This commit is contained in:
Alejandro Javier Asenjo Nitti 2023-11-03 22:09:38 -03:00
parent fb4dd48b18
commit 6dbf68b05e

View File

@ -944,19 +944,18 @@ void func_80C0D3C0(EnBsb* this, PlayState* play) {
}
void func_80C0D51C(EnBsb* this, PlayState* play) {
f32 curFrame;
f32 curFrame = this->skelAnime.curFrame;
s32 var_v0;
f32 newSinX;
f32 newSinY;
Player* player;
curFrame = this->skelAnime.curFrame;
if (((this->unk_0324 == 0xB) || (this->unk_0324 == 0xA)) && (this->unk_0322 != 0)) {
if (((this->unk_0324 == 11) || (this->unk_0324 == 10)) && (this->unk_0322 != 0)) {
Actor_SpawnIceEffects(play, &this->actor, this->unk_0330, 0x11, 2, this->unk_032C, 0.4f);
this->unk_0322 = 0;
this->unk_0324 = 0;
}
if (this->unk_02A4 == 0) {
if (CutsceneManager_IsNext(this->unk_02CC[1]) == 0) {
CutsceneManager_Queue(this->unk_02CC[1]);
@ -969,7 +968,7 @@ void func_80C0D51C(EnBsb* this, PlayState* play) {
}
if (this->unk_02A8 == 2) {
f32 blah;
s32 pad;
newSinX = Math_SinS(this->actor.world.rot.y) * 380.f;
newSinY = Math_CosS(this->actor.world.rot.y) * 380.f;
@ -985,6 +984,7 @@ void func_80C0D51C(EnBsb* this, PlayState* play) {
this->unk_114C.y = this->unk_02E0.y - 10.0f;
this->unk_114C.z = (Math_CosS(this->actor.world.rot.y) * 10.0f) + this->unk_02E0.z;
}
if (this->unk_02A8 == 0) {
this->actor.world.rot.y += this->unk_02AC;
Math_SmoothStepToS(&this->unk_02AC, 0x1000, 1, 0x1F4, 0);
@ -997,6 +997,7 @@ void func_80C0D51C(EnBsb* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x3E8, 0);
var_v0 = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.world.rot.y));
}
if ((this->unk_02A8 != 0) && (var_v0 < 0x100) && (this->actor.world.pos.y < (this->actor.floorHeight + 30.0f))) {
this->unk_02A8 = 2;
if (this->unk_02D8 < 9) {
@ -1005,9 +1006,9 @@ void func_80C0D51C(EnBsb* this, PlayState* play) {
func_800B7298(play, &this->actor, 4);
player->actor.velocity.y = 5.0f;
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale - 20.0f,
0x14, 8.0f, 0x3E8, 0x64, 1);
Actor_PlaySfx(&this->actor, 0x387BU);
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 0xA);
0x14, 8.0f, 1000, 100, 1);
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
} else if ((this->unk_02D8 == 9) && (curFrame >= this->unk_02C4)) {
func_80C0B290(this, 0xA);
func_800B7298(play, &this->actor, 0x51);