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https://github.com/HarbourMasters/2ship2harkinian.git
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En_Arrow (1 non-matching) (#551)
* En_Arrow * Remove comment * UNK_TYPE1 * Add thing * Merge * Merge * PR * PR * PR
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0f7f5de084
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@ -576,10 +576,10 @@ void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstSca
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// void EffectSsStick_Spawn(UNK_TYPE4 uParm1, UNK_PTR puParm2, UNK_TYPE2 uParm3);
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// void EffectSsSibuki_Spawn(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7);
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void EffectSsSibuki_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos);
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// void EffectSsStone1_Spawn(UNK_TYPE4 uParm1, UNK_PTR puParm2, UNK_TYPE4 uParm3);
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void EffectSsStone1_Spawn(GlobalContext* globalCtx, Vec3f* arg1, s32 arg2);
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// void EffectSsHitMark_Spawn(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, UNK_TYPE2 uParm3, Vec3f* pzParm4);
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void EffectSsHitMark_SpawnFixedScale(GlobalContext* globalCtx, s32 type, Vec3f* pos);
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// void EffectSsHitMark_SpawnCustomScale(void);
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void EffectSsHitMark_SpawnCustomScale(GlobalContext* globalCtx, s32 type, s16 scale, Vec3f* pos);
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// void EffectSsFhgFlash_SpawnShock(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE2 uParm4, UNK_TYPE1 param_5);
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// void EffectSsKFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE1 param_6);
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void EffectSsSolderSrchBall_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag);
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@ -2099,7 +2099,7 @@ s32 func_801242B4(Player* player);
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// void func_80125D4C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
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// void func_801262C8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
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// void func_801263FC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
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void func_80126440(GlobalContext* globalCtx, Collider* param_2, s32* param_3, Vec3f* param_4, Vec3f* param_5);
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s32 func_80126440(GlobalContext* globalCtx, Collider* param_2, s32* param_3, Vec3f* param_4, Vec3f* param_5);
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// void func_801265C8(void);
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// void func_8012669C(void);
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// void func_80126808(void);
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5
spec
5
spec
@ -846,8 +846,11 @@ beginseg
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name "ovl_En_Arrow"
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compress
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include "build/src/overlays/actors/ovl_En_Arrow/z_en_arrow.o"
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include "build/data/ovl_En_Arrow/ovl_En_Arrow.data.o"
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#ifdef NON_MATCHING
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include "build/src/overlays/actors/ovl_En_Arrow/ovl_En_Arrow_reloc.o"
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#else
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include "build/data/ovl_En_Arrow/ovl_En_Arrow.reloc.o"
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#endif
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endseg
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beginseg
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@ -242,7 +242,7 @@ void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
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} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) &&
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(arrow->actor.id == ACTOR_EN_ARROW)) {
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arrow->actor.params = 0;
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arrow->unk_1C0 = 0x800;
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arrow->collider.info.toucher.dmgFlags = 0x800;
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}
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fire->collision.dim.pos.x = fire->position.x;
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fire->collision.dim.pos.y = fire->position.y;
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@ -5,8 +5,10 @@
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*/
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#include "z_en_arrow.h"
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#include "overlays/effects/ovl_Effect_Ss_Sbn/z_eff_ss_sbn.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x00000030
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
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#define THIS ((EnArrow*)thisx)
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@ -20,7 +22,6 @@ void func_8088ACE0(EnArrow* this, GlobalContext* globalCtx);
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void func_8088B630(EnArrow* this, GlobalContext* globalCtx);
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void func_8088B6B0(EnArrow* this, GlobalContext* globalCtx);
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#if 0
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const ActorInit En_Arrow_InitVars = {
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ACTOR_EN_ARROW,
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ACTORCAT_ITEMACTION,
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@ -33,45 +34,718 @@ const ActorInit En_Arrow_InitVars = {
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(ActorFunc)EnArrow_Draw,
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};
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// static ColliderQuadInit sQuadInit = {
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static ColliderQuadInit D_8088C1E0 = {
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{ COLTYPE_NONE, AT_ON | AT_TYPE_PLAYER, AC_NONE, OC1_NONE, OC2_TYPE_PLAYER, COLSHAPE_QUAD, },
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{ ELEMTYPE_UNK2, { 0x00000020, 0x00, 0x02 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NONE, BUMP_NONE, OCELEM_NONE, },
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static ColliderQuadInit sQuadInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_PLAYER,
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AC_NONE,
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OC1_NONE,
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OC2_TYPE_PLAYER,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK2,
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{ 0x00000020, 0x00, 0x02 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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// static InitChainEntry sInitChain[] = {
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static InitChainEntry D_8088C230[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(terminalVelocity, -150, ICHAIN_STOP),
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};
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void EnArrow_Init(Actor* thisx, GlobalContext* globalCtx) {
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static EffectBlureInit2 D_8088C234 = {
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0, 4, 0, { 0, 255, 200, 255 }, { 0, 255, 255, 255 }, { 0, 255, 200, 0 }, { 0, 255, 255, 0 }, 16,
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0, 1, 0, { 255, 255, 170, 255 }, { 0, 150, 0, 0 },
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};
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static EffectBlureInit2 D_8088C258 = {
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0, 4, 0, { 0, 255, 200, 255 }, { 0, 255, 255, 255 }, { 0, 255, 200, 0 }, { 0, 255, 255, 0 }, 16,
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0, 1, 0, { 255, 200, 0, 255 }, { 255, 0, 0, 0 },
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};
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static EffectBlureInit2 D_8088C27C = {
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0, 4, 0, { 0, 255, 200, 255 }, { 0, 255, 255, 255 }, { 0, 255, 200, 0 }, { 0, 255, 255, 0 }, 16,
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0, 1, 0, { 170, 255, 255, 255 }, { 0, 0x64, 255, 0 },
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};
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static EffectBlureInit2 D_8088C2A0 = {
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0, 4, 0, { 0, 255, 200, 255 }, { 0, 255, 255, 255 }, { 0, 255, 200, 0 }, { 0, 255, 255, 0 }, 16,
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0, 1, 0, { 255, 255, 170, 255 }, { 255, 255, 0, 0 },
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};
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EnArrow* this = THIS;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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if (this->actor.params == ENARROW_MINUS8) {
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this->unk_263 = 1;
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this->actor.params = 8;
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}
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if (this->actor.params < ENARROW_6) {
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SkelAnime_Init(globalCtx, &this->arrow.skelAnime, &gameplay_keep_Skel_014560, &gameplay_keep_Anim_0128BC,
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this->arrow.jointTable, this->arrow.jointTable, 5);
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if (this->actor.params < ENARROW_3) {
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if (this->actor.params == ENARROW_1) {
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D_8088C234.elemDuration = 4;
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} else {
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D_8088C234.elemDuration = 16;
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}
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Effect_Add(globalCtx, &this->unk_240, EFFECT_BLURE2, 0, 0, &D_8088C234);
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} else if (this->actor.params == ENARROW_3) {
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Effect_Add(globalCtx, &this->unk_240, EFFECT_BLURE2, 0, 0, &D_8088C258);
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} else if (this->actor.params == ENARROW_4) {
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Effect_Add(globalCtx, &this->unk_240, EFFECT_BLURE2, 0, 0, &D_8088C27C);
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} else if (this->actor.params == ENARROW_5) {
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Effect_Add(globalCtx, &this->unk_240, EFFECT_BLURE2, 0, 0, &D_8088C2A0);
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}
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}
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->actor, &sQuadInit);
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if (this->actor.params < ENARROW_6) {
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this->collider.info.toucherFlags &= ~(TOUCH_SFX_WOOD | TOUCH_SFX_HARD);
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this->collider.info.toucherFlags |= 0;
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}
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if (this->actor.params < ENARROW_0) {
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this->collider.base.atFlags = (AT_TYPE_ENEMY | AT_ON);
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} else {
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this->collider.info.toucher.dmgFlags = func_800BC188(this->actor.params);
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if (this->actor.params == ENARROW_8) {
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this->collider.info.toucher.damage = 1;
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}
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if (this->actor.params == ENARROW_7) {
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Actor_SetScale(&this->actor, 1.0f);
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}
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}
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this->actionFunc = func_8088A594;
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}
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void EnArrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnArrow* this = THIS;
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if (this->actor.params < ENARROW_6) {
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Effect_Destroy(globalCtx, this->unk_240);
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}
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Collider_DestroyQuad(globalCtx, &this->collider);
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if ((this->unk_264 != NULL) && (this->unk_264->update != NULL)) {
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this->unk_264->flags &= ~0x8000;
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}
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if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6) && (this->actor.child == NULL)) {
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func_80115D5C(&globalCtx->state);
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}
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}
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void func_8088A514(EnArrow* this) {
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f32 temp_f0 = 16.0f - this->bubble.unk_144;
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Actor_SetSpeeds(&this->actor, CLAMP(temp_f0, 1.0f, 80.0f));
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}
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void func_8088A594(EnArrow* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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if (this->actor.parent != NULL) {
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if (this->actor.params == ENARROW_7) {
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if (Math_SmoothStepToF(&this->bubble.unk_144, 16.0f, 0.07f, 1.8f, 0.0f) > 0.5f) {
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func_800B9010(&this->actor, NA_SE_PL_DEKUNUTS_BUBLE_BREATH - SFX_FLAG);
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return;
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}
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this->bubble.unk_148++;
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if (this->bubble.unk_148 > 20) {
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this->actionFunc = func_8088ACE0;
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func_80115D5C(&globalCtx->state);
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}
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}
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} else {
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if ((this->actor.params != ENARROW_8) && (player->unk_D57 == 0)) {
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if (this->actor.params == ENARROW_7) {
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func_80115D5C(&globalCtx->state);
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}
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Actor_MarkForDeath(&this->actor);
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return;
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}
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switch (this->actor.params) {
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case ENARROW_6:
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func_800B8E58(player, NA_SE_IT_SLING_SHOT);
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break;
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case ENARROW_0:
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case ENARROW_1:
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case ENARROW_2:
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func_800B8E58(player, NA_SE_IT_ARROW_SHOT);
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break;
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case ENARROW_3:
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case ENARROW_4:
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case ENARROW_5:
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func_800B8E58(player, NA_SE_IT_MAGIC_ARROW_SHOT);
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case ENARROW_7:
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func_800B8E58(player, NA_SE_PL_DEKUNUTS_FIRE);
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break;
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}
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this->actionFunc = func_8088ACE0;
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Math_Vec3f_Copy(&this->unk_228, &this->actor.world.pos);
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if (this->actor.params == ENARROW_7) {
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this->bubble.unk_144 = CLAMP_MIN(this->bubble.unk_144, 3.5f);
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func_8088A514(this);
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this->unk_260 = 99;
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func_80115D5C(&globalCtx->state);
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} else if (this->actor.params >= ENARROW_6) {
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if ((this->actor.params == ENARROW_8) && (this->actor.world.rot.x < 0)) {
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Actor_SetScale(&this->actor, 0.009f);
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this->unk_260 = 40;
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} else {
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Actor_SetSpeeds(&this->actor, 80.0f);
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this->unk_260 = 15;
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}
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this->actor.shape.rot.x = 0;
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this->actor.shape.rot.y = 0;
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this->actor.shape.rot.z = 0;
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} else {
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Actor_SetSpeeds(&this->actor, 150.0f);
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this->unk_260 = 16;
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}
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}
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}
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void func_8088A7D8(GlobalContext* globalCtx, EnArrow* this) {
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this->actionFunc = func_8088B6B0;
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Animation_PlayOnce(&this->arrow.skelAnime, &gameplay_keep_Anim_012860);
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this->actor.world.rot.y += (s32)(0x6000 * (Rand_ZeroOne() - 0.5f)) + 0x8000;
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this->actor.speedXZ *= 0.02f + (0.02f * Rand_ZeroOne());
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this->actor.gravity = -1.5f;
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this->unk_260 = 50;
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this->unk_263 = 1;
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}
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void func_8088A894(EnArrow* this, GlobalContext* globalCtx) {
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CollisionPoly* sp74;
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Vec3f sp68;
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Vec3f sp5C;
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Vec3f sp50;
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f32 sp4C;
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f32 temp_f0;
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s32 sp44;
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Math_Vec3f_Diff(&this->actor.world.pos, &this->unk_228, &sp68);
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sp4C = ((this->actor.world.pos.x - this->unk_264->world.pos.x) * sp68.x) +
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((this->actor.world.pos.y - this->unk_264->world.pos.y) * sp68.y) +
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((this->actor.world.pos.z - this->unk_264->world.pos.z) * sp68.z);
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if (sp4C < 0.0f) {
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return;
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}
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temp_f0 = Math3D_LengthSquared(&sp68);
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if (temp_f0 < 1.0f) {
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return;
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}
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temp_f0 = sp4C / temp_f0;
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Math_Vec3f_Scale(&sp68, temp_f0);
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Math_Vec3f_Sum(&this->unk_264->world.pos, &sp68, &sp5C);
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if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &this->unk_264->world.pos, &sp5C, &sp50, &sp74, true, true, true,
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true, &sp44)) {
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this->unk_264->world.pos.x = ((sp5C.x <= sp50.x) ? 1.0f : -1.0f) + sp50.x;
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this->unk_264->world.pos.y = ((sp5C.y <= sp50.y) ? 1.0f : -1.0f) + sp50.y;
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this->unk_264->world.pos.z = ((sp5C.z <= sp50.z) ? 1.0f : -1.0f) + sp50.z;
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} else {
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Math_Vec3f_Copy(&this->unk_264->world.pos, &sp5C);
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}
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}
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void func_8088AA98(EnArrow* this, GlobalContext* globalCtx) {
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WaterBox* sp54;
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f32 sp50 = this->actor.world.pos.y;
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Vec3f sp44;
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f32 temp_f0;
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if (WaterBox_GetSurface1(globalCtx, &globalCtx->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp50,
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&sp54) &&
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(this->actor.world.pos.y < sp50) && !(this->actor.bgCheckFlags & 0x20)) {
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this->actor.bgCheckFlags |= 0x20;
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Math_Vec3f_Diff(&this->actor.world.pos, &this->actor.home.pos, &sp44);
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if (sp44.y != 0.0f) {
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temp_f0 = sqrtf(SQ(sp44.x) + SQ(sp44.z));
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if (temp_f0 != 0.0f) {
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temp_f0 = (((sp50 - this->actor.home.pos.y) / sp44.y) * temp_f0) / temp_f0;
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}
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sp44.x = this->actor.home.pos.x + (sp44.x * temp_f0);
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sp44.y = sp50;
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sp44.z = this->actor.home.pos.z + (sp44.z * temp_f0);
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EffectSsGSplash_Spawn(globalCtx, &sp44, NULL, NULL, 0, 300);
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}
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
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EffectSsGRipple_Spawn(globalCtx, &sp44, 100, 500, 0);
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EffectSsGRipple_Spawn(globalCtx, &sp44, 100, 500, 4);
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EffectSsGRipple_Spawn(globalCtx, &sp44, 100, 500, 8);
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if ((this->actor.params == ENARROW_4) || (this->actor.params == ENARROW_3)) {
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if ((this->actor.params == ENARROW_4) && (func_8088B6B0 != this->actionFunc)) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_ICEFLOE, sp44.x, sp44.y, sp44.z, 0, 0, 0, 300);
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Actor_MarkForDeath(&this->actor);
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return;
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}
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this->actor.params = ENARROW_2;
|
||||
this->collider.info.toucher.dmgFlags = 0x20;
|
||||
|
||||
if (this->actor.child != NULL) {
|
||||
Actor_MarkForDeath(this->actor.child);
|
||||
return;
|
||||
}
|
||||
|
||||
func_80115D5C(&globalCtx->state);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef NON_MATCHING
|
||||
// Stack. Scoped variable required to fix code gen at the bottom, likely sp60/54 there,
|
||||
// but sp50 must be declared below those so maybe not?
|
||||
void func_8088ACE0(EnArrow* this, GlobalContext* globalCtx) {
|
||||
CollisionPoly* spAC;
|
||||
s32 spA8;
|
||||
Vec3f sp9C;
|
||||
s32 phi_a2 = 0;
|
||||
EffectSsSbnInitParams sp84;
|
||||
u16 sp82;
|
||||
Actor* sp7C;
|
||||
f32 sp78;
|
||||
f32 sp74;
|
||||
f32 temp_f12_2;
|
||||
Vec3f sp60;
|
||||
Vec3f sp54;
|
||||
s32 sp50;
|
||||
|
||||
if ((DECR(this->unk_260) == 0) ||
|
||||
((this->actor.params == ENARROW_7) &&
|
||||
((this->unk_262 != 0) || (phi_a2 = (this->collider.base.atFlags & AT_HIT) != 0)))) {
|
||||
if (this->actor.params == ENARROW_7) {
|
||||
if (phi_a2 && (this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4) &&
|
||||
(this->collider.base.atFlags & AT_BOUNCED)) {
|
||||
if ((this->collider.base.at != NULL) && (this->collider.base.at->id != ACTOR_OBJ_SYOKUDAI)) {
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
|
||||
this->actor.world.rot.y += BINANG_ROT180((s16)randPlusMinusPoint5Scaled(8000.0f));
|
||||
this->actor.velocity.y = -this->actor.velocity.y;
|
||||
this->bubble.unk_149 = -1;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if ((this->unk_262 != 0) || phi_a2) {
|
||||
EffectSsStone1_Spawn(globalCtx, &this->actor.world.pos, 0);
|
||||
}
|
||||
|
||||
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_IT_DEKUNUTS_BUBLE_VANISH);
|
||||
|
||||
if ((this->unk_262 != 0) && (this->actor.wallBgId == BG_ACTOR_MAX)) {
|
||||
|
||||
Math_Vec3f_Copy(&sp84.unk_00, &this->actor.world.pos);
|
||||
sp84.unk_0C = this->actor.wallPoly;
|
||||
sp84.unk_10 = this->bubble.unk_144;
|
||||
EffectSs_Spawn(globalCtx, EFFECT_SS_SBN, 128, &sp84.unk_00);
|
||||
}
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
sp50 =
|
||||
(this->actor.params != ENARROW_0) && (this->actor.params < ENARROW_8) && (this->collider.base.atFlags & AT_HIT);
|
||||
|
||||
if (sp50 || (this->unk_262 != 0)) {
|
||||
if (this->actor.params >= ENARROW_6) {
|
||||
if (sp50) {
|
||||
this->actor.world.pos.x = (this->actor.world.pos.x + this->actor.prevPos.x) * 0.5f;
|
||||
this->actor.world.pos.y = (this->actor.world.pos.y + this->actor.prevPos.y) * 0.5f;
|
||||
this->actor.world.pos.z = (this->actor.world.pos.z + this->actor.prevPos.z) * 0.5f;
|
||||
}
|
||||
|
||||
if (this->actor.params == ENARROW_8) {
|
||||
iREG(50) = -1;
|
||||
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_M_FIRE1, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, this->actor.speedXZ == 0.0f);
|
||||
sp82 = NA_SE_IT_DEKU;
|
||||
} else {
|
||||
sp82 = NA_SE_IT_SLING_REFLECT;
|
||||
}
|
||||
EffectSsStone1_Spawn(globalCtx, &this->actor.world.pos, 0);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, sp82);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
EffectSsHitMark_SpawnCustomScale(globalCtx, 0, 150, &this->actor.world.pos);
|
||||
|
||||
if (sp50 && (this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
|
||||
sp7C = this->collider.base.at;
|
||||
|
||||
if ((sp7C->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) && (sp7C->flags & 0x4000)) {
|
||||
this->unk_264 = sp7C;
|
||||
func_8088A894(this, globalCtx);
|
||||
Math_Vec3f_Diff(&sp7C->world.pos, &this->actor.world.pos, &this->unk_268);
|
||||
sp7C->flags |= 0x8000;
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
this->actor.speedXZ *= 0.5f;
|
||||
this->actor.velocity.y *= 0.5f;
|
||||
} else {
|
||||
this->unk_261 |= 1;
|
||||
this->unk_261 |= 2;
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
|
||||
func_8088A7D8(globalCtx, this);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_HOOKSHOT_STICK_CRE);
|
||||
}
|
||||
} else if (this->unk_262 != 0) {
|
||||
this->actionFunc = func_8088B630;
|
||||
Animation_PlayOnce(&this->arrow.skelAnime, &gameplay_keep_Anim_0128BC);
|
||||
if (this->actor.params >= ENARROW_0) {
|
||||
this->unk_260 = 60;
|
||||
} else {
|
||||
this->unk_260 = 20;
|
||||
}
|
||||
if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6)) {
|
||||
this->actor.draw = NULL;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_ARROW_STICK_OBJ);
|
||||
this->unk_261 |= 1;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
func_8088AA98(this, globalCtx);
|
||||
if (this->actor.params == ENARROW_7) {
|
||||
if (this->bubble.unk_149 == 0) {
|
||||
sp78 = sqrtf(SQ(this->actor.speedXZ) + SQ(this->actor.velocity.y));
|
||||
sp74 = Math_SinS(this->actor.world.rot.y) * this->actor.speedXZ;
|
||||
temp_f12_2 = Math_CosS(this->actor.world.rot.y) * this->actor.speedXZ;
|
||||
|
||||
this->actor.prevPos.x = this->actor.world.pos.x - (sp74 * (10.0f / sp78));
|
||||
this->actor.prevPos.y = this->actor.world.pos.y - (this->actor.velocity.y * (10.0f / sp78));
|
||||
this->actor.prevPos.z = this->actor.world.pos.z - (temp_f12_2 * (10.0f / sp78));
|
||||
|
||||
this->bubble.unk_149 = 1;
|
||||
}
|
||||
|
||||
if (Math_StepToF(&this->bubble.unk_144, 1.0f, 0.4f)) {
|
||||
this->unk_260 = 0;
|
||||
} else {
|
||||
this->bubble.unk_14A += (s16)(this->bubble.unk_144 * (500.0f + Rand_ZeroFloat(1400.0f)));
|
||||
this->actor.world.rot.x += (s16)(500.0f * Math_SinS(this->bubble.unk_14A));
|
||||
this->actor.shape.rot.x = this->actor.world.rot.x;
|
||||
|
||||
this->bubble.unk_14C += (s16)(this->bubble.unk_144 * (500.0f + Rand_ZeroFloat(1400.0f)));
|
||||
this->actor.world.rot.y += (s16)(500.0f * Math_SinS(this->bubble.unk_14C));
|
||||
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
|
||||
func_8088A514(this);
|
||||
}
|
||||
func_800B9010(&this->actor, NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL - SFX_FLAG);
|
||||
} else if (this->unk_260 < 7) {
|
||||
this->actor.gravity = -0.4f;
|
||||
}
|
||||
|
||||
Math_Vec3f_Copy(&this->unk_228, &this->actor.world.pos);
|
||||
|
||||
if (this->actor.speedXZ == 0.0f) {
|
||||
this->actor.velocity.y -= 1.0f;
|
||||
if (this->actor.velocity.y < this->actor.terminalVelocity) {
|
||||
this->actor.velocity.y = this->actor.terminalVelocity;
|
||||
}
|
||||
Actor_UpdatePos(&this->actor);
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
}
|
||||
|
||||
this->unk_262 = BgCheck_ProjectileLineTest(&globalCtx->colCtx, &this->actor.prevPos, &this->actor.world.pos,
|
||||
&sp9C, &this->actor.wallPoly, 1, 1, 1, 1, &spA8);
|
||||
if (this->unk_262 != 0) {
|
||||
func_800B90AC(globalCtx, &this->actor, this->actor.wallPoly, spA8, &sp9C);
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &sp9C);
|
||||
this->actor.wallBgId = spA8;
|
||||
}
|
||||
|
||||
if (this->actor.params < ENARROW_6) {
|
||||
this->actor.shape.rot.x = Math_FAtan2F(this->actor.speedXZ, -this->actor.velocity.y);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_264 != NULL) {
|
||||
if (this->unk_264->update != NULL) {
|
||||
s32 pad;
|
||||
|
||||
Math_Vec3f_Sum(&this->unk_228, &this->unk_268, &sp60);
|
||||
Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_268, &sp54);
|
||||
|
||||
if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp60, &sp54, &sp9C, &spAC, true, true, true, true,
|
||||
&spA8)) {
|
||||
this->unk_264->world.pos.x = ((sp54.x <= sp9C.x) ? 1.0f : -1.0f) + sp9C.x;
|
||||
this->unk_264->world.pos.y = ((sp54.y <= sp9C.y) ? 1.0f : -1.0f) + sp9C.y;
|
||||
this->unk_264->world.pos.z = ((sp54.z <= sp9C.z) ? 1.0f : -1.0f) + sp9C.z;
|
||||
|
||||
Math_Vec3f_Diff(&this->unk_264->world.pos, &this->actor.world.pos, &this->unk_268);
|
||||
this->unk_264->flags &= ~0x8000;
|
||||
this->unk_264 = NULL;
|
||||
} else {
|
||||
Math_Vec3f_Sum(&this->actor.world.pos, &this->unk_268, &this->unk_264->world.pos);
|
||||
}
|
||||
|
||||
if ((this->unk_262 != 0) && (this->unk_264 != NULL)) {
|
||||
this->unk_264->flags &= ~0x8000;
|
||||
this->unk_264 = NULL;
|
||||
}
|
||||
} else {
|
||||
this->unk_264 = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088ACE0.s")
|
||||
#endif
|
||||
|
||||
extern ColliderQuadInit D_8088C1E0;
|
||||
extern InitChainEntry D_8088C230[];
|
||||
void func_8088B630(EnArrow* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_Update(&this->arrow.skelAnime);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/EnArrow_Init.s")
|
||||
if (this->actor.wallBgId != BG_ACTOR_MAX) {
|
||||
BgCheck2_UpdateActorAttachedToMesh(&globalCtx->colCtx, this->actor.wallBgId, &this->actor);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/EnArrow_Destroy.s")
|
||||
if (DECR(this->unk_260) == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088A514.s")
|
||||
void func_8088B6B0(EnArrow* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_Update(&this->arrow.skelAnime);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
func_8088AA98(this, globalCtx);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088A594.s")
|
||||
if (DECR(this->unk_260) == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088A7D8.s")
|
||||
void EnArrow_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
static Vec3f D_8088C2CC = { 0.0f, 0.5f, 0.0f };
|
||||
static Vec3f D_8088C2D8 = { 0.0f, 0.5f, 0.0f };
|
||||
static Color_RGBA8 D_8088C2E4 = { 255, 255, 100, 255 };
|
||||
static Color_RGBA8 D_8088C2E8 = { 255, 50, 0, 0 };
|
||||
s32 pad;
|
||||
EnArrow* this = THIS;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088A894.s")
|
||||
if ((this->unk_263 != 0) ||
|
||||
((this->actor.params >= ENARROW_0) && ((this->actor.params == ENARROW_7) || (player->unk_D57 != 0))) ||
|
||||
!func_80123358(globalCtx, player)) {
|
||||
this->actionFunc(this, globalCtx);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088AA98.s")
|
||||
if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6)) {
|
||||
s16 sp44[] = { ACTOR_ARROW_FIRE, ACTOR_ARROW_ICE, ACTOR_ARROW_LIGHT };
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088ACE0.s")
|
||||
if (this->actor.child == NULL) {
|
||||
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, sp44[this->actor.params - ENARROW_3],
|
||||
this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
|
||||
}
|
||||
} else if (this->actor.params == ENARROW_0) {
|
||||
func_800B0EB0(globalCtx, &this->unk_234, &D_8088C2CC, &D_8088C2D8, &D_8088C2E4, &D_8088C2E8, 100, 0, 8);
|
||||
}
|
||||
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.prevPos);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088B630.s")
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f unk_00[2];
|
||||
/* 0x18 */ Vec3f unk_18[2][2];
|
||||
/* 0x48 */ Vec3f unk_48;
|
||||
} EnArrowUnkStruct; // size = 0x54
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088B6B0.s")
|
||||
void func_8088B88C(GlobalContext* globalCtx, EnArrow* this, EnArrowUnkStruct* arg2) {
|
||||
Vec3f* sp4C;
|
||||
Vec3f sp40;
|
||||
Vec3f sp34;
|
||||
s32 sp30;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/EnArrow_Update.s")
|
||||
Matrix_MultiplyVector3fByState(&arg2->unk_48, &this->unk_234);
|
||||
if (func_8088ACE0 == this->actionFunc) {
|
||||
if (this->unk_244 == 0) {
|
||||
sp4C = arg2->unk_00;
|
||||
} else {
|
||||
sp4C = arg2->unk_18[globalCtx->gameplayFrames % 2];
|
||||
}
|
||||
Matrix_MultiplyVector3fByState(&sp4C[0], &sp40);
|
||||
Matrix_MultiplyVector3fByState(&sp4C[1], &sp34);
|
||||
if (this->actor.params < ENARROW_8) {
|
||||
sp30 = this->actor.params < ENARROW_6;
|
||||
if (this->unk_264 == 0) {
|
||||
sp30 &= func_80126440(globalCtx, &this->collider.base, &this->unk_244, &sp40, &sp34);
|
||||
} else if (sp30 && (sp40.x == this->unk_248) && (sp40.y == this->unk_24C) && (sp40.z == this->unk_250) &&
|
||||
(sp34.x == this->unk_254) && (sp34.y == this->unk_258) && (sp34.z == this->unk_25C)) {
|
||||
sp30 = false;
|
||||
}
|
||||
if (sp30) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->unk_240), &sp40, &sp34);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/func_8088B88C.s")
|
||||
void EnArrow_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
static EnArrowUnkStruct D_8088C2EC[] = {
|
||||
{
|
||||
{
|
||||
{ 400.0f, 400.0f, 0.0f },
|
||||
{ -400.0f, 400.0f, 0.0f },
|
||||
},
|
||||
{
|
||||
{
|
||||
{ 400.0f, 400.0f, 1500.0f },
|
||||
{ -400.0f, 400.0f, 1500.0f },
|
||||
},
|
||||
{
|
||||
{ 400.0f, 400.0f, 1500.0f },
|
||||
{ -400.0f, 400.0f, 1500.0f },
|
||||
},
|
||||
},
|
||||
{ 0.0f, 0.0f, -300.0f },
|
||||
},
|
||||
{
|
||||
{
|
||||
{ 20.0f, -20.0f, 20.0f },
|
||||
{ 20.0f, -20.0f, 20.0f },
|
||||
},
|
||||
{
|
||||
{
|
||||
{ 20.0f, -20.0f, 20.0f },
|
||||
{ -20.0f, 20.0f, 20.0f },
|
||||
},
|
||||
{
|
||||
{ -20.0f, -20.0f, 20.0f },
|
||||
{ 20.0f, 20.0f, 20.0f },
|
||||
},
|
||||
},
|
||||
{ 0.0f, 0.0f, 20.0f },
|
||||
},
|
||||
};
|
||||
EnArrow* this = THIS;
|
||||
s32 phi_v0;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Arrow/EnArrow_Draw.s")
|
||||
if (this->actor.params < ENARROW_6) {
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
SkelAnime_DrawLod(globalCtx, this->arrow.skelAnime.skeleton, this->arrow.skelAnime.jointTable, NULL, NULL,
|
||||
&this->actor, this->actor.projectedPos.z < 160.0f ? 0 : 1);
|
||||
} else if (this->actor.params == ENARROW_7) {
|
||||
s32 spA4 = 255 - (s32)(this->bubble.unk_144 * 4.0f);
|
||||
f32 spA0 = (this->actor.speedXZ * 0.1f) + 1.0f;
|
||||
f32 sp9C = (1.0f / spA0);
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
if (this->bubble.unk_149 >= 0) {
|
||||
func_8088B88C(globalCtx, this, &D_8088C2EC[1]);
|
||||
} else {
|
||||
Collider_ResetQuadAT(globalCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
sp9C *= 0.002f;
|
||||
spA0 *= 0.002f;
|
||||
|
||||
Matrix_Scale(this->bubble.unk_144 * sp9C, this->bubble.unk_144 * sp9C, this->bubble.unk_144 * spA0,
|
||||
MTXMODE_APPLY);
|
||||
Matrix_InsertTranslation(0.0f, 0.0f, 460.0f, MTXMODE_APPLY);
|
||||
|
||||
if (this->actor.speedXZ == 0.0f) {
|
||||
func_800B8118(&this->actor, globalCtx, MTXMODE_NEW);
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_06F380);
|
||||
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
|
||||
gDPSetCombineLERP(POLY_XLU_DISP++, TEXEL1, 0, PRIM_LOD_FRAC, TEXEL0, TEXEL1, TEXEL0, PRIM_LOD_FRAC, TEXEL0,
|
||||
COMBINED, 0, ENVIRONMENT, 0, COMBINED, 0, ENVIRONMENT, 0);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 230, 225, 150, spA4);
|
||||
|
||||
Matrix_NormalizeXYZ(&gIdentityMtxF);
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPMatrix(POLY_XLU_DISP++, &D_01000000, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_06F9F0);
|
||||
} else {
|
||||
func_800B8050(&this->actor, globalCtx, MTXMODE_NEW);
|
||||
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_06F380);
|
||||
gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, 0, PRIM_LOD_FRAC, TEXEL0, TEXEL1, TEXEL0, PRIM_LOD_FRAC, TEXEL0,
|
||||
COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED);
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x7F, 230, 225, 150, 255);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_06FAE0);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
return;
|
||||
} else if (this->actor.speedXZ != 0.0f) {
|
||||
u8 sp63 = (Math_CosS(this->unk_260 * 5000) * 127.5f) + 127.5f;
|
||||
f32 sp5C;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
func_8012C240(globalCtx->state.gfxCtx);
|
||||
|
||||
gSPClearGeometryMode(POLY_XLU_DISP++, G_FOG | G_LIGHTING);
|
||||
|
||||
if (this->actor.params == ENARROW_6) {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, sp63);
|
||||
sp5C = 50.0f;
|
||||
} else {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 12, 0, 0, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 0, sp63);
|
||||
sp5C = 150.0f;
|
||||
}
|
||||
|
||||
Matrix_StatePush();
|
||||
Matrix_InsertMatrix(&globalCtx->billboardMtxF, MTXMODE_APPLY);
|
||||
|
||||
if (this->actor.speedXZ == 0.0f) {
|
||||
phi_v0 = 0;
|
||||
} else {
|
||||
phi_v0 = (globalCtx->gameplayFrames % 256) * 4000;
|
||||
}
|
||||
|
||||
Matrix_InsertZRotation_s(phi_v0, MTXMODE_APPLY);
|
||||
Matrix_Scale(sp5C, sp5C, sp5C, MTXMODE_APPLY);
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_054A90);
|
||||
|
||||
Matrix_StatePop();
|
||||
Matrix_RotateY(this->actor.world.rot.y, MTXMODE_APPLY);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
} else if (this->actor.velocity.y != 0.0f) {
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
Matrix_InsertMatrix(&globalCtx->billboardMtxF, MTXMODE_APPLY);
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_058BA0);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
func_8088B88C(globalCtx, this, &D_8088C2EC[0]);
|
||||
}
|
||||
|
@ -7,15 +7,56 @@ struct EnArrow;
|
||||
|
||||
typedef void (*EnArrowActionFunc)(struct EnArrow*, GlobalContext*);
|
||||
|
||||
enum {
|
||||
/* -8 */ ENARROW_MINUS8 = -8,
|
||||
/* 0 */ ENARROW_0 = 0,
|
||||
/* 1 */ ENARROW_1,
|
||||
/* 2 */ ENARROW_2,
|
||||
/* 3 */ ENARROW_3,
|
||||
/* 4 */ ENARROW_4,
|
||||
/* 5 */ ENARROW_5,
|
||||
/* 6 */ ENARROW_6,
|
||||
/* 7 */ ENARROW_7,
|
||||
/* 8 */ ENARROW_8,
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ Vec3s jointTable[5];
|
||||
} EnArrowArrow; // size = 0x1A8
|
||||
|
||||
typedef struct {
|
||||
/* 0x144 */ f32 unk_144;
|
||||
/* 0x148 */ u8 unk_148;
|
||||
/* 0x149 */ s8 unk_149;
|
||||
/* 0x14A */ s16 unk_14A;
|
||||
/* 0x14C */ s16 unk_14C;
|
||||
} EnArrowBubble; // size = 0x150
|
||||
|
||||
typedef struct EnArrow {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x0144 */ char unk_144[0x7C];
|
||||
/* 0x01C0 */ s32 unk_1C0;
|
||||
/* 0x01C4 */ char unk_1C4[0x9C];
|
||||
/* 0x0260 */ u8 unk_260; // timer in OoT
|
||||
/* 0x0261 */ u8 unk_261; // hitFlags in OoT
|
||||
/* 0x0262 */ char unk_262[0x12];
|
||||
/* 0x0274 */ EnArrowActionFunc actionFunc;
|
||||
/* 0x000 */ Actor actor;
|
||||
union {
|
||||
EnArrowArrow arrow;
|
||||
EnArrowBubble bubble;
|
||||
};
|
||||
/* 0x1A8 */ ColliderQuad collider;
|
||||
/* 0x228 */ Vec3f unk_228;
|
||||
/* 0x234 */ Vec3f unk_234;
|
||||
/* 0x240 */ s32 unk_240;
|
||||
/* 0x244 */ s32 unk_244;
|
||||
/* 0x248 */ f32 unk_248;
|
||||
/* 0x24C */ f32 unk_24C;
|
||||
/* 0x250 */ f32 unk_250;
|
||||
/* 0x254 */ f32 unk_254;
|
||||
/* 0x258 */ f32 unk_258;
|
||||
/* 0x25C */ f32 unk_25C;
|
||||
/* 0x260 */ u8 unk_260; // timer in OoT
|
||||
/* 0x261 */ u8 unk_261; // hitFlags in OoT
|
||||
/* 0x262 */ u8 unk_262;
|
||||
/* 0x263 */ u8 unk_263;
|
||||
/* 0x264 */ Actor* unk_264;
|
||||
/* 0x268 */ Vec3f unk_268;
|
||||
/* 0x274 */ EnArrowActionFunc actionFunc;
|
||||
} EnArrow; // size = 0x278
|
||||
|
||||
extern const ActorInit En_Arrow_InitVars;
|
||||
|
@ -221,7 +221,7 @@ void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
(flameColliderHurtboxActor->id == ACTOR_EN_ARROW)) {
|
||||
|
||||
flameColliderHurtboxActor->params = 0;
|
||||
((EnArrow*)flameColliderHurtboxActor)->unk_1C0 = 0x800;
|
||||
((EnArrow*)flameColliderHurtboxActor)->collider.info.toucher.dmgFlags = 0x800;
|
||||
}
|
||||
}
|
||||
if ((this->snuffTimer > OBJ_SYOKUDAI_SNUFF_NEVER) &&
|
||||
|
@ -4,7 +4,10 @@
|
||||
#include "global.h"
|
||||
|
||||
typedef struct {
|
||||
char unk_0[UNK_SIZE];
|
||||
/* 0x00 */ Vec3f unk_00;
|
||||
/* 0x0C */ CollisionPoly* unk_0C;
|
||||
/* 0x10 */ f32 unk_10;
|
||||
/* 0x14 */ char unk_14[UNK_SIZE];
|
||||
} EffectSsSbnInitParams; // size = ?
|
||||
|
||||
extern const EffectSsInit Effect_Ss_Sbn_InitVars;
|
||||
|
Loading…
Reference in New Issue
Block a user