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"Decompile" more objects. (#784)

* Object_hakach_objects OK and fix a warning in z_play.c

* Object Warp1 OK

* Object_spot16_obj OK

* object_cs Skeleton and limbs OK

* Limbs are broken

* Limbs OK

* Object_CS OK

* Object_jya_door OK

* fix errors and add new lines

* PR fixes (AngheloAlf)

* PR fixes (EllipticEllipsis)

* PR fixes (Fig)

* Rename Spot16 and Jya

* GraveYard -> Graveyard

* PR fixes

* -s

* PR fixes
This commit is contained in:
louist103 2021-05-30 12:30:38 -04:00 committed by GitHub
parent 515ebdce9d
commit f6470eaa08
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
26 changed files with 291 additions and 151 deletions

View file

@ -5,6 +5,7 @@
*/
#include "z_bg_haka_huta.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x00000010
@ -16,15 +17,12 @@ void BgHakaHuta_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHakaHuta_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgHakaHuta_SpawnDust(BgHakaHuta* this, GlobalContext* globalCtx);
void func_8087D268(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx);
void BgHakaHuta_PlaySound(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx);
void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, GlobalContext* globalCtx);
void BgHakaHuta_Open(BgHakaHuta* this, GlobalContext* globalCtx);
void BgHakaHuta_SlideOpen(BgHakaHuta* this, GlobalContext* globalCtx);
void func_8087D720(BgHakaHuta* this, GlobalContext* globalCtx);
void func_8087D8C0(BgHakaHuta* this, GlobalContext* globalCtx);
extern Gfx D_060006B0[];
extern CollisionHeader D_06000870;
void BgHakaHuta_DoNothing(BgHakaHuta* this, GlobalContext* globalCtx);
const ActorInit Bg_Haka_Huta_InitVars = {
ACTOR_BG_HAKA_HUTA,
@ -45,16 +43,15 @@ static InitChainEntry sInitChain[] = {
void BgHakaHuta_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHakaHuta* this = THIS;
s16 pad;
CollisionHeader* colHeader;
CollisionHeader* colHeader = NULL;
colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
CollisionHeader_GetVirtual(&D_06000870, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
CollisionHeader_GetVirtual(&gBotwCoffinLidCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
this->unk_16A = (thisx->params >> 8) & 0xFF;
this->dyna.actor.params &= 0xFF;
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params)) {
thisx->params &= 0xFF;
if (Flags_GetSwitch(globalCtx, thisx->params)) {
this->counter = -1;
this->actionFunc = func_8087D720;
} else {
@ -98,7 +95,7 @@ void BgHakaHuta_SpawnDust(BgHakaHuta* this, GlobalContext* globalCtx) {
}
}
void func_8087D268(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx) {
void BgHakaHuta_PlaySound(BgHakaHuta* this, GlobalContext* globalCtx, u16 sfx) {
Vec3f pos;
pos.z = (this->dyna.actor.shape.rot.y == 0) ? this->dyna.actor.world.pos.z + 120.0f
@ -152,7 +149,7 @@ void BgHakaHuta_Open(BgHakaHuta* this, GlobalContext* globalCtx) {
Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x + posOffset, 2.0f);
if (this->counter == 0) {
this->counter = 37;
func_8087D268(this, globalCtx, NA_SE_EV_COFFIN_CAP_OPEN);
BgHakaHuta_PlaySound(this, globalCtx, NA_SE_EV_COFFIN_CAP_OPEN);
this->actionFunc = BgHakaHuta_SlideOpen;
}
}
@ -168,7 +165,7 @@ void BgHakaHuta_SlideOpen(BgHakaHuta* this, GlobalContext* globalCtx) {
BgHakaHuta_SpawnDust(this, globalCtx);
}
if (this->counter == 0) {
func_8087D268(this, globalCtx, NA_SE_EV_COFFIN_CAP_BOUND);
BgHakaHuta_PlaySound(this, globalCtx, NA_SE_EV_COFFIN_CAP_BOUND);
this->actionFunc = func_8087D720;
}
}
@ -182,14 +179,14 @@ void func_8087D720(BgHakaHuta* this, GlobalContext* globalCtx) {
this->counter++;
if (this->counter == 6) {
this->actionFunc = func_8087D8C0;
this->actionFunc = BgHakaHuta_DoNothing;
quakeIndex = Quake_Add(ACTIVE_CAM, 3);
Quake_SetSpeed(quakeIndex, 0x7530);
Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 2);
} else if (this->counter == 0) {
this->counter = 6;
this->actionFunc = func_8087D8C0;
this->actionFunc = BgHakaHuta_DoNothing;
}
D_8087D958.x = this->counter + 24.0f;
@ -206,14 +203,15 @@ void func_8087D720(BgHakaHuta* this, GlobalContext* globalCtx) {
func_800D20CC(&mtx, &this->dyna.actor.shape.rot, 0);
}
void func_8087D8C0(BgHakaHuta* this, GlobalContext* globalCtx) {
void BgHakaHuta_DoNothing(BgHakaHuta* this, GlobalContext* globalCtx) {
}
void BgHakaHuta_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHakaHuta* this = THIS;
this->actionFunc(this, globalCtx);
}
void BgHakaHuta_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_060006B0);
Gfx_DrawDListOpa(globalCtx, gBotwCoffinLidDL);
}

View file

@ -5,6 +5,7 @@
*/
#include "z_bg_haka_megane.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x000000B0
@ -35,16 +36,25 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern CollisionHeader D_06001830, D_06001AB8, D_06004330, D_060044D0, D_06004780, D_06004940, D_06004B00, D_06004CC0;
static CollisionHeader* sCollisionHeaders[] = {
&D_06001830, &D_06001AB8, NULL, &D_06004330, &D_060044D0, NULL, &D_06004780,
&D_06004940, NULL, &D_06004B00, NULL, &D_06004CC0, NULL,
&gBotw1Col, &gBotw2Col, NULL, 0x06004330, 0x060044D0, NULL, 0x06004780,
0x06004940, NULL, 0x06004B00, NULL, 0x06004CC0, NULL,
};
static Gfx* sDLists[] = {
0x06001060, 0x06001920, 0x060003F0, 0x060040F0, 0x060043B0, 0x06001120, 0x060045A0,
0x060047F0, 0x060018F0, 0x060049B0, 0x06003CF0, 0x06004B70, 0x06002ED0,
gBotwFakeWallsAndFloorsDL,
gBotwThreeFakeFloorsDL,
gBotwHoleTrap2DL,
0x060040F0,
0x060043B0,
0x06001120,
0x060045A0,
0x060047F0,
0x060018F0,
0x060049B0,
0x06003CF0,
0x06004B70,
0x06002ED0,
};
extern Gfx D_06001250[];
@ -126,6 +136,6 @@ void BgHakaMegane_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
if (thisx->params == 0) {
Gfx_DrawDListXlu(globalCtx, D_06001250);
Gfx_DrawDListXlu(globalCtx, gBotwBloodSplatterDL);
}
}

View file

@ -5,6 +5,7 @@
*/
#include "z_bg_haka_water.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x00000030
@ -15,7 +16,7 @@ void BgHakaWater_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgHakaWater_Update(Actor* thisx, GlobalContext* globalCtx);
void BgHakaWater_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80881D94(BgHakaWater* this, GlobalContext* globalCtx);
void BgHakaWater_LowerWater(BgHakaWater* this, GlobalContext* globalCtx);
void BgHakaWater_Wait(BgHakaWater* this, GlobalContext* globalCtx);
void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, GlobalContext* globalCtx);
@ -35,9 +36,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern Gfx D_06001E50[];
extern Gfx D_06002010[];
void BgHakaWater_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHakaWater* this = THIS;
@ -49,14 +47,14 @@ void BgHakaWater_Init(Actor* thisx, GlobalContext* globalCtx) {
} else {
this->isLowered = false;
}
func_80881D94(this, globalCtx);
BgHakaWater_LowerWater(this, globalCtx);
this->actionFunc = BgHakaWater_Wait;
}
void BgHakaWater_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void func_80881D94(BgHakaWater* this, GlobalContext* globalCtx) {
void BgHakaWater_LowerWater(BgHakaWater* this, GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 9; i++) {
@ -100,7 +98,7 @@ void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, GlobalContext* globalCtx) {
this->actor.draw = NULL;
}
}
func_80881D94(this, globalCtx);
BgHakaWater_LowerWater(this, globalCtx);
}
void BgHakaWater_Update(Actor* thisx, GlobalContext* globalCtx) {
@ -132,7 +130,7 @@ void BgHakaWater_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_haka_water.c", 312),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06001E50);
gSPDisplayList(POLY_XLU_DISP++, gBotwWaterRingDL);
Matrix_Translate(0.0f, 92.0f, -1680.0f, MTXMODE_NEW);
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
@ -145,7 +143,7 @@ void BgHakaWater_Draw(Actor* thisx, GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)(5.1f * temp));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_haka_water.c", 328),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06002010);
gSPDisplayList(POLY_XLU_DISP++, gBotwWaterFallDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_haka_water.c", 332);
}

View file

@ -5,6 +5,7 @@
*/
#include "z_bg_haka_zou.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS 0x00000010
@ -71,10 +72,8 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern Gfx D_06000A10[];
extern CollisionHeader D_06005E30;
extern CollisionHeader D_06006F70;
extern CollisionHeader D_06000C2C;
void BgHakaZou_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
@ -186,7 +185,7 @@ void BgHakaZou_Wait(BgHakaZou* this, GlobalContext* globalCtx) {
CollisionHeader_GetVirtual(&D_06005E30, &colHeader);
this->collider.dim.yShift = -50;
} else {
CollisionHeader_GetVirtual(&D_06000C2C, &colHeader);
CollisionHeader_GetVirtual(&gBotwBombSpotCol, &colHeader);
this->collider.dim.radius = 55;
this->collider.dim.height = 20;
}
@ -259,13 +258,13 @@ void func_80882E54(BgHakaZou* this, GlobalContext* globalCtx) {
fragmentPos.y = this->collider.dim.pos.y;
fragmentPos.z = this->collider.dim.pos.z;
EffectSsHahen_SpawnBurst(globalCtx, &fragmentPos, 10.0f, 0, 10, 10, 4, 141, 40, D_06000A10);
EffectSsHahen_SpawnBurst(globalCtx, &fragmentPos, 10.0f, 0, 10, 10, 4, 141, 40, gBotwBombSpotDL);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
fragmentPos.x = this->collider.dim.pos.x + (((j * 2) - 1) * num);
fragmentPos.z = this->collider.dim.pos.z + (((i * 2) - 1) * num);
EffectSsHahen_SpawnBurst(globalCtx, &fragmentPos, 10.0f, 0, 10, 10, 4, 141, 40, D_06000A10);
EffectSsHahen_SpawnBurst(globalCtx, &fragmentPos, 10.0f, 0, 10, 10, 4, 141, 40, gBotwBombSpotDL);
func_800286CC(globalCtx, &fragmentPos, &sZeroVec, &sZeroVec, 1000, 50);
}
}
@ -405,7 +404,7 @@ void BgHakaZou_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void BgHakaZou_Draw(Actor* thisx, GlobalContext* globalCtx) {
static Gfx* dLists[] = { 0x060064E0, 0x06005CE0, 0x06000A10, 0x06005CE0 };
static Gfx* dLists[] = { 0x060064E0, 0x06005CE0, gBotwBombSpotDL, 0x06005CE0 };
Gfx_DrawDListOpa(globalCtx, dLists[thisx->params]);
}

View file

@ -73,7 +73,7 @@ static s16 D_80899520[] = { 18, 26, 34, 42, 50, 60, 70, 80 };
static s16 D_80899530[] = { 48, 42, 36, 32, 28, 24, 20, 16 };
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale.x, 100, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),

View file

@ -180,7 +180,7 @@ void BgJyaZurerukabe_Update(Actor* thisx, GlobalContext* globalCtx) {
}
this->actionFunc(this, globalCtx);
if (this->unk_168 == 0) {
func_8089B4C8(this, globalCtx);
}

View file

@ -1,4 +1,5 @@
#include "z_bg_spot16_bombstone.h"
#include "objects/object_spot16_obj/object_spot16_obj.h"
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
@ -184,7 +185,7 @@ s32 func_808B4D9C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
func_808B4D04(this, globalCtx);
this->sinRotation = Math_SinS(this->actor.shape.rot.y);
this->cosRotation = Math_CosS(this->actor.shape.rot.y);
this->unk_150 = D_06000C20;
this->dList = gDodongosCavernRock3DL;
func_808B5934(this);
return true;
@ -220,7 +221,7 @@ s32 func_808B4E58(BgSpot16Bombstone* this, GlobalContext* globalctx) {
actor->shape.rot.y = D_808B5DD8[actor->params][8];
actor->shape.rot.z = D_808B5DD8[actor->params][9];
this->unk_150 = D_060009E0;
this->dList = D_060009E0;
this->bombiwaBankIndex = Object_GetIndex(&globalctx->objectCtx, OBJECT_BOMBIWA);
if (this->bombiwaBankIndex < 0) {
@ -298,8 +299,6 @@ void func_808B5240(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
if (1) {}
// for(;this->unk_158 < ARRAY_COUNTU(D_808B5EB0); this->unk_158++)
while (true) {
if ((u32)this->unk_158 >= ARRAY_COUNTU(D_808B5EB0) || this->unk_154 < D_808B5EB0[this->unk_158][0]) {
break;
@ -547,11 +546,11 @@ void BgSpot16Bombstone_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (this->actor.params == 0xFF) {
// The boulder is intact
gSPDisplayList(POLY_OPA_DISP++, this->unk_150);
gSPDisplayList(POLY_OPA_DISP++, this->dList);
} else {
// The boulder is debris
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[this->bombiwaBankIndex].segment);
gSPDisplayList(POLY_OPA_DISP++, this->unk_150);
gSPDisplayList(POLY_OPA_DISP++, this->dList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_spot16_bombstone.c", 1274);

View file

@ -11,7 +11,7 @@ typedef void (*BgSpot16BombstoneActionFunc)(struct BgSpot16Bombstone*, GlobalCon
typedef struct BgSpot16Bombstone {
/* 0x0000 */ Actor actor;
/* 0x014C */ BgSpot16BombstoneActionFunc actionFunc;
/* 0x0150 */ Gfx* unk_150;
/* 0x0150 */ Gfx* dList;
/* 0x0154 */ s16 unk_154;
/* 0x0156 */ s16 switchFlag;
/* 0x0158 */ s16 unk_158;

View file

@ -12,6 +12,7 @@
#include "objects/object_goma/object_goma.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#include "objects/object_jya_door/object_jya_door.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS 0x00000010
@ -57,7 +58,7 @@ typedef struct {
u8 index2;
} ShutterObjectInfo;
static ShutterObjectInfo D_809980F0[] = {
static ShutterObjectInfo sObjectInfo[] = {
{ OBJECT_GND, 4, 4 },
{ OBJECT_GOMA, 5, 5 },
{ OBJECT_YDAN_OBJECTS, 0, 1 },
@ -86,14 +87,14 @@ typedef struct {
/* 0x000B */ u8 f;
} ShutterInfo;
static ShutterInfo D_80998134[] = {
static ShutterInfo sShutterInfo[] = {
{ gDTDungeonDoor1DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gDTDungeonDoor2DL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ 0x060000C0, 0x060001F0, 240, 14, 70, 15 },
{ 0x06000590, 0x06006460, 0, 110, 50, 15 },
{ gPhantomGanonBarsDL, NULL, 130, 12, 50, 15 },
{ gGohmaDoorDL, NULL, 130, 12, 50, 15 },
{ 0x06000100, 0x060001F0, 240, 14, 50, 15 },
{ gSpiritDoorDL, gJyaDoorMetalBarsDL, 240, 14, 50, 15 },
{ 0x060010C0, NULL, 130, 12, 50, 15 },
{ gDungeonDoorDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
{ gFireTempleDoorFrontDL, gDoorMetalBarsDL, 130, 12, 20, 15 },
@ -125,7 +126,7 @@ typedef struct {
u8 index;
} ShutterSceneInfo;
static ShutterSceneInfo D_80998240[] = {
static ShutterSceneInfo sSceneInfo[] = {
{ SCENE_YDAN, 0x02 }, { SCENE_DDAN, 0x03 }, { SCENE_DDAN_BOSS, 0x03 },
{ SCENE_BDAN, 0x04 }, { SCENE_BMORI1, 0x05 }, { SCENE_HIDAN, 0x08 },
{ SCENE_GANON, 0x09 }, { SCENE_GANON_BOSS, 0x09 }, { SCENE_JYASINZOU, 0x0A },
@ -168,7 +169,7 @@ s32 DoorShutter_SetupDoor(DoorShutter* this, GlobalContext* globalCtx) {
TransitionActorEntry* transitionEntry = &globalCtx->transitionActorList[(u16)this->dyna.actor.params >> 0xA];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
ShutterObjectInfo* temp_t0 = &D_809980F0[this->unk_16B];
ShutterObjectInfo* temp_t0 = &sObjectInfo[this->unk_16B];
if (doorType != SHUTTER_KEY_LOCKED) {
if (frontRoom == transitionEntry->sides[1].room) {
@ -224,7 +225,7 @@ void DoorShutter_Init(Actor* thisx, GlobalContext* globalCtx) {
if (phi_a3 < 0) {
ShutterSceneInfo* phi_v1;
for (phi_v1 = &D_80998240[0], i = 0; i < ARRAY_COUNT(D_80998240) - 1; i++, phi_v1++) {
for (phi_v1 = &sSceneInfo[0], i = 0; i < ARRAY_COUNT(sSceneInfo) - 1; i++, phi_v1++) {
if (globalCtx2->sceneNum == phi_v1->sceneNum) {
break;
}
@ -242,7 +243,8 @@ void DoorShutter_Init(Actor* thisx, GlobalContext* globalCtx) {
} else {
this->dyna.actor.room = -1;
}
if (this->requiredObjBankIndex = objectIndex = Object_GetIndex(&globalCtx2->objectCtx, D_809980F0[phi_a3].objectId),
if (this->requiredObjBankIndex = objectIndex =
Object_GetIndex(&globalCtx2->objectCtx, sObjectInfo[phi_a3].objectId),
(s8)objectIndex < 0) {
Actor_Kill(&this->dyna.actor);
return;
@ -283,7 +285,7 @@ void DoorShutter_SetupType(DoorShutter* this, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
this->unk_16C = D_809980F0[this->unk_16B].index1;
this->unk_16C = sObjectInfo[this->unk_16B].index1;
CollisionHeader_GetVirtual((this->doorType == SHUTTER_GOHMA_BLOCK) ? &gGohmaDoorCol : &gPhantomGanonBarsCol,
&colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
@ -323,7 +325,7 @@ s32 func_809968D4(DoorShutter* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (!Player_InCsMode(globalCtx)) {
ShutterInfo* temp_v1 = &D_80998134[this->unk_16C];
ShutterInfo* temp_v1 = &sShutterInfo[this->unk_16C];
f32 temp_f2 = func_80996840(globalCtx, this, (this->unk_16C != 3) ? 0.0f : 80.0f, temp_v1->e, temp_v1->f);
if (fabsf(temp_f2) < 50.0f) {
@ -683,7 +685,7 @@ void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
//! from drawing until initialization is complete. However if the required object is the same as the
//! object dependency listed in init vars (gameplay_keep in this case), the check will pass even though
//! initialization has not completed. When this happens, it will try to draw the display list of the
//! first entry in `D_80998134`, which will likely crash the game.
//! first entry in `sShutterInfo`, which will likely crash the game.
//! This only matters in very specific scenarios, when the door is unculled on the first possible frame
//! after spawning. It will try to draw without having run update yet.
//!
@ -693,7 +695,7 @@ void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex &&
(this->unk_16B == 0 || func_80997A34(this, globalCtx) != 0)) {
s32 pad[2];
ShutterInfo* sp70 = &D_80998134[this->unk_16C];
ShutterInfo* sp70 = &sShutterInfo[this->unk_16C];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_door_shutter.c", 2048);

View file

@ -1,4 +1,5 @@
#include "z_door_warp1.h"
#include "objects/object_warp1/object_warp1.h"
#define FLAGS 0x00000000
@ -9,10 +10,6 @@ void DoorWarp1_Destroy(Actor* thisx, GlobalContext* globalCtx);
void DoorWarp1_Update(Actor* thisx, GlobalContext* globalCtx);
void DoorWarp1_Draw(Actor* thisx, GlobalContext* globalCtx);
extern UNK_TYPE D_060001A0;
extern UNK_TYPE D_06001374;
extern UNK_TYPE D_06002CA8;
/*
const ActorInit Door_Warp1_InitVars = {
ACTOR_DOOR_WARP1,

View file

@ -1,4 +1,5 @@
#include "z_en_cs.h"
#include "objects/object_cs/object_cs.h"
#include "objects/object_link_child/object_link_child.h"
#define FLAGS 0x00000009
@ -16,8 +17,6 @@ void EnCs_Wait(EnCs* this, GlobalContext* globalCtx);
s32 EnCs_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx);
void EnCs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx);
extern FlexSkeletonHeader D_06008540; // Graveyard boy skeleton
const ActorInit En_Cs_InitVars = {
ACTOR_EN_CS,
ACTORCAT_NPC,
@ -52,13 +51,46 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit2 = { 0, 0, 0, 0, MASS_IMMOVABLE };
static DamageTable sDamageTable = { 0 };
static DamageTable sDamageTable[] = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0x0),
/* Explosive */ DMG_ENTRY(0, 0x0),
/* Boomerang */ DMG_ENTRY(0, 0x0),
/* Normal arrow */ DMG_ENTRY(0, 0x0),
/* Hammer swing */ DMG_ENTRY(0, 0x0),
/* Hookshot */ DMG_ENTRY(0, 0x0),
/* Kokiri sword */ DMG_ENTRY(0, 0x0),
/* Master sword */ DMG_ENTRY(0, 0x0),
/* Giant's Knife */ DMG_ENTRY(0, 0x0),
/* Fire arrow */ DMG_ENTRY(0, 0x0),
/* Ice arrow */ DMG_ENTRY(0, 0x0),
/* Light arrow */ DMG_ENTRY(0, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0x0),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0x0),
/* Giant spin */ DMG_ENTRY(0, 0x0),
/* Master spin */ DMG_ENTRY(0, 0x0),
/* Kokiri jump */ DMG_ENTRY(0, 0x0),
/* Giant jump */ DMG_ENTRY(0, 0x0),
/* Master jump */ DMG_ENTRY(0, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static struct_D_80AA1678 sAnimations[] = {
{ 0x06000700, 1.0f, ANIMMODE_ONCE, -10.0f },
{ 0x06000E10, 1.0f, ANIMMODE_ONCE, -10.0f },
{ 0x06001588, 1.0f, ANIMMODE_ONCE, -10.0f },
{ 0x0600195C, 1.0f, ANIMMODE_ONCE, -10.0f },
{ &gGraveyardKidWalkAnim, 1.0f, ANIMMODE_ONCE, -10.0f },
{ &gGraveyardKidSwingStickUpAnim, 1.0f, ANIMMODE_ONCE, -10.0f },
{ &gGraveyardKidGrabStickTwoHandsAnim, 1.0f, ANIMMODE_ONCE, -10.0f },
{ &gGraveyardKidIdleAnim, 1.0f, ANIMMODE_ONCE, -10.0f },
};
void EnCs_SetAnimFromIndex(EnCs* this, s32 animIndex, s32* currentAnimIndex) {
@ -94,12 +126,12 @@ void EnCs_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008540, NULL, this->jointTable, this->morphTable, 16);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGraveyardKidSkel, NULL, this->jointTable, this->morphTable, 16);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, sDamageTable, &sColChkInfoInit2);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Animation_Change(&this->skelAnime, sAnimations[0].animation, 1.0f, 0.0f,
@ -416,7 +448,11 @@ void EnCs_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void EnCs_Draw(Actor* thisx, GlobalContext* globalCtx) {
static u64* eyeTextures[] = { 0x06002130, 0x06002930, 0x06003130 };
static u64* eyeTextures[] = {
gGraveyardKidEyesOpenTex,
gGraveyardKidEyesHalfTex,
gGraveyardKidEyesClosedTex,
};
EnCs* this = THIS;
s32 pad;