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En_Ssh (House of Skulltula spiders) (#485)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * eek spiders * now with names * fixes and formatting * expanded enum * void* limb draw
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620e3418c7
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53 changed files with 840 additions and 2545 deletions
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@ -54,7 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
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{ 32, 50, -24, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit2 sColChkInit = { 0x02, 0x0000, 0x0000, 0x0000, 0xFF };
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static CollisionCheckInfoInit2 sColChkInit = { 2, 0, 0, 0, 0xFF };
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static ColliderCylinderInit sCylinderInit2 = {
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{ COLTYPE_UNK6, 0x00, 0x00, 0x39, 0x10, COLSHAPE_CYLINDER },
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@ -247,7 +247,7 @@ void EnSt_InitColliders(EnSt* this, GlobalContext* globalCtx) {
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Collider_SetCylinder(globalCtx, &this->colCylinder[i], &this->actor, cylinders[i]);
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}
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this->colCylinder[0].body.bumper.flags = 0x3F8F9;
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this->colCylinder[0].body.bumper.flags = 0x0003F8F9;
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this->colCylinder[1].body.bumper.flags = 0xFFC00706;
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this->colCylinder[2].base.type = 9;
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this->colCylinder[2].body.bumperFlags = 0xD;
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@ -453,7 +453,7 @@ s32 EnSt_CheckColliders(EnSt* this, GlobalContext* globalCtx) {
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}
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if (EnSt_CheckHitBackside(&this->actor, globalCtx)) {
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// player has hit the backside ofthe skulltulla
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// player has hit the backside of the skulltulla
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return true;
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}
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@ -581,7 +581,7 @@ void EnSt_UpdateYaw(EnSt* this, GlobalContext* globalCtx) {
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rot = this->actor.shape.rot;
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yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsLink : this->initalYaw);
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yawDiff = rot.y - (yawTarget ^ yawDir);
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if (ABS(yawDiff) < 0x4001) {
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if (ABS(yawDiff) <= 0x4000) {
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Math_SmoothScaleMaxMinS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1);
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} else {
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rot.y += 0x2000;
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