4) {
func_80B3C820(this);
}
}
@ -267,23 +267,23 @@ void func_80B3C9DC(EnXc* this) {
}
void func_80B3C9EC(EnXc* this) {
EnXc_ChangeAnimation(this, &gShiekArmsCrossedIdleAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHIEK_ACTION_BLOCK_PEDESTAL;
this->drawMode = SHIEK_DRAW_DEFAULT;
EnXc_ChangeAnimation(this, &gSheikArmsCrossedIdleAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_BLOCK_PEDESTAL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->unk_30C = 1;
}
void func_80B3CA38(EnXc* this, GlobalContext* globalCtx) {
// If Player is adult but hasn't learned Minuet of Forest
if (!(gSaveContext.eventChkInf[5] & 1) && LINK_IS_ADULT) {
this->action = SHIEK_ACTION_INIT;
this->action = SHEIK_ACTION_INIT;
} else {
Actor_Kill(&this->actor);
}
}
s32 EnXc_MinuetCS(EnXc* this, GlobalContext* globalCtx) {
if (this->actor.params == SHIEK_TYPE_MINUET) {
if (this->actor.params == SHEIK_TYPE_MINUET) {
Player* player = PLAYER;
f32 z = player->actor.world.pos.z;
if (z < -2225.0f) {
@ -303,7 +303,7 @@ s32 EnXc_MinuetCS(EnXc* this, GlobalContext* globalCtx) {
void func_80B3CB58(EnXc* this, GlobalContext* globalCtx) {
// If hasn't learned Bolero and Player is Adult
if (!(gSaveContext.eventChkInf[5] & 2) && LINK_IS_ADULT) {
this->action = SHIEK_ACTION_INIT;
this->action = SHEIK_ACTION_INIT;
} else {
Actor_Kill(&this->actor);
}
@ -313,7 +313,7 @@ s32 EnXc_BoleroCS(EnXc* this, GlobalContext* globalCtx) {
Player* player;
PosRot* posRot;
if (this->actor.params == SHIEK_TYPE_BOLERO) {
if (this->actor.params == SHEIK_TYPE_BOLERO) {
player = PLAYER;
posRot = &player->actor.world;
if ((posRot->pos.x > -784.0f) && (posRot->pos.x < -584.0f) && (posRot->pos.y > 447.0f) &&
@ -333,7 +333,7 @@ s32 EnXc_BoleroCS(EnXc* this, GlobalContext* globalCtx) {
void EnXc_SetupSerenadeAction(EnXc* this, GlobalContext* globalCtx) {
// Player is adult and does not have iron boots and has not learned Serenade
if ((!CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1) && !(gSaveContext.eventChkInf[5] & 4)) && LINK_IS_ADULT) {
this->action = SHIEK_ACTION_SERENADE;
this->action = SHEIK_ACTION_SERENADE;
osSyncPrintf("水のセレナーデ シーク誕生!!!!!!!!!!!!!!!!!!\n");
} else {
Actor_Kill(&this->actor);
@ -342,7 +342,7 @@ void EnXc_SetupSerenadeAction(EnXc* this, GlobalContext* globalCtx) {
}
s32 EnXc_SerenadeCS(EnXc* this, GlobalContext* globalCtx) {
if (this->actor.params == SHIEK_TYPE_SERENADE) {
if (this->actor.params == SHEIK_TYPE_SERENADE) {
Player* player = PLAYER;
s32 stateFlags = player->stateFlags1;
if (CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1) && !(gSaveContext.eventChkInf[5] & 4) && !(stateFlags & 0x20000000) &&
@ -557,21 +557,21 @@ void func_80B3D48C(EnXc* this, GlobalContext* globalCtx) {
}
AnimationHeader* EnXc_GetCurrentHarpAnim(GlobalContext* globalCtx, s32 index) {
AnimationHeader* animation = &gShiekPlayingHarp5Anim;
AnimationHeader* animation = &gSheikPlayingHarp5Anim;
CsCmdActorAction* npcAction = EnXc_GetCsCmd(globalCtx, index);
if (npcAction != NULL) {
u16 action = npcAction->action;
if (action == 11) {
animation = &gShiekPlayingHarp3Anim;
animation = &gSheikPlayingHarp3Anim;
} else if (action == 12) {
animation = &gShiekPlayingHarp2Anim;
animation = &gSheikPlayingHarp2Anim;
} else if (action == 13) {
animation = &gShiekPlayingHarp4Anim;
animation = &gSheikPlayingHarp4Anim;
} else if (action == 23) {
animation = &gShiekPlayingHarpAnim;
animation = &gSheikPlayingHarpAnim;
} else {
animation = &gShiekPlayingHarp5Anim;
animation = &gSheikPlayingHarp5Anim;
}
}
return animation;
@ -622,7 +622,7 @@ void func_80B3D730(EnXc* this) {
void func_80B3D750(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_MinuetCS(this, globalCtx) && EnXc_BoleroCS(this, globalCtx)) {
this->action = SHIEK_ACTION_WAIT;
this->action = SHEIK_ACTION_WAIT;
}
}
@ -637,10 +637,10 @@ void EnXc_SetupFallFromSkyAction(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f* pos = &this->actor.world.pos;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekFallingFromSkyAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikFallingFromSkyAnim);
this->action = SHIEK_ACTION_GRACEFUL_FALL;
this->drawMode = SHIEK_DRAW_DEFAULT;
this->action = SHEIK_ACTION_GRACEFUL_FALL;
this->drawMode = SHEIK_DRAW_DEFAULT;
pos->x = npcAction->startPos.x;
pos->y = npcAction->startPos.y;
@ -648,7 +648,7 @@ void EnXc_SetupFallFromSkyAction(EnXc* this, GlobalContext* globalCtx) {
func_80B3D48C(this, globalCtx);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gShiekFallingFromSkyAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
Animation_Change(skelAnime, &gSheikFallingFromSkyAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
func_80B3D118(globalCtx);
}
}
@ -657,11 +657,11 @@ void EnXc_SetupFallFromSkyAction(EnXc* this, GlobalContext* globalCtx) {
void func_80B3D8A4(EnXc* this, GlobalContext* globalCtx, s32 animFinished) {
if (animFinished) {
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekWalkingAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikWalkingAnim);
Animation_Change(skelAnime, &gShiekWalkingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -8.0f);
Animation_Change(skelAnime, &gSheikWalkingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = SHIEK_ACTION_ACCEL;
this->action = SHEIK_ACTION_ACCEL;
this->timer = 0.0f;
func_80B3C9DC(this);
@ -678,7 +678,7 @@ void EnXc_SetupWalkAction(EnXc* this) {
*timer += 1.0f;
if (*timer >= 12.0f) {
this->actor.speedXZ = (kREG(2) * 0.01f) + 1.2f;
this->action = SHIEK_ACTION_WALK;
this->action = SHEIK_ACTION_WALK;
}
}
@ -687,10 +687,10 @@ void EnXc_SetupHaltAction(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer <= (kREG(3) + 95.0f)) {
f32 frameCount = Animation_GetLastFrame(&gShiekIdleAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -12.0f);
this->action = SHIEK_ACTION_HALT;
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -12.0f);
this->action = SHEIK_ACTION_HALT;
this->timer = 0.0f;
}
}
@ -700,7 +700,7 @@ void EnXc_SetupStoppedAction(EnXc* this) {
*timer += 1.0f;
if (*timer >= 12.0f) {
this->action = SHIEK_ACTION_STOPPED;
this->action = SHEIK_ACTION_STOPPED;
this->actor.speedXZ = 0.0f;
}
}
@ -713,10 +713,10 @@ void func_80B3DAF0(EnXc* this, GlobalContext* globalCtx) {
(action = npcAction->action, action == 3 || action == 11 || action == 12 || action == 13 || action == 23)) {
f32 frameCount;
frameCount = Animation_GetLastFrame(&gShiekPullingOutHarpAnim);
Animation_Change(&this->skelAnime, &gShiekPullingOutHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -4.0f);
this->action = SHIEK_ACTION_7;
this->drawMode = SHIEK_DRAW_PULLING_OUT_HARP;
frameCount = Animation_GetLastFrame(&gSheikPullingOutHarpAnim);
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -4.0f);
this->action = SHEIK_ACTION_7;
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
}
}
@ -726,10 +726,10 @@ void EnXc_SetupInitialHarpAction(EnXc* this, s32 animFinished) {
if (animFinished) {
skelAnime = &this->skelAnime;
frameCount = Animation_GetLastFrame(&gShiekInitialHarpAnim);
Animation_Change(skelAnime, &gShiekInitialHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_HARP_READY;
this->drawMode = SHIEK_DRAW_HARP;
frameCount = Animation_GetLastFrame(&gSheikInitialHarpAnim);
Animation_Change(skelAnime, &gSheikInitialHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_HARP_READY;
this->drawMode = SHEIK_DRAW_HARP;
}
}
@ -744,8 +744,8 @@ void EnXc_SetupPlayingHarpAction(EnXc* this, GlobalContext* globalCtx, s32 animF
animation = EnXc_GetCurrentHarpAnim(globalCtx, 4);
frameCount = Animation_GetLastFrame(animation);
Animation_Change(skelAnime, animation, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = SHIEK_PLAYING_HARP;
this->drawMode = SHIEK_DRAW_HARP;
this->action = SHEIK_PLAYING_HARP;
this->drawMode = SHEIK_DRAW_HARP;
}
}
@ -756,10 +756,10 @@ void func_80B3DCA8(EnXc* this, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 8) {
frameCount = Animation_GetLastFrame(&gShiekInitialHarpAnim);
Animation_Change(&this->skelAnime, &gShiekInitialHarpAnim, 0.0f, frameCount, frameCount, ANIMMODE_LOOP,
frameCount = Animation_GetLastFrame(&gSheikInitialHarpAnim);
Animation_Change(&this->skelAnime, &gSheikInitialHarpAnim, 0.0f, frameCount, frameCount, ANIMMODE_LOOP,
-8.0f);
this->action = SHIEK_ACTION_10;
this->action = SHEIK_ACTION_10;
}
}
}
@ -772,9 +772,9 @@ void EnXc_SetupHarpPutawayAction(EnXc* this, GlobalContext* globalCtx) {
curFrame = this->skelAnime.curFrame;
animFrameCount = this->skelAnime.endFrame;
if (curFrame >= animFrameCount) {
Animation_Change(&this->skelAnime, &gShiekInitialHarpAnim, -1.0f,
Animation_GetLastFrame(&gShiekInitialHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_PUT_HARP_AWAY;
Animation_Change(&this->skelAnime, &gSheikInitialHarpAnim, -1.0f,
Animation_GetLastFrame(&gSheikInitialHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_PUT_HARP_AWAY;
}
} else if (EnXc_CsActionsAreNotEqual(this, globalCtx, 8, 4)) {
EnXc_SetupPlayingHarpAction(this, globalCtx, true);
@ -783,19 +783,19 @@ void EnXc_SetupHarpPutawayAction(EnXc* this, GlobalContext* globalCtx) {
void func_80B3DE00(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gShiekPullingOutHarpAnim, -1.0f,
Animation_GetLastFrame(&gShiekPullingOutHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_12;
this->drawMode = SHIEK_DRAW_PULLING_OUT_HARP;
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, -1.0f,
Animation_GetLastFrame(&gSheikPullingOutHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_12;
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
}
}
void func_80B3DE78(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekIdleAnim),
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_13;
this->drawMode = SHIEK_DRAW_DEFAULT;
this->action = SHEIK_ACTION_13;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->timer = 0.0f;
}
}
@ -805,9 +805,9 @@ void EnXc_SetupReverseAccel(EnXc* this, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction = globalCtx->csCtx.npcActions[4];
if (npcAction != NULL && npcAction->action == 4) {
Animation_Change(&this->skelAnime, &gShiekWalkingAnim, -1.0f, Animation_GetLastFrame(&gShiekWalkingAnim),
Animation_Change(&this->skelAnime, &gSheikWalkingAnim, -1.0f, Animation_GetLastFrame(&gSheikWalkingAnim),
0.0f, ANIMMODE_LOOP, -12.0f);
this->action = SHIEK_ACTION_REVERSE_ACCEL;
this->action = SHEIK_ACTION_REVERSE_ACCEL;
this->actor.world.rot.y += 0x8000;
this->timer = 0.0f;
}
@ -818,7 +818,7 @@ void EnXc_SetupReverseWalkAction(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
this->actor.speedXZ = (kREG(2) * 0.01f) + 1.2f;
this->action = SHIEK_ACTION_REVERSE_WALK;
this->action = SHEIK_ACTION_REVERSE_WALK;
}
}
@ -826,9 +826,9 @@ void EnXc_SetupReverseHaltAction(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (xzDistToPlayer >= kREG(5) + 140.0f) {
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekIdleAnim),
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHIEK_ACTION_REVERSE_HALT;
this->action = SHEIK_ACTION_REVERSE_HALT;
this->timer = 0.0f;
}
}
@ -836,9 +836,9 @@ void EnXc_SetupReverseHaltAction(EnXc* this) {
void EnXc_SetupNutThrow(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
Animation_Change(&this->skelAnime, &gShiekThrowingNutAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gShiekThrowingNutAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_THROW_NUT;
Animation_Change(&this->skelAnime, &gSheikThrowingNutAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikThrowingNutAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_THROW_NUT;
this->timer = 0.0f;
this->actor.speedXZ = 0.0f;
}
@ -847,7 +847,7 @@ void EnXc_SetupNutThrow(EnXc* this) {
void func_80B3E164(EnXc* this, GlobalContext* globalCtx) {
this->timer++;
if (this->timer >= 30.0f) {
this->action = SHIEK_ACTION_DELETE;
this->action = SHEIK_ACTION_DELETE;
EnXc_SpawnNut(this, globalCtx);
}
}
@ -859,10 +859,10 @@ void EnXc_SetupDisappear(EnXc* this, GlobalContext* globalCtx) {
if (npcAction != NULL && npcAction->action == 9) {
s16 sceneNum = globalCtx->sceneNum;
// Shiek fades away if end of Bolero CS, kill actor otherwise
// Sheik fades away if end of Bolero CS, kill actor otherwise
if (sceneNum == SCENE_SPOT17) {
this->action = SHIEK_ACTION_FADE;
this->drawMode = SHIEK_DRAW_NOTHING;
this->action = SHEIK_ACTION_FADE;
this->drawMode = SHEIK_DRAW_NOTHING;
this->actor.shape.shadowAlpha = 0;
} else {
Actor_Kill(&this->actor);
@ -1037,7 +1037,7 @@ void func_80B3E87C(Gfx** dList, EnXc* this) {
f32 currentFrame = this->skelAnime.curFrame;
if (currentFrame >= 34.0f) {
*dList = gShiekHarpDL;
*dList = gSheikHarpDL;
}
}
@ -1057,7 +1057,7 @@ s32 EnXc_HarpOverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLi
EnXc* this = THIS;
if (limbIndex == 12) {
*dList = gShiekHarpDL;
*dList = gSheikHarpDL;
}
return 0;
@ -1109,11 +1109,11 @@ void EnXc_DrawHarp(Actor* thisx, GlobalContext* globalCtx) {
}
void func_80B3EBF0(EnXc* this, GlobalContext* globalCtx) {
this->action = SHIEK_ACTION_20;
this->action = SHEIK_ACTION_20;
}
void func_80B3EC00(EnXc* this) {
this->action = SHIEK_ACTION_21;
this->action = SHEIK_ACTION_21;
}
void func_80B3EC0C(EnXc* this, GlobalContext* globalCtx) {
@ -1133,8 +1133,8 @@ void func_80B3EC0C(EnXc* this, GlobalContext* globalCtx) {
posRot->rot.y = shape->rot.y = npcAction->rot.y;
this->action = SHIEK_ACTION_22;
this->drawMode = SHIEK_DRAW_DEFAULT;
this->action = SHEIK_ACTION_22;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
}
}
@ -1155,7 +1155,7 @@ void func_80B3ECD8(EnXc* this) {
this->timer++;
if (this->timer >= 12.0f) {
this->actor.speedXZ = kREG(2) * 0.01f + 1.2f;
this->action = SHIEK_ACTION_24;
this->action = SHEIK_ACTION_24;
}
}
@ -1199,76 +1199,76 @@ void EnXc_ActionFunc28(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3EE64(EnXc* this, GlobalContext* globalCtx) {
this->action = SHIEK_ACTION_SERENADE;
this->action = SHEIK_ACTION_SERENADE;
}
void func_80B3EE74(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_SerenadeCS(this, globalCtx)) {
this->action = SHIEK_ACTION_30;
this->action = SHEIK_ACTION_30;
}
}
void func_80B3EEA4(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_30, SHIEK_ACTION_31);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_30, SHEIK_ACTION_31);
}
void func_80B3EEC8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_31, SHIEK_ACTION_32);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_31, SHEIK_ACTION_32);
}
void func_80B3EEEC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_32, SHIEK_ACTION_33);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_32, SHEIK_ACTION_33);
}
void func_80B3EF10(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_33, SHIEK_ACTION_34);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_33, SHEIK_ACTION_34);
}
void func_80B3EF34(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_34, SHIEK_ACTION_35);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_34, SHEIK_ACTION_35);
}
void func_80B3EF58(EnXc* this) {
func_80B3C7D4(this, SHIEK_ACTION_35, SHIEK_ACTION_36, SHIEK_ACTION_34);
func_80B3C7D4(this, SHEIK_ACTION_35, SHEIK_ACTION_36, SHEIK_ACTION_34);
}
void func_80B3EF80(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_36, SHIEK_ACTION_37);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_36, SHEIK_ACTION_37);
}
void func_80B3EFA4(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_37, SHIEK_ACTION_38);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_37, SHEIK_ACTION_38);
}
void func_80B3EFC8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_38, SHIEK_ACTION_39);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_38, SHEIK_ACTION_39);
}
void func_80B3EFEC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_39, SHIEK_ACTION_40);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_39, SHEIK_ACTION_40);
}
void func_80B3F010(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (kREG(5) + 140.0f <= xzDistToPlayer) {
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekIdleAnim),
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHIEK_ACTION_41;
this->action = SHEIK_ACTION_41;
this->timer = 0.0f;
}
}
void func_80B3F0B8(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_41, SHIEK_ACTION_42);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_41, SHEIK_ACTION_42);
}
void func_80B3F0DC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_42, SHIEK_ACTION_43);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_42, SHEIK_ACTION_43);
}
void func_80B3F100(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_43, SHIEK_ACTION_44);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_43, SHEIK_ACTION_44);
}
void EnXc_Serenade(EnXc* this, GlobalContext* globalCtx) {
@ -1354,7 +1354,7 @@ void EnXc_ActionFunc44(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3F3C8(EnXc* this, GlobalContext* globalCtx) {
this->action = SHIEK_ACTION_45;
this->action = SHEIK_ACTION_45;
}
void func_80B3F3D8() {
@ -1419,45 +1419,45 @@ void func_80B3F59C(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3F620(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_45, SHIEK_ACTION_46);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_45, SHEIK_ACTION_46);
}
void func_80B3F644(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_46, SHIEK_ACTION_47);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_46, SHEIK_ACTION_47);
}
void func_80B3F668(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 4, 4)) {
EnXc_ChangeAnimation(this, &gShiekWalkingAnim, ANIMMODE_LOOP, -12.0f, true);
this->action = SHIEK_ACTION_48;
EnXc_ChangeAnimation(this, &gSheikWalkingAnim, ANIMMODE_LOOP, -12.0f, true);
this->action = SHEIK_ACTION_48;
this->actor.world.rot.y += 0x8000;
this->timer = 0.0f;
}
}
void func_80B3F6DC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_48, SHIEK_ACTION_49);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_48, SHEIK_ACTION_49);
}
void EnXc_SetupKneelAction(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 16, 4)) {
EnXc_ChangeAnimation(this, &gShiekKneelingAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHIEK_SHIEK_KNEEL;
EnXc_ChangeAnimation(this, &gSheikKneelingAnim, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_KNEEL;
}
}
void func_80B3F754(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 22, 4)) {
EnXc_ChangeAnimation(this, &gShiekAnim_01A048, ANIMMODE_LOOP, 0.0f, false);
this->action = SHIEK_ACTION_51;
EnXc_ChangeAnimation(this, &gSheikAnim_01A048, ANIMMODE_LOOP, 0.0f, false);
this->action = SHEIK_ACTION_51;
func_80B3C588(this, globalCtx, 4);
}
}
void func_80B3F7BC(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 9, 4)) {
this->action = SHIEK_ACTION_52;
this->drawMode = SHIEK_DRAW_NOTHING;
this->action = SHEIK_ACTION_52;
this->drawMode = SHEIK_DRAW_NOTHING;
}
}
@ -1514,7 +1514,7 @@ void EnXc_ActionFunc52(EnXc* this, GlobalContext* globalCtx) {
}
void func_80B3FA08(EnXc* this, GlobalContext* globalCtx) {
this->action = SHIEK_ACTION_53;
this->action = SHEIK_ACTION_53;
this->triforceAngle = kREG(24) + 0x53FC;
}
@ -1617,25 +1617,25 @@ void func_80B3FF0C(EnXc* this, GlobalContext* globalCtx) {
}
}
this->action = SHIEK_ACTION_54;
this->drawMode = SHIEK_DRAW_DEFAULT;
this->action = SHEIK_ACTION_54;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
}
void EnXc_SetupShowTriforceAction(EnXc* this, GlobalContext* globalCtx) {
if (EnXc_CompareCsAction(this, globalCtx, 10, 4)) {
Animation_Change(&this->skelAnime, &gShiekShowingTriforceOnHandAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gShiekShowingTriforceOnHandAnim), ANIMMODE_ONCE, -8.0f);
this->action = SHIEK_ACTION_SHOW_TRIFORCE;
this->drawMode = SHIEK_DRAW_TRIFORCE;
Animation_Change(&this->skelAnime, &gSheikShowingTriforceOnHandAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikShowingTriforceOnHandAnim), ANIMMODE_ONCE, -8.0f);
this->action = SHEIK_ACTION_SHOW_TRIFORCE;
this->drawMode = SHEIK_DRAW_TRIFORCE;
}
}
void EnXc_SetupShowTriforceIdleAction(EnXc* this, s32 animFinished) {
if (animFinished) {
Animation_Change(&this->skelAnime, &gShiekShowingTriforceOnHandIdleAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gShiekShowingTriforceOnHandIdleAnim), ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_SHOW_TRIFORCE_IDLE;
Animation_Change(&this->skelAnime, &gSheikShowingTriforceOnHandIdleAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikShowingTriforceOnHandIdleAnim), ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_SHOW_TRIFORCE_IDLE;
}
}
void func_80B400AC(EnXc* this, GlobalContext* globalCtx) {
@ -1678,7 +1678,7 @@ void EnXc_ShowTriforceIdle(EnXc* this, GlobalContext* globalCtx) {
s32 EnXc_TriforceOverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
if (limbIndex == 15) {
*dList = gShiekDL_011620;
*dList = gSheikDL_011620;
}
return 0;
}
@ -1721,7 +1721,7 @@ void EnXc_DrawTriforce(Actor* thisx, GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, primColor[2], primColor[3]);
gDPSetEnvColor(POLY_XLU_DISP++, 255, envColor[1], 0, 128);
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gShiekDL_012970);
gSPDisplayList(POLY_XLU_DISP++, gSheikDL_012970);
}
func_8002EBCC(thisx, globalCtx, 0);
@ -1734,8 +1734,8 @@ void EnXc_DrawTriforce(Actor* thisx, GlobalContext* globalCtx) {
}
void func_80B40590(EnXc* this, GlobalContext* globalCtx) {
this->action = SHIEK_ACTION_NOCTURNE_INIT;
this->drawMode = SHIEK_DRAW_SQUINT;
this->action = SHEIK_ACTION_NOCTURNE_INIT;
this->drawMode = SHEIK_DRAW_SQUINT;
}
void EnXc_SetThrownAroundSFX(EnXc* this) {
@ -1772,8 +1772,8 @@ void EnXc_SetCrySFX(EnXc* this, GlobalContext* globalCtx) {
void func_80B406F8(Actor* thisx) {
EnXc* this = THIS;
this->action = SHIEK_ACTION_NOCTURNE_INIT;
this->drawMode = SHIEK_DRAW_NOTHING;
this->action = SHEIK_ACTION_NOCTURNE_INIT;
this->drawMode = SHEIK_DRAW_NOTHING;
this->actor.shape.shadowAlpha = 0;
}
@ -1781,160 +1781,160 @@ void EnXc_SetupIdleInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
ActorShape* actorShape = &this->actor.shape;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekIdleAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_NOCTURNE_IDLE;
this->drawMode = SHIEK_DRAW_SQUINT;
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_IDLE;
this->drawMode = SHEIK_DRAW_SQUINT;
actorShape->shadowAlpha = 255;
}
void EnXc_SetupDefenseStance(Actor* thisx) {
EnXc* this = THIS;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekDefenseStanceAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikDefenseStanceAnim);
Animation_Change(skelAnime, &gShiekDefenseStanceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -8.0f);
this->action = SHIEK_ACTION_DEFENSE_STANCE;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(skelAnime, &gSheikDefenseStanceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -8.0f);
this->action = SHEIK_ACTION_DEFENSE_STANCE;
this->drawMode = SHEIK_DRAW_DEFAULT;
}
void EnXc_SetupContortions(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekIdleAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
func_80B3C588(this, globalCtx, 4);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gShiekContortionsAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekContortionsAnim),
Animation_Change(skelAnime, &gSheikContortionsAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikContortionsAnim),
ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_CONTORT;
this->drawMode = SHIEK_DRAW_DEFAULT;
this->action = SHEIK_ACTION_CONTORT;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupFallInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad;
SkelAnime* skelAnime = &this->skelAnime;
f32 frameCount = Animation_GetLastFrame(&gShiekIdleAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
Animation_Change(skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
func_80B3C588(this, globalCtx, 4);
func_80B3C964(this, globalCtx);
Animation_Change(skelAnime, &gShiekFallingFromContortionsAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gShiekFallingFromContortionsAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_NOCTURNE_FALL;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(skelAnime, &gSheikFallingFromContortionsAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gSheikFallingFromContortionsAnim), ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_FALL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupHittingGroundInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gShiekHittingGroundAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikHittingGroundAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gShiekHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_NOCTURNE_HIT_GROUND;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(&this->skelAnime, &gSheikHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_HIT_GROUND;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40A78(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gShiekHittingGroundAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikHittingGroundAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gShiekHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHIEK_ACTION_63;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(&this->skelAnime, &gSheikHittingGroundAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = SHEIK_ACTION_63;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void EnXc_SetupKneelInNocturne(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gShiekKneelingAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikKneelingAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gShiekKneelingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_NOCTURNE_KNEEL;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(&this->skelAnime, &gSheikKneelingAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_NOCTURNE_KNEEL;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40BB4(EnXc* this, GlobalContext* globalCtx) {
s32 pad[3];
f32 frameCount = Animation_GetLastFrame(&gShiekIdleAnim);
f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
func_80B3C9DC(this);
func_80B3C588(this, globalCtx, 4);
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHIEK_ACTION_65;
this->drawMode = SHIEK_DRAW_DEFAULT;
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
this->action = SHEIK_ACTION_65;
this->drawMode = SHEIK_DRAW_DEFAULT;
this->actor.shape.shadowAlpha = 255;
}
void func_80B40C50(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_65, SHIEK_ACTION_66);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_65, SHEIK_ACTION_66);
}
void func_80B40C74(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_66, SHIEK_ACTION_67);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_66, SHEIK_ACTION_67);
}
void func_80B40C98(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_67, SHIEK_ACTION_68);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_67, SHEIK_ACTION_68);
}
void func_80B40CBC(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_68, SHIEK_ACTION_69);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_68, SHEIK_ACTION_69);
}
void func_80B40CE0(EnXc* this) {
func_80B3C7D4(this, SHIEK_ACTION_69, SHIEK_ACTION_70, SHIEK_ACTION_68);
func_80B3C7D4(this, SHEIK_ACTION_69, SHEIK_ACTION_70, SHEIK_ACTION_68);
}
void func_80B40D08(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_70, SHIEK_ACTION_71);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_70, SHEIK_ACTION_71);
}
void func_80B40D2C(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_71, SHIEK_ACTION_72);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_71, SHEIK_ACTION_72);
}
void func_80B40D50(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_72, SHIEK_ACTION_NOCTURNE_REVERSE_ACCEL);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_72, SHEIK_ACTION_NOCTURNE_REVERSE_ACCEL);
}
void func_80B40D74(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_NOCTURNE_REVERSE_ACCEL, SHIEK_ACTION_NOCTURNE_REVERSE_WALK);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_REVERSE_ACCEL, SHEIK_ACTION_NOCTURNE_REVERSE_WALK);
}
void EnXc_SetupReverseHaltInNocturneCS(EnXc* this) {
f32 xzDistToPlayer = this->actor.xzDistToPlayer;
if (kREG(5) + 140.0f <= xzDistToPlayer) {
Animation_Change(&this->skelAnime, &gShiekIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gShiekIdleAnim),
Animation_Change(&this->skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim),
ANIMMODE_LOOP, -12.0f);
this->action = SHIEK_ACTION_NOCTURNE_REVERSE_HALT;
this->action = SHEIK_ACTION_NOCTURNE_REVERSE_HALT;
this->timer = 0.0f;
}
}
void func_80B40E40(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_NOCTURNE_REVERSE_HALT, SHIEK_ACTION_NOCTURNE_THROW_NUT);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_REVERSE_HALT, SHEIK_ACTION_NOCTURNE_THROW_NUT);
}
void func_80B40E64(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_NOCTURNE_THROW_NUT, SHIEK_ACTION_77);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_NOCTURNE_THROW_NUT, SHEIK_ACTION_77);
}
void func_80B40E88(EnXc* this) {
EnXc_CheckAndSetAction(this, SHIEK_ACTION_77, SHIEK_ACTION_78);
EnXc_CheckAndSetAction(this, SHEIK_ACTION_77, SHEIK_ACTION_78);
}
s32 EnXc_SetupNocturneState(Actor* thisx, GlobalContext* globalCtx) {
@ -2128,8 +2128,8 @@ void EnXc_DrawSquintingEyes(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(gfxCtx, "../z_en_oA2_inStalker.c", 839);
func_80093D18(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gShiekEyeSquintingTex));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gShiekEyeSquintingTex));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gSheikEyeSquintingTex));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gSheikEyeSquintingTex));
SkelAnime_DrawFlexOpa(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, NULL, NULL,
NULL);
CLOSE_DISPS(gfxCtx, "../z_en_oA2_inStalker.c", 854);
@ -2147,7 +2147,7 @@ void EnXc_InitTempleOfTime(EnXc* this, GlobalContext* globalCtx) {
Item_Give(globalCtx, ITEM_SONG_PRELUDE);
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gPreludeCs);
gSaveContext.cutsceneTrigger = 1;
this->action = SHIEK_ACTION_30;
this->action = SHEIK_ACTION_30;
} else if (!(gSaveContext.eventChkInf[5] & 0x20)) {
func_80B3C9EC(this);
} else {
@ -2160,7 +2160,7 @@ void EnXc_InitTempleOfTime(EnXc* this, GlobalContext* globalCtx) {
void EnXc_SetupDialogueAction(EnXc* this, GlobalContext* globalCtx) {
if (func_8002F194(&this->actor, globalCtx)) {
this->action = SHIEK_ACTION_IN_DIALOGUE;
this->action = SHEIK_ACTION_IN_DIALOGUE;
} else {
this->actor.flags |= 9;
if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) {
@ -2174,7 +2174,7 @@ void EnXc_SetupDialogueAction(EnXc* this, GlobalContext* globalCtx) {
void func_80B41798(EnXc* this, GlobalContext* globalCtx) {
if (func_8010BDBC(&globalCtx->msgCtx) == 2) {
this->action = SHIEK_ACTION_BLOCK_PEDESTAL;
this->action = SHEIK_ACTION_BLOCK_PEDESTAL;
this->actor.flags &= ~9;
}
}
@ -2296,39 +2296,39 @@ void EnXc_Init(Actor* thisx, GlobalContext* globalCtx) {
EnXc* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gShiekSkel, &gShiekIdleAnim, this->jointTable, this->morphTable,
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gSheikSkel, &gSheikIdleAnim, this->jointTable, this->morphTable,
ARRAY_COUNT(this->jointTable));
EnXc_InitCollider(thisx, globalCtx);
switch (this->actor.params) {
case SHIEK_TYPE_1:
case SHEIK_TYPE_1:
func_80B3EBF0(this, globalCtx);
break;
case SHIEK_TYPE_2: // Beta Serenade Cutscene or Learning Prelude
case SHEIK_TYPE_2: // Beta Serenade Cutscene or Learning Prelude
func_80B3EE64(this, globalCtx);
break;
case SHIEK_TYPE_3:
case SHEIK_TYPE_3:
func_80B3F3C8(this, globalCtx);
break;
case SHIEK_TYPE_4:
case SHEIK_TYPE_4:
func_80B3FA08(this, globalCtx);
break;
case SHIEK_TYPE_5:
case SHEIK_TYPE_5:
func_80B40590(this, globalCtx);
break;
case SHIEK_TYPE_MINUET:
case SHEIK_TYPE_MINUET:
func_80B3CA38(this, globalCtx);
break;
case SHIEK_TYPE_BOLERO:
case SHEIK_TYPE_BOLERO:
func_80B3CB58(this, globalCtx);
break;
case SHIEK_TYPE_SERENADE:
case SHEIK_TYPE_SERENADE:
EnXc_SetupSerenadeAction(this, globalCtx);
break;
case SHIEK_TYPE_9:
case SHEIK_TYPE_9:
EnXc_InitTempleOfTime(this, globalCtx);
break;
case SHIEK_TYPE_0:
case SHEIK_TYPE_0:
EnXc_DoNothing(this, globalCtx);
break;
default:

View file

@ -10,109 +10,109 @@ typedef void (*EnXcActionFunc)(struct EnXc*, GlobalContext*);
typedef void (*EnXcDrawFunc)(struct Actor*, GlobalContext*);
typedef enum {
/* 0 */ SHIEK_TYPE_0,
/* 1 */ SHIEK_TYPE_1,
/* 2 */ SHIEK_TYPE_2,
/* 3 */ SHIEK_TYPE_3,
/* 4 */ SHIEK_TYPE_4,
/* 5 */ SHIEK_TYPE_5,
/* 6 */ SHIEK_TYPE_MINUET,
/* 7 */ SHIEK_TYPE_BOLERO,
/* 8 */ SHIEK_TYPE_SERENADE,
/* 9 */ SHIEK_TYPE_9
/* 0 */ SHEIK_TYPE_0,
/* 1 */ SHEIK_TYPE_1,
/* 2 */ SHEIK_TYPE_2,
/* 3 */ SHEIK_TYPE_3,
/* 4 */ SHEIK_TYPE_4,
/* 5 */ SHEIK_TYPE_5,
/* 6 */ SHEIK_TYPE_MINUET,
/* 7 */ SHEIK_TYPE_BOLERO,
/* 8 */ SHEIK_TYPE_SERENADE,
/* 9 */ SHEIK_TYPE_9
} EnXcType;
typedef enum {
/* 0 */ SHIEK_DRAW_NOTHING,
/* 1 */ SHIEK_DRAW_DEFAULT,
/* 2 */ SHIEK_DRAW_PULLING_OUT_HARP,
/* 3 */ SHIEK_DRAW_HARP,
/* 4 */ SHIEK_DRAW_TRIFORCE,
/* 5 */ SHIEK_DRAW_SQUINT
/* 0 */ SHEIK_DRAW_NOTHING,
/* 1 */ SHEIK_DRAW_DEFAULT,
/* 2 */ SHEIK_DRAW_PULLING_OUT_HARP,
/* 3 */ SHEIK_DRAW_HARP,
/* 4 */ SHEIK_DRAW_TRIFORCE,
/* 5 */ SHEIK_DRAW_SQUINT
} EnXcDrawMode;
typedef enum {
/* 00 */ SHIEK_ACTION_INIT,
/* 01 */ SHIEK_ACTION_WAIT,
/* 02 */ SHIEK_ACTION_GRACEFUL_FALL,
/* 03 */ SHIEK_ACTION_ACCEL,
/* 04 */ SHIEK_ACTION_WALK,
/* 05 */ SHIEK_ACTION_HALT,
/* 06 */ SHIEK_ACTION_STOPPED,
/* 07 */ SHIEK_ACTION_7,
/* 08 */ SHIEK_ACTION_HARP_READY,
/* 09 */ SHIEK_PLAYING_HARP,
/* 10 */ SHIEK_ACTION_10,
/* 11 */ SHIEK_ACTION_PUT_HARP_AWAY,
/* 12 */ SHIEK_ACTION_12,
/* 13 */ SHIEK_ACTION_13,
/* 14 */ SHIEK_ACTION_REVERSE_ACCEL,
/* 15 */ SHIEK_ACTION_REVERSE_WALK,
/* 16 */ SHIEK_ACTION_REVERSE_HALT,
/* 17 */ SHIEK_ACTION_THROW_NUT,
/* 18 */ SHIEK_ACTION_DELETE,
/* 19 */ SHIEK_ACTION_FADE,
/* 20 */ SHIEK_ACTION_20,
/* 21 */ SHIEK_ACTION_21,
/* 22 */ SHIEK_ACTION_22,
/* 23 */ SHIEK_ACTION_23,
/* 24 */ SHIEK_ACTION_24,
/* 25 */ SHIEK_ACTION_25,
/* 26 */ SHIEK_ACTION_26,
/* 27 */ SHIEK_ACTION_27,
/* 28 */ SHIEK_ACTION_28,
/* 29 */ SHIEK_ACTION_SERENADE,
/* 30 */ SHIEK_ACTION_30,
/* 31 */ SHIEK_ACTION_31,
/* 32 */ SHIEK_ACTION_32,
/* 33 */ SHIEK_ACTION_33,
/* 34 */ SHIEK_ACTION_34,
/* 35 */ SHIEK_ACTION_35,
/* 36 */ SHIEK_ACTION_36,
/* 37 */ SHIEK_ACTION_37,
/* 38 */ SHIEK_ACTION_38,
/* 39 */ SHIEK_ACTION_39,
/* 40 */ SHIEK_ACTION_40,
/* 41 */ SHIEK_ACTION_41,
/* 42 */ SHIEK_ACTION_42,
/* 43 */ SHIEK_ACTION_43,
/* 44 */ SHIEK_ACTION_44,
/* 45 */ SHIEK_ACTION_45,
/* 46 */ SHIEK_ACTION_46,
/* 47 */ SHIEK_ACTION_47,
/* 48 */ SHIEK_ACTION_48,
/* 49 */ SHIEK_ACTION_49,
/* 50 */ SHIEK_SHIEK_KNEEL,
/* 51 */ SHIEK_ACTION_51,
/* 52 */ SHIEK_ACTION_52,
/* 53 */ SHIEK_ACTION_53,
/* 54 */ SHIEK_ACTION_54,
/* 55 */ SHIEK_ACTION_SHOW_TRIFORCE,
/* 56 */ SHIEK_ACTION_SHOW_TRIFORCE_IDLE,
/* 57 */ SHIEK_ACTION_NOCTURNE_INIT,
/* 58 */ SHIEK_ACTION_NOCTURNE_IDLE,
/* 59 */ SHIEK_ACTION_DEFENSE_STANCE,
/* 60 */ SHIEK_ACTION_CONTORT,
/* 61 */ SHIEK_ACTION_NOCTURNE_FALL,
/* 62 */ SHIEK_ACTION_NOCTURNE_HIT_GROUND,
/* 63 */ SHIEK_ACTION_63,
/* 64 */ SHIEK_ACTION_NOCTURNE_KNEEL,
/* 65 */ SHIEK_ACTION_65,
/* 66 */ SHIEK_ACTION_66,
/* 67 */ SHIEK_ACTION_67,
/* 68 */ SHIEK_ACTION_68,
/* 69 */ SHIEK_ACTION_69,
/* 70 */ SHIEK_ACTION_70,
/* 71 */ SHIEK_ACTION_71,
/* 72 */ SHIEK_ACTION_72,
/* 73 */ SHIEK_ACTION_NOCTURNE_REVERSE_ACCEL,
/* 74 */ SHIEK_ACTION_NOCTURNE_REVERSE_WALK,
/* 75 */ SHIEK_ACTION_NOCTURNE_REVERSE_HALT,
/* 76 */ SHIEK_ACTION_NOCTURNE_THROW_NUT,
/* 77 */ SHIEK_ACTION_77,
/* 78 */ SHIEK_ACTION_78,
/* 79 */ SHIEK_ACTION_BLOCK_PEDESTAL,
/* 80 */ SHIEK_ACTION_IN_DIALOGUE
/* 00 */ SHEIK_ACTION_INIT,
/* 01 */ SHEIK_ACTION_WAIT,
/* 02 */ SHEIK_ACTION_GRACEFUL_FALL,
/* 03 */ SHEIK_ACTION_ACCEL,
/* 04 */ SHEIK_ACTION_WALK,
/* 05 */ SHEIK_ACTION_HALT,
/* 06 */ SHEIK_ACTION_STOPPED,
/* 07 */ SHEIK_ACTION_7,
/* 08 */ SHEIK_ACTION_HARP_READY,
/* 09 */ SHEIK_PLAYING_HARP,
/* 10 */ SHEIK_ACTION_10,
/* 11 */ SHEIK_ACTION_PUT_HARP_AWAY,
/* 12 */ SHEIK_ACTION_12,
/* 13 */ SHEIK_ACTION_13,
/* 14 */ SHEIK_ACTION_REVERSE_ACCEL,
/* 15 */ SHEIK_ACTION_REVERSE_WALK,
/* 16 */ SHEIK_ACTION_REVERSE_HALT,
/* 17 */ SHEIK_ACTION_THROW_NUT,
/* 18 */ SHEIK_ACTION_DELETE,
/* 19 */ SHEIK_ACTION_FADE,
/* 20 */ SHEIK_ACTION_20,
/* 21 */ SHEIK_ACTION_21,
/* 22 */ SHEIK_ACTION_22,
/* 23 */ SHEIK_ACTION_23,
/* 24 */ SHEIK_ACTION_24,
/* 25 */ SHEIK_ACTION_25,
/* 26 */ SHEIK_ACTION_26,
/* 27 */ SHEIK_ACTION_27,
/* 28 */ SHEIK_ACTION_28,
/* 29 */ SHEIK_ACTION_SERENADE,
/* 30 */ SHEIK_ACTION_30,
/* 31 */ SHEIK_ACTION_31,
/* 32 */ SHEIK_ACTION_32,
/* 33 */ SHEIK_ACTION_33,
/* 34 */ SHEIK_ACTION_34,
/* 35 */ SHEIK_ACTION_35,
/* 36 */ SHEIK_ACTION_36,
/* 37 */ SHEIK_ACTION_37,
/* 38 */ SHEIK_ACTION_38,
/* 39 */ SHEIK_ACTION_39,
/* 40 */ SHEIK_ACTION_40,
/* 41 */ SHEIK_ACTION_41,
/* 42 */ SHEIK_ACTION_42,
/* 43 */ SHEIK_ACTION_43,
/* 44 */ SHEIK_ACTION_44,
/* 45 */ SHEIK_ACTION_45,
/* 46 */ SHEIK_ACTION_46,
/* 47 */ SHEIK_ACTION_47,
/* 48 */ SHEIK_ACTION_48,
/* 49 */ SHEIK_ACTION_49,
/* 50 */ SHEIK_ACTION_KNEEL,
/* 51 */ SHEIK_ACTION_51,
/* 52 */ SHEIK_ACTION_52,
/* 53 */ SHEIK_ACTION_53,
/* 54 */ SHEIK_ACTION_54,
/* 55 */ SHEIK_ACTION_SHOW_TRIFORCE,
/* 56 */ SHEIK_ACTION_SHOW_TRIFORCE_IDLE,
/* 57 */ SHEIK_ACTION_NOCTURNE_INIT,
/* 58 */ SHEIK_ACTION_NOCTURNE_IDLE,
/* 59 */ SHEIK_ACTION_DEFENSE_STANCE,
/* 60 */ SHEIK_ACTION_CONTORT,
/* 61 */ SHEIK_ACTION_NOCTURNE_FALL,
/* 62 */ SHEIK_ACTION_NOCTURNE_HIT_GROUND,
/* 63 */ SHEIK_ACTION_63,
/* 64 */ SHEIK_ACTION_NOCTURNE_KNEEL,
/* 65 */ SHEIK_ACTION_65,
/* 66 */ SHEIK_ACTION_66,
/* 67 */ SHEIK_ACTION_67,
/* 68 */ SHEIK_ACTION_68,
/* 69 */ SHEIK_ACTION_69,
/* 70 */ SHEIK_ACTION_70,
/* 71 */ SHEIK_ACTION_71,
/* 72 */ SHEIK_ACTION_72,
/* 73 */ SHEIK_ACTION_NOCTURNE_REVERSE_ACCEL,
/* 74 */ SHEIK_ACTION_NOCTURNE_REVERSE_WALK,
/* 75 */ SHEIK_ACTION_NOCTURNE_REVERSE_HALT,
/* 76 */ SHEIK_ACTION_NOCTURNE_THROW_NUT,
/* 77 */ SHEIK_ACTION_77,
/* 78 */ SHEIK_ACTION_78,
/* 79 */ SHEIK_ACTION_BLOCK_PEDESTAL,
/* 80 */ SHEIK_ACTION_IN_DIALOGUE
} EnXcAction;
typedef struct EnXc {