CTR-ModSDK/ghidra/231.c
2024-04-22 04:41:49 -07:00

13541 lines
328 KiB
C

// 231: 130/130
// RB_MakeInstanceReflective
// param_1 is BSP result
// param_2 is instance
void FUN_800abab0(int param_1,int param_2)
{
ushort uVar1;
undefined *puVar2;
puVar2 = PTR_DAT_8008d2ac;
if ((*(short *)(param_1 + 0x3e) == 0) || (*(short *)(param_1 + 0x42) != 0)) {
*(undefined4 *)(param_2 + 0x70) = 0x4000;
}
else {
*(uint *)(param_2 + 0x70) =
(uint)(*(ushort *)(param_1 + 0x70) >> 6) & 0xff |
((uint)*(ushort *)(param_1 + 0x72) & 0x3fc0) << 2 |
((uint)(*(ushort *)(param_1 + 0x74) >> 6) & 0xff) << 0x10;
// quit if more than one player
if (1 < (byte)puVar2[0x1ca8]) {
return;
}
// if there is one player
// quadblock -> flags
uVar1 = *(ushort *)(*(int *)(param_1 + 0x80) + 0x12);
if ((uVar1 & 0x2000) == 0)
{
// visible?
if ((uVar1 & 1) != 0)
{
// make instance reflective
*(uint *)(param_2 + 0x28) = *(uint *)(param_2 + 0x28) | 0x4000;
// split line
*(undefined2 *)(param_2 + 0x56) = *(undefined2 *)(*(int *)(puVar2 + 0x160) + 0x186);
return;
}
// reflective (ice)
if ((uVar1 & 4) != 0)
{
// make instance reflective
*(uint *)(param_2 + 0x28) = *(uint *)(param_2 + 0x28) | 0x4000;
// split line
*(undefined2 *)(param_2 + 0x56) = *(undefined2 *)(*(int *)(puVar2 + 0x160) + 0x184);
return;
}
}
}
// instance is not reflective
*(uint *)(param_2 + 0x28) = *(uint *)(param_2 + 0x28) & 0xffffbfff;
return;
}
// RB_Player_KillPlayer
void FUN_800abbb4(int param_1,int param_2)
{
undefined *puVar1;
uint uVar2;
int iVar3;
short *psVar4;
undefined *puVar5;
short sVar6;
int iVar7;
// boolIsTeamAlive
short local_18 [4];
uVar2 = *(uint *)PTR_DAT_8008d2ac;
// quit if not in battle mode, or if
// either driver is nullptr
if ((uVar2 & 0x20) == 0) return;
if (param_1 == 0) return;
if (param_2 == 0) return;
// If you dont have a Point Limit (battle)
if ((uVar2 & 0x4000) == 0) {
// If you dont have a Life Limit (battle)
if ((uVar2 & 0x8000) == 0) {
// Quit the function
return;
}
// If you are here, this is LIFE limit
// subtract a life from player
iVar3 = *(int *)(param_2 + 0x4e4) + -1;
iVar7 = 0;
// if player is alive
if (0 < iVar3)
{
// set new number of lives
*(int *)(param_2 + 0x4e4) = iVar3;
// leave function
return;
}
// if you get here, then player is out of lives
// array of boolIsTeamAlive
memset(local_18,0,8);
sVar6 = 0;
// VehStuckProc_RIP_Init
*(undefined4 *)(param_2 + 0x54) = 0x80067930;
puVar1 = PTR_DAT_8008d2ac;
// set lives to zero
*(undefined4 *)(param_2 + 0x4e4) = 0;
// the race (or battle) is now over for this driver
*(uint *)(param_2 + 0x2c8) = *(uint *)(param_2 + 0x2c8) | 0x2000000;
iVar3 = 0;
puVar5 = puVar1;
// if there are players
if (puVar1[0x1ca8] != '\0')
{
// loop through all players
do
{
// If the race is not over for this driver
if ((*(uint *)(*(int *)(puVar5 + 0x24ec) + 0x2c8) & 0x2000000) == 0)
{
// array[driver->teamID] = 1
local_18[*(int *)(*(int *)(puVar5 + 0x24ec) + 0x4e8)] = 1;
}
// if race is over for this player
else
{
// keep count of drivers dead
iVar7 = iVar7 + 1;
}
iVar3 = iVar3 + 1;
puVar5 = puVar5 + 4;
} while (iVar3 < (int)(uint)(byte)puVar1[0x1ca8]);
}
// dead driver -> battleHUD.teamID
uVar2 = *(uint *)(param_2 + 0x4e8);
if (
// if driver team exists
((*(uint *)(PTR_DAT_8008d2ac + 0x1dd8) & 1 << (uVar2 & 0x1f)) != 0) &&
// if no remaining players alive on team
(local_18[uVar2] == 0)
)
{
if ((int)((uint)(byte)PTR_DAT_8008d2ac[0x1ca8] - iVar7) < 3)
{
// increment gGT Standing Points by 1,
// record how many times players finished in each rank
*(int *)(PTR_DAT_8008d2ac + (uVar2 * 3 + ((uint)(byte)PTR_DAT_8008d2ac[0x1ca8] - iVar7)) * 4 + 0x1e80) =
*(int *)(PTR_DAT_8008d2ac + (uVar2 * 3 + ((uint)(byte)PTR_DAT_8008d2ac[0x1ca8] - iVar7)) * 4 + 0x1e80) + 1;
}
// save the rank that each team finished
*(uint *)(PTR_DAT_8008d2ac + *(int *)(param_2 + 0x4e8) * 4 + 0x1da8) =
(uint)(byte)PTR_DAT_8008d2ac[0x1ca8] - iVar7;
}
// count all living teams
puVar1 = PTR_DAT_8008d2ac;
uVar2 = 0;
psVar4 = local_18;
// loop through all teams
do
{
if (
// if team exists
((*(uint *)(PTR_DAT_8008d2ac + 0x1dd8) & 1 << (uVar2 & 0x1f)) != 0) &&
// if someone is alive on this team
(*psVar4 != 0)
)
{
// count living teams
sVar6 = sVar6 + 1;
}
uVar2 = uVar2 + 1;
psVar4 = psVar4 + 1;
} while ((int)uVar2 < 4);
// if there is not only one team alive
if (sVar6 != 1)
{
// no winner found yet
return;
}
// at this point, a winner is found,
// end the game for all drivers
iVar3 = 0;
puVar5 = PTR_DAT_8008d2ac;
// if there are players
if (PTR_DAT_8008d2ac[0x1ca8] != '\0') {
// loop through all players
do
{
// The race (or battle) is now over for this driver
*(uint *)(*(int *)(puVar5 + 0x24ec) + 0x2c8) =
*(uint *)(*(int *)(puVar5 + 0x24ec) + 0x2c8) | 0x2000000;
iVar3 = iVar3 + 1;
puVar5 = puVar5 + 4;
} while (iVar3 < (int)(uint)(byte)puVar1[0x1ca8]);
}
}
// if Point Limit
else {
// if driver hit themself
if (*(int *)(param_2 + 0x4e8) == *(int *)(param_1 + 0x4e8))
{
// subtract a point
iVar3 = *(int *)(PTR_DAT_8008d2ac + *(int *)(param_2 + 0x4e8) * 4 + 0x1d90) + -1;
if (iVar3 < -9)
{
// can't go lower than -9
return;
}
// save new score
*(int *)(PTR_DAT_8008d2ac + *(int *)(param_2 + 0x4e8) * 4 + 0x1d90) = iVar3;
return;
}
// add point to player who got a hit
iVar3 = *(int *)(PTR_DAT_8008d2ac + *(int *)(param_1 + 0x4e8) * 4 + 0x1d90) + 1;
// if scores is less than 100
if (iVar3 < 100)
{
// increment score
*(int *)(PTR_DAT_8008d2ac + *(int *)(param_1 + 0x4e8) * 4 + 0x1d90) = iVar3;
}
puVar1 = PTR_DAT_8008d2ac;
// if amount of points earned by this driver is not equal to the winning amount
if (*(int *)(PTR_DAT_8008d2ac + *(int *)(param_1 + 0x4e8) * 4 + 0x1d90) !=
*(int *)(PTR_DAT_8008d2ac + 0x1d8c))
{
// quit function
return;
}
// if this is a time-limit game
if ((*(uint *)PTR_DAT_8008d2ac & 0x10000) != 0)
{
// quit
return;
}
// if this is not a time-limit game,
// and the last kill has been made,
// then end the game
iVar3 = 0;
puVar5 = PTR_DAT_8008d2ac;
// if there are drivers
if (PTR_DAT_8008d2ac[0x1ca8] != '\0') {
// loop through all drivers
do
{
// the race (or battle) is now over for this driver
*(uint *)(*(int *)(puVar5 + 0x24ec) + 0x2c8) =
*(uint *)(*(int *)(puVar5 + 0x24ec) + 0x2c8) | 0x2000000;
iVar3 = iVar3 + 1;
puVar5 = puVar5 + 4;
} while (iVar3 < (int)(uint)(byte)puVar1[0x1ca8]);
}
}
// MainGameEnd_Initialize
FUN_8003a3fc();
return;
}
// RB_Player_ModifyWumpa
void FUN_800abefc(int param_1,int param_2)
{
// param_1 is address of player/AI structure
// param_2 is number of wumpa fruit to add
// get current number of wumpa fruit
char cVar1;
cVar1 = *(char *)(param_1 + 0x30);
if (
// if unlimited wumpa cheat is disabled
((*(uint *)(PTR_DAT_8008d2ac + 8) & 0x200) == 0) &&
(
(
// if wumpa fruit are being added, not subtracted
-1 < param_2 ||
// if driver is not using mask weapon
((*(uint *)(param_1 + 0x2c8) & 0x800000) == 0)
)
)
)
{
if (
// if wumpa is increasing
(0 < param_2) &&
// if this driver is not an AI
((*(uint *)(param_1 + 0x2c8) & 0x100000) == 0)
)
{
// increment how much fruit was collected by this driver
*(char *)(param_1 + 0x569) = *(char *)(param_1 + 0x569) + (char)param_2;
}
// get new total amount of wumpa fruit (current + added amount)
param_2 = (uint)*(byte *)(param_1 + 0x30) + param_2;
// store the new value into current number of wumpa fruit
*(undefined *)(param_1 + 0x30) = (char)param_2;
// If total wumpa is negative
if (param_2 * 0x1000000 < 0)
{
// reset wumpa fruit to zero
*(undefined *)(param_1 + 0x30) = 0;
}
// if wumpa fruit count is more than 10
if ('\n' < *(char *)(param_1 + 0x30))
{
// set amount of wumpa fruit to 10
*(undefined *)(param_1 + 0x30) = 10;
}
// if amount of wumpa was less than 10, and then changed to be 10
if ((cVar1 < '\n') && (*(char *)(param_1 + 0x30) == '\n'))
{
// Play "juiced up" sound
FUN_80028468(0x41,1);
// 10 frames
*(undefined4 *)(param_1 + 0x4e0) = 10;
}
}
return;
}
// RB_MinePool_Init
void FUN_800abfec(void)
{
int iVar1;
undefined *puVar2;
int iVar3;
// LIST_Clear taken list
FUN_80031734(&DAT_800b2e9c);
// LIST_Clear free list
FUN_80031734(&DAT_800b2ea8);
// If you are not in Crystal Challenge
if ((*(uint *)PTR_DAT_8008d2ac & 0x8000000) == 0)
{
// if this is dragon mines boss race
if (
// If you are in Boss Race
((int)*(uint *)PTR_DAT_8008d2ac < 0) &&
// If level is Dragon Mines
(*(int *)(PTR_DAT_8008d2ac + 0x1a10) == 1)
)
{
// three mines max
iVar1 = 3;
}
// if this is not dragon mines boss race
else
{
// ten mines max,
// applies to Arcade, VS, Battle, etc
iVar1 = 10;
if (
// If you are in Boss Race
(*(int *)PTR_DAT_8008d2ac < 0) &&
(
// boss race for Papu and Oxide,
// ten mines max
iVar1 = 10,
// If the level is Roo's Tubes
*(int *)(PTR_DAT_8008d2ac + 0x1a10) == 6
)
)
{
// Ripper Roo can only place 7 TNTs
// before the last TNTs explode
iVar1 = 7;
}
}
}
// if this is crystal challenge
else
{
// 40 items max
iVar1 = 0x28;
}
iVar3 = 0;
if (iVar1 != 0)
{
puVar2 = &DAT_800b2eb4;
do
{
// LIST_AddFront free list
FUN_80031744(&DAT_800b2ea8,puVar2);
iVar3 = iVar3 + 1;
puVar2 = puVar2 + 0xc;
} while (iVar3 < iVar1);
}
return;
}
// RB_MinePool_Remove
// param_1 = struct MineWeapon
void FUN_800ac0e4(int param_1)
{
if (*(int *)(param_1 + 0x18) != 0)
{
// LIST_RemoveMember taken list
FUN_800317e4(&DAT_800b2e9c,*(undefined4 *)(param_1 + 0x18));
// LIST_AddFront free list
FUN_80031744(&DAT_800b2ea8,*(undefined4 *)(param_1 + 0x18));
// MineWeapon is now destroyed
*(undefined2 *)(param_1 + 0x14) = 1;
// MineWeapon has no WeaponSlot231 pointer anymore
*(undefined4 *)(param_1 + 0x18) = 0;
}
return;
}
// RB_MinePool_Add
// param_1 = struct MineWeapon
void FUN_800ac13c(int param_1)
{
int iVar1;
// if no more items on free list
// (800b2ea8 + 8 = 800b2eb0)
if (DAT_800b2eb0 == 0)
{
// remove oldest mine
// RB_MinePool_Remove
// (800b2e9c + 4 = 800b2ea0) (taken->last)
// (*(int*)800b2ea0 + 8) (taken->last->mineWeapon)
FUN_800ac0e4(*(undefined4 *)(DAT_800b2ea0 + 8));
}
// LIST_RemoveBack free list
iVar1 = FUN_800318ec(&DAT_800b2ea8);
// weaponSlot231->MineWeapon = param_1 (mineWeapon)
*(int *)(iVar1 + 8) = param_1;
// mineWeapon->weaponSlot231 = weaponSlot231
*(int *)(param_1 + 0x18) = iVar1;
// LIST_AddFront taken list
FUN_80031744(&DAT_800b2e9c,iVar1);
return;
}
// hazard can be a Mine instance,
// or level instance (spider, armadillo, etc)
// RB_Hazard_HurtDriver
// return 1 if driver was hurt,
// return 0 if driver was not hurt (mask grab, mask weapon, etc)
int FUN_800ac1b0(int param_1,undefined4 param_2, param_3, param_4)
{
// if this driver is not an AI
if ((*(uint *)(param_1 + 0x2c8) & 0x100000) == 0)
{
// VehPickState_NewState
return FUN_80064568(param_1,param_2,param_3,param_4);
}
// If driver is an AI
else
{
if (
// if Level ID == 13, if this is Oxide Station
(*(int *)(PTR_DAT_8008d2ac + 0x1a10) == 0xd) &&
// If you are in "Boss Mode" (0x80000000)
(*(int *)PTR_DAT_8008d2ac < 0))
{
// override effect to spinning out,
// this make Oxide spin out
param_2 = 1;
}
// BOTS_ChangeState
return FUN_80016b00(param_1,param_2);
}
}
// RB_Hazard_CollideWithDrivers
// param_1 weapon instance
// param_2 boolCanSkipParent
// param_3 collision radius
// param_4 mineParent_driverInst
int FUN_800ac220(int param_1,short param_2,uint param_3,int param_4)
{
ushort uVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
undefined *puVar6;
int iVar7;
int iVar8;
int iVar9;
iVar7 = 0;
puVar6 = PTR_DAT_8008d2ac;
do {
// Get pointer to player (9900C)
iVar2 = *(int *)(puVar6 + 0x24ec);
if (
// If pointer is not nullptr
(iVar2 != 0) &&
// If you're not being mask grabbed
(*(char *)(iVar2 + 0x376) != '\x05')
)
{
// get instance from driver
iVar5 = *(int *)(iVar2 + 0x1c);
// get X distance and Z distance between player and object
iVar3 = *(int *)(iVar5 + 0x44) - *(int *)(param_1 + 0x44);
iVar4 = *(int *)(iVar5 + 0x4c) - *(int *)(param_1 + 0x4c);
// instance -> model -> modelID
uVar1 = *(ushort *)(*(int *)(param_1 + 0x18) + 0x10);
// get Y distance between player and object
iVar2 = *(int *)(iVar5 + 0x48) - *(int *)(param_1 + 0x48);
if (
// red or green potion
((uint)uVar1 - 0x46 < 2) ||
(
(
iVar8 = iVar3 * iVar3,
// nitro
uVar1 == 6 ||
// tnt
(uVar1 == 0x27)
)
)
)
{
iVar9 = iVar2 * iVar2;
iVar8 = iVar3 * iVar3 + iVar4 * iVar4;
}
else {
iVar9 = iVar4 * iVar4;
}
// if distance is less than param_3
if (((uint)(iVar8 + iVar9) < param_3) &&
// if driver did not hit their own mine
(((param_2 == 0 || (iVar5 != param_4)) && (iVar2 * iVar2 < (int)(param_3 << 2)))))
{
// driver who hit the mine
return iVar5;
}
}
iVar7 = iVar7 + 1;
puVar6 = puVar6 + 4;
if (7 < iVar7) {
return 0;
}
} while( true );
}
// RB_Hazard_CollideWithBucket
// param_1 - mine Inst,
// param_2 - mine Thread (unused)
// param_3 - bucket
// param_4 - boolCanSkipParent
// param_5 - radius
// param_6 - mineParent_driverInst
int FUN_800ac350
(int param_1,undefined4 param_2,int param_3,short param_4,uint param_5,int param_6)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
// loop through all members in linked list
if (param_3 != 0) {
do
{
// get instance from thread
iVar4 = *(int *)(param_3 + 0x34);
// get distance (x, y, z) between two instances
iVar1 = *(int *)(iVar4 + 0x44) - *(int *)(param_1 + 0x44);
iVar2 = *(int *)(iVar4 + 0x4c) - *(int *)(param_1 + 0x4c);
iVar3 = *(int *)(iVar4 + 0x48) - *(int *)(param_1 + 0x48);
if (
// if distance is less than collision radius
((uint)(iVar1 * iVar1 + iVar2 * iVar2 + iVar3 * iVar3) < param_5) &&
((param_4 == 0 || (iVar4 != param_6)))
)
{
// return the instance that collided
return iVar4;
}
// check the next member in the linked list
param_3 = *(int *)(param_3 + 0x10);
// loop through all member in linked list
} while (param_3 != 0);
}
return 0;
}
// RB_Hazard_ThCollide_Generic_Alt
void FUN_800ac3f8(undefined4 *param_1)
{
// RB_Hazard_ThCollide_Generic
// only really uses *param_1 for thread
FUN_800ac4b8(*param_1,param_1[1],param_1[2],param_1[3]);
return;
}
// RB_Hazard_ThCollide_Missile
// removes 2D target from player
undefined4 FUN_800ac42c(int param_1)
{
int iVar1;
int *piVar2;
// thread -> instance -> thread -> object
piVar2 = *(int **)(*(int *)(*(int *)(param_1 + 0x34) + 0x6c) + 0x30);
// thread -> instance -> model -> modelID == missile
if (*(short *)(*(int *)(*(int *)(param_1 + 0x34) + 0x18) + 0x10) == 0x29)
{
// The first 4 bytes of missile object is
// the pointer to the player it was chasing
// iVar1 = player
iVar1 = *piVar2;
// if the player is valid
if (iVar1 != 0)
{
// remove 2D square-target being drawn on the player's screen
*(uint *)(iVar1 + 0x2c8) = *(uint *)(iVar1 + 0x2c8) & 0xfbffffff;
}
// play audio of explosion
FUN_8002f0dc(0x4c);
// stop audio of moving
FUN_8002e724(piVar2 + 9);
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return 1;
}
// RB_Hazard_ThCollide_Generic
// param_1 - thread
// param_2 - thread (again? unused)
// param_3 - funcThCollide (unused)
// param_4 - unknown, unused
undefined4 FUN_800ac4b8(int param_1)
{
ushort uVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
int *piVar5;
// thread->instance
iVar4 = *(int *)(param_1 + 0x34);
// instance->thread->object
piVar5 = *(int **)(*(int *)(iVar4 + 0x6c) + 0x30);
if (
(
// if mineWeapon->crateInst
(piVar5[2] != 0) &&
// instance -> thread
(iVar2 = *(int *)(piVar5[2] + 0x6c), iVar2 != 0)
) &&
// thread -> object
(iVar2 = *(int *)(iVar2 + 0x30), iVar2 != 0)
)
{
// unpause cooldown (boolPauseCooldown)
*(undefined2 *)(iVar2 + 4) = 0;
}
// get model ID from inside model pointer
uVar1 = *(ushort *)(*(int *)(iVar4 + 0x18) + 0x10);
// If this is red beaker or green beaker
if ((uint)uVar1 - 0x46 < 2)
{
// play sound of glass shatter
FUN_8002f0dc(0x3f,iVar4);
// RB_MinePool_Remove
FUN_800ac0e4(piVar5);
}
else
{
// if this is a Nitro
if (uVar1 == 6)
{
// sound of glass shatter
uVar3 = 0x3f;
}
else
{
// if this is not a TNT
if (uVar1 != 0x27) {
return 1;
}
// at this point, it must be TNT
// if driver hit the TNT
if (*piVar5 != 0)
{
// quit, explosion is handled
// by TNT thread instead
return 1;
}
// if no driver hit TNT,
// handle explosion here
// play sound of tnt explosion
uVar3 = 0x3d;
}
// play sound
FUN_8002f0dc(uVar3,iVar4);
// RB_MinePool_Remove
FUN_800ac0e4(piVar5);
// RB_Explosion_InitGeneric
FUN_800b1630(iVar4);
// set scale (x, y, z) to zero
*(undefined2 *)(iVar4 + 0x20) = 0;
*(undefined2 *)(iVar4 + 0x1e) = 0;
*(undefined2 *)(iVar4 + 0x1c) = 0;
// make invisible
*(uint *)(iVar4 + 0x28) = *(uint *)(iVar4 + 0x28) | 0x80;
}
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return 1;
}
// RB_Potion_OnShatter_TeethCallback
// param_2 Lev Hitbox (bsp)
void FUN_800ac5e8(undefined4 param_1,int param_2)
{
int iVar1;
// bsp->hitbox.instDef
iVar1 = *(int *)(param_2 + 0x1c);
if (
(
// if InstDef exists
(iVar1 != 0) &&
(*(int *)(iVar1 + 0x2c) != 0)
) &&
// modelID == STATIC_TEETH
(*(short *)(iVar1 + 0x3c) == 0x70)
)
{
// RB_Teeth_OpenDoor
FUN_800ba220(*(int *)(iVar1 + 0x2c));
}
return;
}
// RB_Potion_OnShatter_TeethSearch
void FUN_800ac638(int param_1)
{
// This function is not a waste,
// if potion explodes while sitting next to teeth,
// either cause another driver hit it,
// or cause too many potions in MinePool,
// then this is the only way for teeth to open
// position
DAT_1f800108 = *(undefined2 *)(param_1 + 0x44);
DAT_1f80010a = *(undefined2 *)(param_1 + 0x48);
DAT_1f80010c = *(undefined2 *)(param_1 + 0x4c);
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x140;
DAT_1f800110 = 0x19000;
// thread
DAT_1f800120 = *(undefined4 *)(param_1 + 0x6c);
// inst->modelPtr->modelID
DAT_1f800114 = *(undefined2 *)(*(int *)(param_1 + 0x18) + 0x10);
// RB_Potion_OnShatter_TeethCallback
DAT_1f800130 = FUN_800ac5e8;
// PROC_StartSearch_Self
FUN_80042544(&DAT_1f800108);
return;
}
// RB_Potion_ThTick_InAir
void FUN_800ac6b4(int param_1)
{
bool bVar1;
short sVar2;
undefined *puVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
undefined2 local_28;
short local_26;
undefined2 local_24;
undefined2 local_20;
short local_1e;
undefined2 local_1c;
puVar3 = PTR_DAT_8008d2ac;
// get instance from thread
iVar6 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
iVar7 = *(int *)(*(int *)(iVar6 + 0x6c) + 0x30);
// X position
*(int *)(iVar6 + 0x44) =
*(int *)(iVar6 + 0x44) +
((int)*(short *)(iVar7 + 0xc) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// Y position
*(int *)(iVar6 + 0x48) =
*(int *)(iVar6 + 0x48) + ((int)*(short *)(iVar7 + 0xe) * *(int *)(puVar3 + 0x1d04) >> 5);
// Z position
*(int *)(iVar6 + 0x4c) =
*(int *)(iVar6 + 0x4c) + ((int)*(short *)(iVar7 + 0x10) * *(int *)(puVar3 + 0x1d04) >> 5);
// gravity, decrease velocity over time
iVar4 = (uint)*(ushort *)(iVar7 + 0xe) - ((*(int *)(puVar3 + 0x1d04) << 2) >> 5);
*(undefined2 *)(iVar7 + 0xe) = (short)iVar4;
// terminal velocity
if (iVar4 * 0x10000 >> 0x10 < -0x60) {
*(undefined2 *)(iVar7 + 0xe) = 0xffa0;
}
// reduce cooldown time, set from GenericMine_ThTick
iVar4 = (uint)*(ushort *)(iVar7 + 0x2a) - (uint)*(ushort *)(PTR_DAT_8008d2ac + 0x1d04);
*(undefined2 *)(iVar7 + 0x2a) = (short)iVar4;
// if below zero, then set to zero
if (iVar4 * 0x10000 < 0) {
*(undefined2 *)(iVar7 + 0x2a) = 0;
}
// posBottom
local_28 = *(undefined2 *)(iVar6 + 0x44);
local_26 = *(short *)(iVar6 + 0x48) + -0x40;
local_24 = *(undefined2 *)(iVar6 + 0x4c);
// posTop
local_20 = *(undefined2 *)(iVar6 + 0x44);
local_1e = *(short *)(iVar6 + 0x48) + 0x100;
local_1c = *(undefined2 *)(iVar6 + 0x4c);
DAT_1f80012c = 0x1040;
DAT_1f800130 = 0;
DAT_1f80012a = 0x41;
// numPlyrCurrGame is less than 3
if ((byte)PTR_DAT_8008d2ac[0x1ca8] < 3) {
DAT_1f80012a = 0x43;
}
DAT_1f800134 = **(undefined4 **)(PTR_DAT_8008d2ac + 0x160);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_28,&local_20,&DAT_1f800108,0);
// RB_MakeInstanceReflective
FUN_800abab0(&DAT_1f800108,iVar6);
if ((DAT_1f8002ac & 4) != 0)
{
// RB_GenericMine_ThDestroy
FUN_800ad250(param_1,iVar6,iVar7);
}
// did not hit bsp hitbox
if (DAT_1f80014a == 0) {
if (DAT_1f800146 != 0)
{
// VehPhysForce_RotAxisAngle
FUN_8005f89c(iVar6 + 0x30,&DAT_1f800178,0);
// hitbox minY
iVar4 = (int)DAT_1f800126;
// instance posY
iVar5 = *(int *)(iVar6 + 0x48);
if (iVar4 + 0x30 < iVar5) {
return;
}
// if no cooldown
if (*(short *)(iVar7 + 0x2a) == 0)
{
*(int *)(iVar6 + 0x48) = iVar4;
sVar2 = DAT_1f800126;
// reset cooldown (3.84s)
// if potion hits ground, and hit within 3.84s,
// then it counts in EndOfRace comments as hit by moving potion,
// but will count as motionless potion if hit after 3.84s of
// hitting the ground (after initially being Potion_InAir)
*(undefined2 *)(iVar7 + 0x2a) = 0xf00;
// clear velocity
*(undefined2 *)(iVar7 + 0xc) = 0;
*(undefined2 *)(iVar7 + 0xe) = 0;
*(undefined2 *)(iVar7 + 0x10) = 0;
// max height
*(short *)(iVar7 + 0x12) = sVar2;
// remove flag "| 2"
*(ushort *)(iVar7 + 0x28) = *(ushort *)(iVar7 + 0x28) & 0xfffd;
// ThTick_SetAndExec(self, RB_GenericMine_ThTick)
FUN_800716ec(param_1,FUN_800acb60);
return;
}
if (iVar5 <= iVar4) {
*(int *)(iVar6 + 0x48) = iVar4;
}
if ((*(int *)(iVar6 + 0x48) - iVar5) + 0x28 <= (int)*(short *)(iVar7 + 0xe)) {
return;
}
*(short *)(iVar7 + 0xe) = (*(short *)(iVar6 + 0x48) - (short)iVar5) + 0x28;
return;
}
// if did not touch quadblock in range [-0x40, 0x100],
// check again with range [-0x900, 0x100]
// posBottom
local_28 = *(undefined2 *)(iVar6 + 0x44);
local_26 = *(short *)(iVar6 + 0x48) + -0x900;
local_24 = *(undefined2 *)(iVar6 + 0x4c);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_28,&local_20,&DAT_1f800108,0);
// if quadblock exists within 0x900 units of Y axis,
// do not destroy the potion, let it keep flying
if (DAT_1f800146 != 0) {
return;
}
}
// This is not a waste,
// Potion_OnShatter_SearchTeeth fails
// to open Teeth while the potion is airborne
// If hit bsp hitbox
else {
bVar1 = true;
if (((((*DAT_1f800150 & 0x80) != 0) && (iVar4 = *(int *)(DAT_1f800150 + 0x1c), iVar4 != 0)) &&
(*(short *)(iVar4 + 0x3c) == 0x70)) && (*(int *)(iVar4 + 0x2c) != 0))
{
// if door is closed
if ((DAT_8008d728 & 1) == 0)
{
// RB_Teeth_OpenDoor
FUN_800ba220();
}
else {
bVar1 = false;
}
}
if (!bVar1) {
return;
}
}
// hit TEETH door,
// or no quadblock exists within 0x900 units of Y axis
// RB_GenericMine_ThDestroy
FUN_800ad250(param_1,iVar6,iVar7);
return;
}
// RB_GenericMine_LInB
void FUN_800aca50(int param_1)
{
// This is for Nitro crates
// in Crystal Challenge, not
// for crates dropped by players
undefined *puVar1;
int iVar2;
undefined4 *puVar3;
// RB_Default_LInB
FUN_800b4fe4(param_1);
if (
// If this Instance's thread does not exist
(*(int *)(param_1 + 0x6c) == 0) &&
// If you are in Crystal Challenge
((*(uint *)PTR_DAT_8008d2ac & 0x8000000) != 0)
)
{
// PROC_BirthWithObject
// 0x2c = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x4 = "mine" thread bucket
iVar2 = FUN_8004205c(0x2c0304,FUN_800acb60,s_nitro_800ab9f4,0);
// Give thread to Instance
*(int *)(param_1 + 0x6c) = iVar2;
// If the thread created successfully
if (iVar2 != 0)
{
// Give Instance to thread
*(int *)(iVar2 + 0x34) = param_1;
puVar1 = PTR_DAT_8008d2ac;
// Instance->thread->funcThCollide
*(undefined4 *)(*(int *)(param_1 + 0x6c) + 0x28) = 0x800ac4b8;
// Instance->thread->playerthread = Player->Instance->thread
*(undefined4 *)(*(int *)(param_1 + 0x6c) + 0xc) =
*(undefined4 *)(*(int *)(*(int *)(puVar1 + 0x24ec) + 0x1c) + 0x6c);
// Instance->thread->modelIndex = Instance->Model->modelIndex
*(undefined2 *)(*(int *)(param_1 + 0x6c) + 0x44) =
*(undefined2 *)(*(int *)(param_1 + 0x18) + 0x10);
// Get Nitro object attached to Instance's thread
puVar3 = *(undefined4 **)(*(int *)(param_1 + 0x6c) + 0x30);
// Get Instance attached to player
puVar3[1] = *(undefined4 *)(*(int *)(puVar1 + 0x24ec) + 0x1c);
// velocity[x,y,z] = 0
*(undefined2 *)(puVar3 + 3) = 0;
*(undefined2 *)((int)puVar3 + 0xe) = 0;
*(undefined2 *)(puVar3 + 4) = 0;
// frameCount_DontHurtParent
*(undefined2 *)(puVar3 + 9) = 0;
// boolDestroyed
*(undefined2 *)(puVar3 + 5) = 0;
// unk
*(undefined2 *)((int)puVar3 + 0x26) = 0;
// no target, no parent
*puVar3 = 0;
puVar3[2] = 0;
// extraFlags
*(undefined2 *)(puVar3 + 10) = 0;
// RB_MinePool_Add
FUN_800ac13c(puVar3);
// mineWeapon->posY = instance->posY
*(undefined2 *)((int)puVar3 + 0x12) = *(undefined2 *)(param_1 + 0x48);
}
}
return;
}
// RB_GenericMine_ThTick
// TNT, Nitro, Potion
void FUN_800acb60(int param_1)
{
short sVar1;
ushort uVar2;
undefined2 uVar3;
undefined *puVar4;
int iVar5;
int iVar6;
code *pcVar7;
undefined4 uVar8;
undefined4 uVar9;
undefined4 uVar10;
int *piVar11;
int iVar12;
int *piVar13;
// get instance from thread
iVar12 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
piVar13 = *(int **)(*(int *)(iVar12 + 0x6c) + 0x30);
// if weapon is "thrown" like Komodo Joe,
// this is offset 0x28
if ((*(ushort *)(piVar13 + 10) & 2) != 0)
{
// instance -> model -> modelID == TNT
if (*(short *)(*(int *)(iVar12 + 0x18) + 0x10) == 0x27)
{
// RB_TNT_ThTick_ThrowOffHead
pcVar7 = FUN_800ad310;
// set scale (x, y, z)
*(undefined2 *)(iVar12 + 0x1c) = 0x800;
*(undefined2 *)(iVar12 + 0x1e) = 0x800;
*(undefined2 *)(iVar12 + 0x20) = 0x800;
}
// Potion
else
{
// cooldown of 0.24s
*(undefined2 *)((int)piVar13 + 0x2a) = 0xf0;
// RB_Potion_ThTick_InAir
pcVar7 = FUN_800ac6b4;
}
// ThTick_SetAndExec
FUN_800716ec(param_1,pcVar7);
}
// reduce cooldown
iVar5 = (uint)*(ushort *)((int)piVar13 + 0x2a) - (uint)*(ushort *)(PTR_DAT_8008d2ac + 0x1d04);
*(undefined2 *)((int)piVar13 + 0x2a) = (short)iVar5;
// if negative, then set zero
if (iVar5 * 0x10000 < 0) {
*(undefined2 *)((int)piVar13 + 0x2a) = 0;
}
// instance -> animFrame
sVar1 = *(short *)(iVar12 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar5 = FUN_80030f58(iVar12,0);
// if animation is not over
if ((int)sVar1 + 1 < iVar5)
{
// increment animation frame
*(short *)(iVar12 + 0x54) = *(short *)(iVar12 + 0x54) + 1;
}
// if animation is over
else
{
// restart animation
*(undefined2 *)(iVar12 + 0x54) = 0;
}
// increment posY by velY * time
iVar5 = *(int *)(iVar12 + 0x48) +
((int)*(short *)((int)piVar13 + 0xe) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
*(int *)(iVar12 + 0x48) = iVar5;
// if height is higher than max height
if (iVar5 < (int)*(short *)((int)piVar13 + 0x12)) {
*(int *)(iVar12 + 0x48) = (int)*(short *)((int)piVar13 + 0x12);
}
// decrease velocity by time, this is artificial gravity (negative acceleration)
iVar5 = (uint)*(ushort *)((int)piVar13 + 0xe) - ((*(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2) >> 5);
*(undefined2 *)((int)piVar13 + 0xe) = (short)iVar5;
if (iVar5 * 0x10000 >> 0x10 < -0x60) {
*(undefined2 *)((int)piVar13 + 0xe) = 0xffa0;
}
// If scale is under 0x1000
if (*(short *)(iVar12 + 0x1c) < 0x1000)
{
// make scale larger each frame
*(short *)(iVar12 + 0x1c) = *(short *)(iVar12 + 0x1c) + 0x200;
*(short *)(iVar12 + 0x1e) = *(short *)(iVar12 + 0x1e) + 0x200;
*(short *)(iVar12 + 0x20) = *(short *)(iVar12 + 0x20) + 0x200;
}
// if scale is done growing
else
{
// set to the intended size
*(undefined2 *)(iVar12 + 0x1c) = 0x1000;
*(undefined2 *)(iVar12 + 0x1e) = 0x1000;
*(undefined2 *)(iVar12 + 0x20) = 0x1000;
}
uVar8 = 0x3840;
// instance -> model -> modelID is red beaker or green beaker
if ((uint)*(ushort *)(*(int *)(iVar12 + 0x18) + 0x10) - 0x46 < 2)
{
uVar8 = 0x1900;
}
// RB_Hazard_CollideWithDrivers
iVar5 = FUN_800ac220(iVar12,(int)*(short *)(piVar13 + 9),uVar8,piVar13[1]);
// if no collision
if (iVar5 == 0) goto LAB_800ad17c;
// get driver who hit tnt (or nitro)
// from the object attached to thread
iVar5 = *(int *)(*(int *)(iVar5 + 0x6c) + 0x30);
// if mineWeapon->crateInst, if inst->thread, if thread->object
if (((piVar13[2] != 0) && (iVar6 = *(int *)(piVar13[2] + 0x6c), iVar6 != 0)) &&
(iVar6 = *(int *)(iVar6 + 0x30), iVar6 != 0))
{
// unpause cooldown (boolPauseCooldown)
*(undefined2 *)(iVar6 + 4) = 0;
}
// instance -> model -> modelID
uVar2 = *(ushort *)(*(int *)(iVar12 + 0x18) + 0x10);
// red beaker or green beaker
if ((uint)uVar2 - 0x46 < 2)
{
// count times hit by motionless potion
uVar8 = 2;
// if fly-forward timer is still active
if (*(short *)((int)piVar13 + 0x2a) != 0) {
// moving potion
uVar8 = 4;
}
// RB_Hazard_HurtDriver (spin out)
iVar6 = FUN_800ac1b0(iVar5,1,*(undefined4 *)(*(int *)(piVar13[1] + 0x6c) + 0x30),uVar8);
// if collision, and if this was a red potion
if ((iVar6 != 0) && ((*(ushort *)(piVar13 + 10) & 1) != 0))
{
// RB_RainCloud_Init
FUN_800b1220(iVar5);
}
puVar4 = PTR_DAT_8008d2ac;
// if this driver is not an AI
if ((*(uint *)(iVar5 + 0x2c8) & 0x100000) == 0)
{
// current fade value (bright white)
*(undefined2 *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar5 + 0x4a) * 0x110 + 0x17a) = 0x1fff;
// desired fade value (neutral)
*(undefined2 *)(puVar4 + (uint)*(byte *)(iVar5 + 0x4a) * 0x110 + 0x17c) = 0x1000;
// fade step
*(undefined2 *)(puVar4 + (uint)*(byte *)(iVar5 + 0x4a) * 0x110 + 0x17e) = 0xff78;
}
// This block of code only executes for
// red beaker or green beaker
// make player icon red
// If this is a red beaker
uVar8 = 0x1e;
// instance -> model -> modelID == GreanBeaker
if (*(short *)(*(int *)(iVar12 + 0x18) + 0x10) == 0x47)
{
// make player icon green
uVar8 = 0xffffffe2;
}
LAB_800ace88:
// set icon damage timer
*(undefined4 *)(iVar5 + 0x4ac) = uVar8;
LAB_800ad174:
// RB_GenericMine_ThDestroy
FUN_800ad250(param_1,iVar12,piVar13);
}
else {
// if driver->instTntRecv is valid
if (*(int *)(iVar5 + 0x18) != 0)
{
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(iVar5,2,0,2);
// driver->instTntRecv
iVar6 = *(int *)(iVar5 + 0x18);
// icon damage timer, draw icon as red
*(undefined4 *)(iVar5 + 0x4ac) = 0x1e;
// set scale (x, y, z) to zero
*(undefined2 *)(iVar6 + 0x20) = 0;
*(undefined2 *)(iVar6 + 0x1e) = 0;
*(undefined2 *)(iVar6 + 0x1c) = 0;
// make invisible
*(uint *)(*(int *)(iVar5 + 0x18) + 0x28) = *(uint *)(*(int *)(iVar5 + 0x18) + 0x28) | 0x80;
// driver -> instTntRecv -> thread
iVar6 = *(int *)(*(int *)(iVar5 + 0x18) + 0x6c);
// this thread is now dead
*(uint *)(iVar6 + 0x1c) = *(uint *)(iVar6 + 0x1c) | 0x800;
// erase instTntRecv
*(undefined4 *)(iVar5 + 0x18) = 0;
goto LAB_800ad174;
}
// if driver has squished timer
if (*(short *)(iVar5 + 0x404) != 0)
{
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(iVar5,2,0,2);
uVar8 = 0x1e;
goto LAB_800ace88;
}
// if model is Nitro
if (uVar2 == 6)
{
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(iVar5,2,*(undefined4 *)(*(int *)(piVar13[1] + 0x6c) + 0x30),2);
// Why does icon turn red in gameplay?
// icon damage timer, draw icon as green
*(undefined4 *)(iVar5 + 0x4ac) = 0xffffffe2;
goto LAB_800ad174;
}
// if model is TNT
if (uVar2 == 0x27)
{
// RB_Hazard_HurtDriver (keep driving?)
iVar6 = FUN_800ac1b0(iVar5,0,*(undefined4 *)(*(int *)(piVar13[1] + 0x6c) + 0x30),2);
if (iVar6 == 0) goto LAB_800ad174;
// if Instance has no InstDef,
// if this TNT is not part of the level,
// use existing thread
if (*(int *)(iVar12 + 0x2c) == 0)
{
// icon damage timer, draw icon as red
*(undefined4 *)(iVar5 + 0x4ac) = 0x1e;
// give driver to tnt object
*piVar13 = iVar5;
// driver -> instTntRecv
*(int *)(iVar5 + 0x18) = iVar12;
// RB_MinePool_Remove
FUN_800ac0e4(piVar13);
// play Hit TNT "bounce" sound
FUN_8002f0dc(0x50,iVar12);
*(undefined4 *)(iVar12 + 0x70) = 0;
*(uint *)(iVar12 + 0x28) = *(uint *)(iVar12 + 0x28) | 0x200;
*(undefined2 *)((int)piVar13 + 0xe) = 0x30;
*(undefined2 *)(piVar13 + 3) = 0;
*(undefined2 *)(piVar13 + 4) = 0;
*(undefined2 *)(piVar13 + 7) = 0;
*(undefined2 *)((int)piVar13 + 0x1e) = 0;
*(undefined2 *)(piVar13 + 8) = 0;
*(undefined2 *)((int)piVar13 + 0x12) = 0x3fff;
// ThTick_SetAndExec RB_TNT_ThTick_ThrowOnHead
FUN_800716ec(param_1,FUN_800ad710);
}
// if this TNT has an InstDef, then it is part of LEV,
// kill the old thread and birth a new one (why?)
else
{
// DAT_800ab9fc
// "tnt1"
// INSTANCE_BirthWithThread
// ThTick = RB_GenericMine_ThTick, but set later to RB_TNT_ThTick_ThrowOnHead
// 0x300 flag = SmallStackPool
// 4 = "mine" thread bucket
iVar6 = FUN_800309a4(0x27,&DAT_800ab9fc,0x300,4,FUN_800acb60,0x2c,0);
// get rotation of player and assign to tnt
uVar9 = *(undefined4 *)(iVar12 + 0x34);
uVar10 = *(undefined4 *)(iVar12 + 0x38);
uVar8 = *(undefined4 *)(iVar12 + 0x3c);
*(undefined4 *)(iVar6 + 0x30) = *(undefined4 *)(iVar12 + 0x30);
*(undefined4 *)(iVar6 + 0x34) = uVar9;
*(undefined4 *)(iVar6 + 0x38) = uVar10;
*(undefined4 *)(iVar6 + 0x3c) = uVar8;
// X, Y, Z positions of instance
uVar9 = *(undefined4 *)(iVar12 + 0x44);
uVar10 = *(undefined4 *)(iVar12 + 0x48);
uVar8 = *(undefined4 *)(iVar12 + 0x4c);
// finish last rotation variable
*(undefined4 *)(iVar6 + 0x40) = *(undefined4 *)(iVar12 + 0x40);
// X, Y, Z positions of TNT instanece
*(undefined4 *)(iVar6 + 0x44) = uVar9;
*(undefined4 *)(iVar6 + 0x48) = uVar10;
*(undefined4 *)(iVar6 + 0x4c) = uVar8;
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(*(int *)(iVar6 + 0x6c) + 0x24) = 0x80041dfc;
// set funcThCollide
*(undefined4 *)(*(int *)(iVar6 + 0x6c) + 0x28) = 0x800ac4b8;
// Get object from thread
piVar11 = *(int **)(*(int *)(iVar6 + 0x6c) + 0x30);
// mineWeapon->instParent
piVar11[1] = *(int *)(iVar5 + 0x1c);
// frameCount_DontHurtParent
*(undefined2 *)(piVar11 + 9) = 10;
// boolDestroyed
*(undefined2 *)(piVar11 + 5) = 0;
// unk
*(undefined2 *)((int)piVar11 + 0x26) = 0;
// crateInst
piVar11[2] = 0;
// extraFlags
*(undefined2 *)(piVar11 + 10) = 0;
// get posY
uVar3 = *(undefined2 *)(iVar12 + 0x48);
// give driver to tnt object (mineWeapon)
*piVar11 = iVar5;
// set mineWeapon posY
*(undefined2 *)((int)piVar11 + 0x12) = uVar3;
// driver -> instTntRecv
*(int *)(iVar5 + 0x18) = iVar6;
// TNT bounce sound
FUN_8002f0dc(0x50,iVar6);
*(undefined4 *)(iVar6 + 0x70) = 0;
*(uint *)(iVar6 + 0x28) = *(uint *)(iVar6 + 0x28) | 0x200;
*(undefined2 *)((int)piVar11 + 0xe) = 0x30;
*(undefined2 *)(piVar11 + 3) = 0;
*(undefined2 *)(piVar11 + 4) = 0;
*(undefined2 *)(piVar11 + 7) = 0;
*(undefined2 *)((int)piVar11 + 0x1e) = 0;
*(undefined2 *)(piVar11 + 8) = 0;
// set RB_TNT_ThTick_ThrowOnHead
*(undefined4 *)(*(int *)(iVar6 + 0x6c) + 0x2c) = 0x800ad710;
// RB_MinePool_Remove
FUN_800ac0e4(piVar13);
// set scale (x, y, z) to zero
*(undefined2 *)(iVar12 + 0x20) = 0;
*(undefined2 *)(iVar12 + 0x1e) = 0;
*(undefined2 *)(iVar12 + 0x1c) = 0;
// make invisible
*(uint *)(iVar12 + 0x28) = *(uint *)(iVar12 + 0x28) | 0x80;
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
}
}
LAB_800ad17c:
// frameCount_DontHurtParent
if (*(short *)(piVar13 + 9) != 0) {
*(short *)(piVar13 + 9) = *(short *)(piVar13 + 9) + -1;
}
// if mineWeapon->boolDestroyed == 0
if (*(short *)(piVar13 + 5) == 0) {
return;
}
// if thread is dead, quit function
// this is if GenericMine_ThDestroy already ran
if ((*(uint *)(param_1 + 0x1c) & 0x800) != 0) {
return;
}
// === If destroyed from MinePool overflow ===
// instance -> model -> modelID
sVar1 = *(short *)(*(int *)(iVar12 + 0x18) + 0x10);
// if model is Nitro
if (sVar1 == 6)
{
// glass shatter
uVar8 = 0x3f;
}
else
{
// if model is not TNT
if (sVar1 != 0x27)
{
// if model is green or red beaker
if ((ushort)(*(short *)(*(int *)(iVar12 + 0x18) + 0x10) - 0x46U) < 2)
{
// glass shatter sound
FUN_8002f0dc(0x3f,iVar12);
// RB_Explosion_InitPotion
FUN_800b1458(iVar12);
}
goto LAB_800ad21c;
}
// tnt explosoin sound
uVar8 = 0x3d;
}
// play sound
FUN_8002f0dc(uVar8,iVar12);
// RB_Blowup_Init
FUN_800b18f8(iVar12);
LAB_800ad21c:
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// RB_GenericMine_ThDestroy
void FUN_800ad250(int param_1,int param_2,undefined4 param_3)
{
short sVar1;
undefined4 uVar2;
// instance -> model -> modelID
sVar1 = *(short *)(*(int *)(param_2 + 0x18) + 0x10);
// if model is Nitro
if (sVar1 == 6)
{
// glass shatter sound
uVar2 = 0x3f;
}
else
{
// if model is not TNT
if (sVar1 != 0x27)
{
// play sound of glass shatter
FUN_8002f0dc(0x3f,param_2);
// RB_Explosion_InitPotion
FUN_800b1458(param_2);
goto LAB_800ad2c8;
}
// explosion sound
uVar2 = 0x3d;
}
// play sound
FUN_8002f0dc(uVar2,param_2);
// RB_Blowup_Init
FUN_800b18f8(param_2);
LAB_800ad2c8:
// Set scale (x, y, z) to zero
*(undefined2 *)(param_2 + 0x20) = 0;
*(undefined2 *)(param_2 + 0x1e) = 0;
*(undefined2 *)(param_2 + 0x1c) = 0;
// make invisible
*(uint *)(param_2 + 0x28) = *(uint *)(param_2 + 0x28) | 0x80;
// RB_MinePool_Remove
FUN_800ac0e4(param_3);
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// RB_TNT_ThTick_ThrowOffHead
// In air, after spamming L1 or R1,
// will explode on impact with ground
void FUN_800ad310(int param_1)
{
int iVar1;
int *piVar2;
// thread -> instance
iVar1 = *(int *)(param_1 + 0x34);
// instance -> thread -> object (tnt)
piVar2 = *(int **)(*(int *)(iVar1 + 0x6c) + 0x30);
// inst->matrix.t[1]
*(int *)(iVar1 + 0x48) =
*(int *)(iVar1 + 0x48) +
((int)*(short *)((int)piVar2 + 0xe) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// stopFallAtY
if (*(short *)((int)piVar2 + 0x12) == 0x3fff)
*(undefined2 *)((int)piVar2 + 0x12) = *(undefined2 *)(*(int *)(*piVar2 + 0x1c) + 0x48);
if (*(int *)(iVar1 + 0x48) <= (int)*(short *)((int)piVar2 + 0x12))
{
// plays tnt explosion sound 3D
FUN_8002f0dc(0x3d,iVar1);
// RB_Blowup_Init
FUN_800b18f8(iVar1);
// Set scale (x, y, z) to zero
*(undefined2 *)(iVar1 + 0x20) = 0;
*(undefined2 *)(iVar1 + 0x1e) = 0;
*(undefined2 *)(iVar1 + 0x1c) = 0;
// make invisible
*(uint *)(iVar1 + 0x28) = *(uint *)(iVar1 + 0x28) | 0x80;
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
// tntObject -> driver -> tntRecv = 0
*(undefined4 *)(*piVar2 + 0x18) = 0;
}
// decrease velocity (artificial gravity)
iVar1 = (uint)*(ushort *)((int)piVar2 + 0xe) - ((*(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2) >> 5);
*(undefined2 *)((int)piVar2 + 0xe) = (short)iVar1;
if (iVar1 * 0x10000 >> 0x10 < -0x60) {
*(undefined2 *)((int)piVar2 + 0xe) = 0xffa0;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
return;
}
// RB_TNT_ThTick_SitOnHead
void FUN_800ad44c(int param_1)
{
char cVar1;
short sVar2;
undefined2 uVar3;
int iVar4;
int *piVar5;
int iVar6;
// thread->instance
iVar6 = *(int *)(param_1 + 0x34);
// instance->thread->object (tnt)
piVar5 = *(int **)(*(int *)(iVar6 + 0x6c) + 0x30);
// CopyMatrix
// To: TNT instance
// From: obj->driverWhoHitMe->instance
// Delta: TNT -> 0x1c (position relative to driver)
FUN_800313c8(iVar6,*(undefined4 *)(*piVar5 + 0x1c),piVar5 + 7);
// Get Kart State
cVar1 = *(char *)(*piVar5 + 0x376);
// If crashing, spinning out, or being mask-grabbed
if (((cVar1 == '\x01') || (cVar1 == '\x05')) || (cVar1 == '\x03')) {
// Play explosion sound
FUN_8002f0dc(0x3d,iVar6);
// RB_Blowup_Init
FUN_800b18f8(iVar6);
LAB_800ad4ec:
// reset TNT-related pointers
*(undefined2 *)(iVar6 + 0x20) = 0;
*(undefined2 *)(iVar6 + 0x1e) = 0;
*(undefined2 *)(iVar6 + 0x1c) = 0;
// make invisible
*(uint *)(iVar6 + 0x28) = *(uint *)(iVar6 + 0x28) | 0x80;
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
// tnt->driver->tntRecv = 0
*(undefined4 *)(*piVar5 + 0x18) = 0;
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
}
else
{
// If you are already blasted
if (cVar1 == '\x06')
{
// Play explosion sound
FUN_8002f0dc(0x3d,iVar6);
// RB_Explosion_InitGeneric
FUN_800b1630(iVar6);
goto LAB_800ad4ec;
}
}
// if this driver is not an AI
if ((*(uint *)(*piVar5 + 0x2c8) & 0x100000) == 0)
{
// if player did not start jumping this frame
if ((*(uint *)(*piVar5 + 0x2c8) & 0x400) == 0) goto LAB_800ad5f8;
if (*(short *)((int)piVar5 + 0x22) != 0) {
*(short *)((int)piVar5 + 0x22) = *(short *)((int)piVar5 + 0x22) + -1;
goto LAB_800ad5f8;
}
*(undefined2 *)((int)piVar5 + 0x22) = 0;
}
else {
iVar4 = FUN_8003ea28();
if (iVar4 != (iVar4 / 0x10e) * 0x10e) goto LAB_800ad5f8;
}
// set scale (x, y, z)
*(undefined2 *)(iVar6 + 0x20) = 0x800;
*(undefined2 *)(iVar6 + 0x1e) = 0x800;
*(undefined2 *)(iVar6 + 0x1c) = 0x800;
// tnt->driver->tntRecv = 0
*(undefined4 *)(*piVar5 + 0x18) = 0;
*(undefined2 *)(piVar5 + 3) = 0;
*(undefined2 *)((int)piVar5 + 0xe) = 0x30;
*(undefined2 *)(piVar5 + 4) = 0;
*(undefined2 *)(piVar5 + 7) = 0;
*(undefined2 *)((int)piVar5 + 0x1e) = 0;
*(undefined2 *)(piVar5 + 8) = 0;
// assign RB_TNT_ThTick_ThrowOffHead
FUN_800716ec(param_1,FUN_800ad310);
LAB_800ad5f8:
// Get how many frames the TNT has
// been on top of someone's head
sVar2 = *(short *)((int)piVar5 + 0x16);
// If there is time remaining until TNT blows up,
// which takes 0x5a frames, 3 seconds
if (sVar2 < 0x5a)
{
// If frame is any of these 6 numbers
if ((((sVar2 == 0) || (sVar2 == 0x14)) ||
((sVar2 == 0x28 || ((sVar2 == 0x3c || (sVar2 == 0x46)))))) || (sVar2 == 0x50))
{
// Make a "honk" sound
FUN_8002f0dc(0x3e,iVar6);
}
// add to the frame counter
*(short *)((int)piVar5 + 0x16) = *(short *)((int)piVar5 + 0x16) + 1;
}
// If time runs out
else
{
// Blow up
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(*piVar5,2,*(undefined4 *)(*(int *)(piVar5[1] + 0x6c) + 0x30),0);
// icon damage timer, draw icon as red
*(undefined4 *)(*piVar5 + 0x4ac) = 0x1e;
// play 3D sound for TNT explosion
FUN_8002f0dc(0x3d,iVar6);
// RB_Blowup_Init
FUN_800b18f8(iVar6);
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
// tnt->driver->tntRecv = 0
*(undefined4 *)(*piVar5 + 0x18) = 0;
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
}
// set scale of TNT, given frame of animation
uVar3 = *(undefined2 *)(&DAT_800b295c + (int)*(short *)((int)piVar5 + 0x16) * 4);
*(undefined2 *)(iVar6 + 0x20) = uVar3;
*(undefined2 *)(iVar6 + 0x1c) = uVar3;
*(undefined2 *)(iVar6 + 0x1e) =
*(undefined2 *)(&DAT_800b295e + (int)*(short *)((int)piVar5 + 0x16) * 4);
return;
}
// RB_TNT_ThTick_ThrowOnHead
// In air, after hitting, before spamming L1 or R1
void FUN_800ad710(int param_1)
{
int iVar1;
int *piVar2;
int iVar3;
undefined2 local_38;
undefined2 local_36;
undefined2 local_34;
undefined auStack48 [32];
// get instance from thread
iVar3 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
piVar2 = *(int **)(*(int *)(iVar3 + 0x6c) + 0x30);
// alter height of TNT as it flies onto a driver's head
iVar1 = (uint)*(ushort *)((int)piVar2 + 0x1e) +
((int)*(short *)((int)piVar2 + 0xe) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// new height of TNT
*(undefined2 *)((int)piVar2 + 0x1e) = (short)iVar1;
// if TNT velocity moves downward
if (*(short *)((int)piVar2 + 0xe) < 0)
{
// 0x800b2ac4
// BSS before Baron_ThTick,
// determines height of TNT for each player
// if TNT landed on head
if ((iVar1 * 0x10000 >> 0x10 <
(int)*(short *)(&DAT_800b2ac4 +
(int)(short)(&DAT_80086e84)[*(byte *)(*piVar2 + 0x4a)] * 2)) &&
(*(short *)((int)piVar2 + 0x1e) =
*(short *)(&DAT_800b2ac4 +
(int)(short)(&DAT_80086e84)[*(byte *)(*piVar2 + 0x4a)] * 2),
*(short *)(iVar3 + 0x1c) == 0x800))
{
// Set TNT timer to 0, it blows up at 0x5a
*(undefined2 *)((int)piVar2 + 0x16) = 0;
// RNG
iVar1 = FUN_8003ea28();
// Set number of required jumps to 8, with some RNG to mix it up
*(short *)((int)piVar2 + 0x22) = 8 - ((short)iVar1 + (short)(iVar1 / 2) * -2);
// play sound that you hit a TNT
FUN_8002f0dc(0x51,iVar3);
*(char *)(iVar3 + 0x50) = *(char *)(*(int *)(*piVar2 + 0x1c) + 0x50) + -1;
*(char *)(iVar3 + 0x51) = *(char *)(*(int *)(*piVar2 + 0x1c) + 0x51) + -1;
// assign RB_TNT_ThTick_SitOnHead
FUN_800716ec(param_1,FUN_800ad44c);
}
}
// CopyMatrix
// To: TNT instance
// From: obj->driverWhoHitMe->instance
// Delta: TNT -> 0x1c (position relative to driver)
FUN_800313c8(iVar3,*(undefined4 *)(*piVar2 + 0x1c),piVar2 + 7);
// rotation (tntSpinY)
local_38 = 0;
local_36 = *(undefined2 *)((int)piVar2 + 0x26);
local_34 = 0;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(auStack48,&local_38);
FUN_8006c3b0(iVar3 + 0x30,iVar3 + 0x30,auStack48);
// reduce time remaining until TNT lands on head
iVar1 = (uint)*(ushort *)((int)piVar2 + 0xe) - ((*(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2) >> 5);
*(undefined2 *)((int)piVar2 + 0xe) = (short)iVar1;
// set a minimum value (-0x60)
if (iVar1 * 0x10000 >> 0x10 < -0x60)
{
*(undefined2 *)((int)piVar2 + 0xe) = 0xffa0;
}
// rotation (tntSpinY)
*(short *)((int)piVar2 + 0x26) = *(short *)((int)piVar2 + 0x26) + 0x100;
// if scale is small
if (*(short *)(iVar3 + 0x1c) < 0x801)
{
// set min scale
*(undefined2 *)(iVar3 + 0x1c) = 0x800;
*(undefined2 *)(iVar3 + 0x1e) = 0x800;
*(undefined2 *)(iVar3 + 0x20) = 0x800;
}
// if scale is large
else
{
// reduce scale
*(short *)(iVar3 + 0x1c) = *(short *)(iVar3 + 0x1c) + -0x100;
*(short *)(iVar3 + 0x1e) = *(short *)(iVar3 + 0x1e) + -0x100;
*(short *)(iVar3 + 0x20) = *(short *)(iVar3 + 0x20) + -0x100;
}
return;
}
// RB_Explosion_ThTick,
// shatter or explosion
void FUN_800ad92c(int param_1)
{
short sVar1;
int iVar2;
int iVar3;
// thread -> instance
iVar3 = *(int *)(param_1 + 0x34);
// instance -> animFrame
sVar1 = *(short *)(iVar3 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar3,0);
// if instance is not at end of animation
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(iVar3 + 0x54) = *(short *)(iVar3 + 0x54) + 1;
}
// if animation is done
else
{
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
return;
}
// RB_Hazard_CollLevInst (tnt, potion, warpball, etc) (not hazard? moving explosive?)
// param_1 - BSP result
// param_2 - bsp (hitbox)
undefined4 FUN_800ad9ac(int param_1,undefined4 param_2)
{
int iVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
if ((((**(byte **)(param_1 + 0x48) & 0x80) != 0) &&
(iVar1 = *(int *)(*(byte **)(param_1 + 0x48) + 0x1c), iVar1 != 0)) &&
// instance = instDef->instance (lev only)
(iVar4 = *(int *)(iVar1 + 0x2c), iVar4 != 0))
{
// get modelID from InstDef
iVar3 = (int)*(short *)(iVar1 + 0x3c);
// ThreadMeta
iVar1 = FUN_8001d094(iVar3);
// if LThC is not nullptr
if ((iVar1 != 0) && (*(code **)(iVar1 + 8) != (code *)0x0))
{
// execute LThC, make thread for this instance
// upon collision with the instance, let it run thread->funcThCollide
uVar2 = (**(code **)(iVar1 + 8))(iVar4,param_2,param_1);
// if not PU_WUMPA_FRUIT
if (iVar3 != 2)
{
// useless
if (iVar3 < 2) {
return uVar2;
}
// anything except for
// 7: PU_FRUIT_CRATE,
// 8: PU_RANDOM_CRATE (weapon box)
if (8 < iVar3) {
return uVar2;
}
if (iVar3 < 7) {
return uVar2;
}
}
return 0;
}
}
// make potion open teeth,
// or make warpball turn around
return 1;
}
// RB_Hazard_InterpolateValue
int FUN_800ada90(ushort param_1,ushort param_2,short param_3)
{
uint uVar1;
int iVar2;
uint uVar3;
ushort uVar4;
uVar4 = param_1;
// if current rotation is not desired rotation
if ((int)(short)param_1 != (int)(short)param_2)
{
// get difference between them
uVar3 = (int)(short)param_2 - (int)(short)param_1 & 0xfff;
// if difference is huge
if (0x7ff < uVar3)
{
// rotate a negative direction
uVar3 = uVar3 - 0x1000;
}
uVar1 = uVar3;
if ((int)uVar3 < 0) {
uVar1 = -uVar3;
}
// rotation speed
iVar2 = (int)param_3;
// if rotation speed is less than
// remaining needed rotation
if (iVar2 <= (int)uVar1)
{
if ((int)uVar3 < 1)
{
uVar4 = param_1 & 0xfff;
if (-1 < (int)uVar3) goto LAB_800adb44;
// new rotation is old rotation - speed
param_2 = param_1 - (short)(iVar2 * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
}
else
{
// new rotation is old rotation + speed
param_2 = param_1 + (short)(iVar2 * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
}
}
// set new rotation, which is calculated rotation,
// or the desired rotation if (desired-curr < speed)
uVar4 = param_2 & 0xfff;
}
LAB_800adb44:
return (int)(short)uVar4;
}
// RB_MovingExplosive_ThTick
// function for moving bomb, shiledbomb, or missile
void FUN_800adb50(int param_1)
{
short sVar1;
undefined *puVar2;
short sVar3;
code *pcVar4;
undefined2 uVar5;
int iVar6;
undefined4 uVar7;
int iVar8;
int *piVar9;
int iVar10;
undefined2 local_30;
short local_2e;
undefined2 local_2c;
undefined2 local_28;
short local_26;
undefined2 local_24;
// get instance from thread
iVar10 = *(int *)(param_1 + 0x34);
// get object, from thread, from instance
piVar9 = *(int **)(*(int *)(iVar10 + 0x6c) + 0x30);
piVar9[0x12] = piVar9[0x12] + *(int *)(PTR_DAT_8008d2ac + 0x1d04);
// instance -> model -> modelID
sVar3 = *(short *)(*(int *)(iVar10 + 0x18) + 0x10);
// if model is missile
if (sVar3 == 0x29)
{
if ((*(uint *)(param_1 + 0x1c) & 0x800) == 0) {
uVar7 = 0x4b;
goto LAB_800adc00;
}
}
else
{
// if model is bomb
if (sVar3 == 0x3b)
{
uVar7 = 0x48;
}
else
{
// if model is not blue or green shield
if ((sVar3 != 0x56) && (sVar3 != 0x5e)) goto LAB_800adc08;
// if model is blue or green shield
uVar7 = 0x59;
}
LAB_800adc00:
// PlaySound3D_Flags,
// offset 0x24
FUN_8002f31c(piVar9 + 9,uVar7,iVar10);
}
LAB_800adc08:
// driver -> invisibleTimer
if (*(int *)(*piVar9 + 0x28) == 0)
{
if (
(*(int *)(*piVar9 + 0x2cc) < 0) &&
// instance -> model -> objectID == missile
(*(short *)(*(int *)(iVar10 + 0x18) + 0x10) == 0x29)
)
{
piVar9[0x15] = 10;
}
}
// if driver is invisible
else
{
// erase pointer to driver,
// cause tracker can't find invisible driver
*piVar9 = 0;
}
// "tracker" can be missile, bomb, or shield
// get driver the tracker is chasing
iVar8 = *piVar9;
if (
// if driver is invalid
(iVar8 == 0) ||
(*(short *)((int)piVar9 + 0x22) != 0)
)
{
if (*(short *)((int)piVar9 + 0x22) != 0) {
*(short *)((int)piVar9 + 0x22) = *(short *)((int)piVar9 + 0x22) + -1;
}
}
else
{
// tw->framesSeekMine
if (piVar9[0x15] == 0)
{
// get distance between tracker and the driver being chased
iVar6 = (*(int *)(iVar8 + 0x2d4) >> 8) - *(int *)(iVar10 + 0x44);
iVar8 = (*(int *)(iVar8 + 0x2dc) >> 8) - *(int *)(iVar10 + 0x4c);
piVar9[10] = iVar6 * iVar6 + iVar8 * iVar8;
LAB_800add14:
// get direction, given X and Y distance to travel
sVar3 = ratan2(iVar6,iVar8);
}
// if seeking mine
else {
piVar9[0x15] = piVar9[0x15] + -1;
iVar8 = *(int *)(*piVar9 + 0x20);
if (iVar8 != 0)
{
// Get X and Y differences between two instances
iVar6 = *(int *)(iVar8 + 0x44) - *(int *)(iVar10 + 0x44);
iVar8 = *(int *)(iVar8 + 0x4c) - *(int *)(iVar10 + 0x4c);
goto LAB_800add14;
}
sVar3 = *(short *)((int)piVar9 + 0x1e);
piVar9[0x15] = 0;
}
// instance -> model -> modelID
sVar1 = *(short *)(*(int *)(iVar10 + 0x18) + 0x10);
// DYNAMIC_BOMB or DYNAMIC_SHIELD
if ((sVar1 == 0x3b) || (sVar1 == 0x56))
{
// RB_Hazard_InterpolateValue
sVar3 = FUN_800ada90(
(int)*(short *)((int)piVar9 + 0x1e),(int)sVar3,4);
*(short *)((int)piVar9 + 0x1e) = sVar3;
// Sine(angle)
iVar8 = FUN_8003d184((int)sVar3);
// posX += velocity >> 7
*(short *)(piVar9 + 4) = (short)((uint)(iVar8 * 3) >> 7);
// Cosine(angle)
iVar8 = FUN_8003d1c0((int)*(short *)((int)piVar9 + 0x1e));
// posZ += velocity >> 7
sVar3 = (short)((uint)(iVar8 * 3) >> 7);
*(short *)(piVar9 + 5) = sVar3;
// if bomb is rolled backwards
if ((*(ushort *)((int)piVar9 + 0x16) & 0x20) != 0) {
*(short *)(piVar9 + 5) = -sVar3;
*(short *)(piVar9 + 4) = -*(short *)(piVar9 + 4);
}
}
// if 0x29 (MISSILE)
else
{
// if 10 wumpa were not used
if ((*(ushort *)((int)piVar9 + 0x16) & 1) == 0)
{
// RB_Hazard_InterpolateValue
sVar3 = FUN_800ada90((int)*(short *)((int)piVar9 + 0x1e),(int)sVar3,0x40);
*(short *)((int)piVar9 + 0x1e) = sVar3;
// Sine(angle)
iVar8 = FUN_8003d184((int)sVar3);
// posX += velocity >> 8
*(short *)(piVar9 + 4) = (short)((uint)(iVar8 * 5) >> 8);
// Cosine(angle)
iVar8 = FUN_8003d1c0((int)*(short *)((int)piVar9 + 0x1e));
// posZ += velocity >> 8
uVar5 = (undefined2)((uint)(iVar8 * 5) >> 8);
}
// if 10 wumpa were used
else
{
// RB_Hazard_InterpolateValue
sVar3 = FUN_800ada90((int)*(short *)((int)piVar9 + 0x1e),(int)sVar3,0x80);
*(short *)((int)piVar9 + 0x1e) = sVar3;
// Sine(angle)
iVar8 = FUN_8003d184((int)sVar3);
// posX += velocity >> 7
*(short *)(piVar9 + 4) = (short)((uint)(iVar8 * 3) >> 7);
// Cosine(angle)
iVar8 = FUN_8003d1c0((int)*(short *)((int)piVar9 + 0x1e));
// posZ += velocity >> 7
uVar5 = (undefined2)((uint)(iVar8 * 3) >> 7);
}
// posZ += velocity
*(undefined2 *)(piVar9 + 5) = uVar5;
*(undefined2 *)(piVar9 + 6) = 0;
*(undefined2 *)(piVar9 + 7) = 0;
*(undefined2 *)((int)piVar9 + 0x1a) = *(undefined2 *)((int)piVar9 + 0x1e);
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(iVar10 + 0x30,piVar9 + 6);
}
}
// instance -> animFrame
sVar3 = *(short *)(iVar10 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar8 = FUN_80030f58(iVar10,0);
// if instance is not at end of animation
if ((int)sVar3 + 1 < iVar8)
{
// increment animation frame
*(short *)(iVar10 + 0x54) = *(short *)(iVar10 + 0x54) + 1;
}
// if animation finished
else
{
// go back to first frame of animation
*(undefined2 *)(iVar10 + 0x54) = 0;
}
if (
(
// if instance -> model -> modelID == missile
(*(short *)(*(int *)(iVar10 + 0x18) + 0x10) == 0x29) &&
// numPlyrCurrGame < 2
((byte)PTR_DAT_8008d2ac[0x1ca8] < 2)
) &&
(
// DAT_800b2ae4
// ParticleEmitter emSet[]
// Make Instane in Particle Pool
iVar8 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x2114),&DAT_800b2ae4),
iVar8 != 0
)
)
{
// Position in a particle struct
*(int *)(iVar8 + 0x24) = *(int *)(iVar10 + 0x44) << 8;
*(int *)(iVar8 + 0x2c) = *(int *)(iVar10 + 0x48) << 8;
*(int *)(iVar8 + 0x34) = *(int *)(iVar10 + 0x4c) << 8;
}
puVar2 = PTR_DAT_8008d2ac;
// posX
*(int *)(iVar10 + 0x44) =
*(int *)(iVar10 + 0x44) +
((int)*(short *)(piVar9 + 4) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// posY
*(int *)(iVar10 + 0x48) =
*(int *)(iVar10 + 0x48) +
((int)*(short *)((int)piVar9 + 0x12) * *(int *)(puVar2 + 0x1d04) >> 5);
// posZ
*(int *)(iVar10 + 0x4c) =
*(int *)(iVar10 + 0x4c) + ((int)*(short *)(piVar9 + 5) * *(int *)(puVar2 + 0x1d04) >> 5);
// If this is bomb
if (*(short *)(*(int *)(iVar10 + 0x18) + 0x10) == 0x3b)
{
// if bomb is forwards
if ((*(ushort *)((int)piVar9 + 0x16) & 0x20) == 0)
{
// rotation
sVar3 = *(short *)(piVar9 + 6) + 0x200;
}
// if bomb is backwards
else
{
// rotation
sVar3 = *(short *)(piVar9 + 6) + -0x200;
}
// rotation
*(short *)(piVar9 + 6) = sVar3;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(iVar10 + 0x30,piVar9 + 6);
}
local_30 = *(undefined2 *)(iVar10 + 0x44);
local_2e = *(short *)(iVar10 + 0x48) + -0x40;
local_2c = *(undefined2 *)(iVar10 + 0x4c);
local_28 = *(undefined2 *)(iVar10 + 0x44);
local_26 = *(short *)(iVar10 + 0x48) + 0x100;
local_24 = *(undefined2 *)(iVar10 + 0x4c);
DAT_1f80012c = 0x1040;
DAT_1f800130 = 0;
DAT_1f80012a = 0x41;
// numPlyrCurrGame < 3
if ((byte)PTR_DAT_8008d2ac[0x1ca8] < 3) {
DAT_1f80012a = 0x43;
}
DAT_1f800134 = **(undefined4 **)(PTR_DAT_8008d2ac + 0x160);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_30,&local_28,&DAT_1f800108,0);
// RB_MakeInstanceReflective
FUN_800abab0(&DAT_1f800108,iVar10);
puVar2 = PTR_DAT_8008d2ac;
if ((DAT_1f8002ac & 4) != 0)
{
// negate velocity in all directions
*(short *)(piVar9 + 4) = -*(short *)(piVar9 + 4);
*(short *)(piVar9 + 5) = -*(short *)(piVar9 + 5);
*(short *)((int)piVar9 + 0x12) = -*(short *)((int)piVar9 + 0x12);
// posX += -VelX
*(int *)(iVar10 + 0x44) =
*(int *)(iVar10 + 0x44) + ((int)*(short *)(piVar9 + 4) * *(int *)(puVar2 + 0x1d04) >> 5);
// posY += -VelY
*(int *)(iVar10 + 0x48) =
*(int *)(iVar10 + 0x48) +
((int)*(short *)((int)piVar9 + 0x12) * *(int *)(puVar2 + 0x1d04) >> 5);
// posZ += -VelZ
*(int *)(iVar10 + 0x4c) =
*(int *)(iVar10 + 0x4c) + ((int)*(short *)(piVar9 + 5) * *(int *)(puVar2 + 0x1d04) >> 5);
// RB_MovingExplosive_Explode
FUN_800ae478(param_1,iVar10,piVar9);
return;
}
if (DAT_1f80014a == 0) {
if (DAT_1f800146 == 0)
{
// hitbox
local_30 = *(undefined2 *)(iVar10 + 0x44);
*(undefined2 *)(iVar10 + 0x56) = 0;
local_2e = *(short *)(iVar10 + 0x48) + -0x900;
local_2c = *(undefined2 *)(iVar10 + 0x4c);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_30,&local_28,&DAT_1f800108,0);
if (DAT_1f800146 == 0) goto LAB_800ae42c;
iVar8 = *(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2;
// if instance -> model -> modelID == missile
if (*(short *)(*(int *)(iVar10 + 0x18) + 0x10) == 0x29)
{
iVar8 = *(int *)(PTR_DAT_8008d2ac + 0x1d04) << 3;
}
iVar8 = (int)*(short *)((int)piVar9 + 0x12) - (iVar8 >> 5);
*(undefined2 *)((int)piVar9 + 0x12) = (short)iVar8;
if (iVar8 * 0x10000 >> 0x10 < -0x60) {
*(undefined2 *)((int)piVar9 + 0x12) = 0xffa0;
}
}
else {
*(undefined2 *)((int)piVar9 + 0x12) = 0;
// DYNAMIC_ROCKET
if (*(short *)(*(int *)(iVar10 + 0x18) + 0x10) == 0x29)
{
// VehPhysForce_RotAxisAngle
FUN_8005f89c(iVar10 + 0x30,&DAT_1f800178,(int)*(short *)((int)piVar9 + 0x1e));
}
// position
*(int *)(iVar10 + 0x44) = (int)(short)DAT_1f800124;
*(int *)(iVar10 + 0x48) = (int)DAT_1f800124._2_2_ + 0x30;
*(int *)(iVar10 + 0x4c) = (int)DAT_1f800128;
}
}
else
{
// if instance -> model -> modelID
DAT_1f800114 = *(undefined2 *)(*(int *)(iVar10 + 0x18) + 0x10);
// RB_Hazard_CollLevInst
iVar8 = FUN_800ad9ac(&DAT_1f800108,param_1);
if (iVar8 == 1) {
if ((((*DAT_1f800150 & 0x80) != 0) && (iVar8 = *(int *)(DAT_1f800150 + 0x1c), iVar8 != 0)) &&
((*(int *)(iVar8 + 0x2c) != 0 && (*(short *)(iVar8 + 0x3c) == 0x70))))
{
// RB_Teeth_OpenDoor
FUN_800ba220();
}
goto LAB_800ae42c;
}
}
// RB_Hazard_CollideWithDrivers
iVar8 = FUN_800ac220(iVar10,(int)*(short *)(piVar9 + 8),0x2400,piVar9[2]);
// if no driver hit
if (iVar8 == 0)
{
// RB_Hazard_CollideWithBucket, check Mine threadbucket
iVar8 = FUN_800ac350(iVar10,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),
(int)*(short *)(piVar9 + 8),0x2400,piVar9[2]);
// if mine was not hit
if (iVar8 == 0) {
// instance -> model -> modelID is not bomb
if (*(short *)(*(int *)(iVar10 + 0x18) + 0x10) != 0x3b) {
LAB_800ae440:
if (*(short *)(piVar9 + 8) == 0) {
return;
}
*(short *)(piVar9 + 8) = *(short *)(piVar9 + 8) + -1;
return;
}
// === Assume Bomb ===
// RB_Hazard_CollideWithBucket, check Tracking threadbucket
iVar8 = FUN_800ac350(iVar10,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1ba4),
(int)*(short *)(piVar9 + 8),0x2400,piVar9[2]);
// if no collision
if (iVar8 == 0) {
if ((*(ushort *)((int)piVar9 + 0x16) & 2) == 0) goto LAB_800ae440;
}
// if bomb collides with Tracker
else
{
// instance -> model -> modelID != missile
if (*(short *)(*(int *)(iVar8 + 0x18) + 0x10) != 0x29)
{
// quit, warpball collisions dont matter
return;
}
// this must be a missile
// instance -> thread -> funcThCollide
pcVar4 = *(code **)(*(int *)(iVar8 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar4)(*(int *)(iVar8 + 0x6c),param_1,pcVar4,0);
}
}
// if mine was hit
else
{
// instance -> thread -> funcThCollide
pcVar4 = *(code **)(*(int *)(iVar8 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar4)(*(int *)(iVar8 + 0x6c),param_1,pcVar4,0);
}
}
// if driver was hit
else {
// icon damage timer, draw icon as red
*(undefined4 *)(*(int *)(*(int *)(iVar8 + 0x6c) + 0x30) + 0x4ac) = 0x1e;
// thread -> inst -> object -> offset0x0 == ???
if (*(int *)(*(int *)(iVar8 + 0x6c) + 0x30) == *piVar9)
{
// flags
*(ushort *)((int)piVar9 + 0x16) = *(ushort *)((int)piVar9 + 0x16) | 0x10;
}
}
LAB_800ae42c:
// RB_MovingExplosive_Explode
FUN_800ae478(param_1,iVar10,piVar9);
return;
}
// RB_MovingExplosive_Explode
void FUN_800ae478(int param_1,int param_2,int *param_3)
{
undefined4 uVar1;
int iVar2;
// if instance -> model -> modelID == bomb
if (*(short *)(*(int *)(param_2 + 0x18) + 0x10) == 0x3b) {
// bomb explode
uVar1 = 0x49;
*(undefined4 *)(param_3[1] + 0x10) = 0;
}
// missile
else
{
iVar2 = *param_3;
if (iVar2 != 0)
{
// remove 2D square-target being drawn on the player's screen
*(uint *)(iVar2 + 0x2c8) = *(uint *)(iVar2 + 0x2c8) & 0xfbffffff;
}
// missile explode
uVar1 = 0x4c;
}
// play explosion sound
FUN_8002f0dc(uVar1,param_2);
// stop audio of rolling,
// offset 0x24 of object
FUN_8002e724(param_3 + 9);
// RB_Burst_Init
FUN_800b2154(param_2);
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// RB_Warpball_FadeAway
void FUN_800ae524(int param_1)
{
short sVar1;
int iVar2;
int *piVar3;
int iVar4;
// get object from thread
piVar3 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar4 = *(int *)(param_1 + 0x34);
// frame counter more than 5
if (5 < (uint)piVar3[0xc])
{
iVar4 = *piVar3;
if (iVar4 != 0)
{
// remove 2D square-target being drawn on the player's screen
*(uint *)(iVar4 + 0x2c8) = *(uint *)(iVar4 + 0x2c8) & 0xfbffffff;
}
// remove active wrapball flag
*(uint *)PTR_DAT_8008d2ac = *(uint *)PTR_DAT_8008d2ac & 0xffffefff;
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// frame counter
sVar1 = *(short *)(piVar3 + 0xc);
iVar2 = (int)sVar1 * 6;
// set scale (x, y, z)
*(undefined2 *)(iVar4 + 0x1c) = *(undefined2 *)(&DAT_800b2c88 + iVar2);
*(undefined2 *)(iVar4 + 0x1e) = *(undefined2 *)(&DAT_800b2c8a + iVar2);
*(undefined2 *)(iVar4 + 0x20) = *(undefined2 *)(&DAT_800b2c8c + iVar2);
*(int *)(iVar4 + 0x48) = piVar3[0xe] + *(int *)(&DAT_800b2cac + (int)sVar1 * 4);
// increment counter
piVar3[0xc] = piVar3[0xc] + 1;
return;
}
// RB_Warpball_Death
void FUN_800ae604(int param_1)
{
int iVar1;
// get object from thread
iVar1 = *(int *)(param_1 + 0x30);
*(undefined4 *)(iVar1 + 0x38) = *(undefined4 *)(*(int *)(param_1 + 0x34) + 0x48);
*(undefined2 *)(*(int *)(iVar1 + 0xc) + 0x10) = 0;
*(undefined4 *)(iVar1 + 0x30) = 0;
// play sound of warpball death
FUN_8002f0dc(0x4f);
// stop audio of moving
FUN_8002e724(iVar1 + 0x24);
// ThTick_SetAndExec RB_Warpball_FadeAway
FUN_800716ec(param_1,&FUN_800ae524);
return;
}
// RB_Warpball_NewPathNode
// param1 position data from LEV path
// param2 driver object
int FUN_800ae668(int param_1,int param_2)
{
byte bVar1;
bool bVar2;
int iVar3;
uint uVar4;
int iVar5;
bVar2 = false;
// if no driver is chased
if (param_2 == 0)
{
LAB_800ae750:
return *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) + (uint)*(byte *)(param_1 + 8) * 0xc
;
}
// pathPoint -> next index
uVar4 = (uint)*(byte *)(param_1 + 9);
// if driver is not near that point
if ((uint)*(byte *)(param_2 + 0x494) != uVar4)
{
// if next point is valid
if (*(byte *)(param_1 + 9) != 0xff)
{
iVar5 = 0;
iVar3 = param_1;
do
{
// path index
if (*(char *)(iVar3 + 9) == -1) {
bVar1 = *(byte *)(iVar3 + 8);
}
// path index
else {
bVar1 = *(byte *)(iVar3 + 9);
}
// path node
iVar3 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) + (uint)bVar1 * 0xc;
iVar5 = iVar5 + 1;
// compare path index
if (*(char *)(param_2 + 0x494) == *(char *)(iVar3 + 8)) {
bVar2 = true;
break;
}
} while (iVar5 * 0x10000 >> 0x10 < 3);
}
if (!bVar2) goto LAB_800ae750;
uVar4 = (uint)*(byte *)(param_1 + 9);
}
// new path node
return *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) + uVar4 * 0xc;
}
// RB_Warpball_Start
void FUN_800ae778(undefined4 *param_1)
{
undefined4 uVar1;
int iVar2;
iVar2 = 0;
uVar1 = param_1[0xf];
do
{
// RB_Warpball_NewPathNode
uVar1 = FUN_800ae668(uVar1,*param_1);
iVar2 = iVar2 + 1;
} while (iVar2 * 0x10000 < 1);
// node
param_1[0xf] = uVar1;
// RB_Warpball_NewPathNode
uVar1 = FUN_800ae668(uVar1,*param_1);
param_1[0x10] = uVar1;
return;
}
// RB_Warpball_GetDriverTarget
// param1 - warpball object
// param2 - warpball instance
int FUN_800ae7dc(int param_1,int param_2)
{
ushort uVar1;
int iVar2;
short *psVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
short *psVar8;
int iVar9;
int iVar10;
undefined4 local_30;
undefined4 local_28;
short local_24;
iVar10 = 0;
// if 10 wumpa fruit were not used
if ((*(ushort *)(param_1 + 0x16) & 1) == 0)
{
// loop counter
iVar7 = 0;
iVar6 = 0;
// for iVar7 = 0; iVar7 < 8; iVar7++
do
{
// check next driver until you get the driver
// farthest in the lead, that has not finished race
iVar6 = *(int *)(PTR_DAT_8008d2ac + (iVar6 >> 0xe) + 0x250c);
if (
(
// if driver is valid
(iVar6 != 0) &&
// if driver is not the same as driver that fired warpball
(iVar6 != *(int *)(param_1 + 4))
) &&
// if the race is not over for this driver
((*(uint *)(iVar6 + 0x2c8) & 0x2000000) == 0)
)
{
return iVar6;
}
// increment loop counter
iVar7 = iVar7 + 1;
// loop index << 0xe
iVar6 = iVar7 * 0x10000;
} while (iVar7 * 0x10000 >> 0x10 < 8);
}
// if 10 wumpa fruit were used
else
{
// start of lev->path
iVar6 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c);
// node1
psVar8 = (short *)(iVar6 + (uint)*(byte *)(*(int *)(param_1 + 0x3c) + 8) * 0xc);
// node2
psVar3 = (short *)(iVar6 + (uint)*(byte *)(psVar8 + 4) * 0xc);
uVar1 = *(ushort *)(iVar6 + 6);
iVar9 = (uint)uVar1 * 8;
// direction from node1 to node2
local_28 = CONCAT22(psVar8[1] - psVar3[1],*psVar8 - *psVar3);
local_24 = psVar8[2] - psVar3[2];
// MATH_VectorNormalize
FUN_8003d378(&local_28);
gte_ldR11R12(local_28);
gte_ldR13R21((int)local_24);
local_30 = CONCAT22(
*(short *)(param_2 + 0x48) - psVar8[1],
*(short *)(param_2 + 0x44) - *psVar8);
gte_ldVXY0(2,0,local_30);
gte_ldVZ0(2,0x800,(int)(short)(*(short *)(param_2 + 0x4c) - psVar8[2]));
copFunction(2,0x406012);
iVar4 = getCopReg(2,0xc800);
getCopReg(2,0xd000);
iVar6 = 0x7fffffff;
// loop counter
iVar7 = 0;
iVar4 = (uint)(ushort)psVar8[3] * 8 + (iVar4 >> 0xc) + 0x200;
if (uVar1 == 0) {
trap(0x1c00);
}
if ((iVar9 == -1) && (iVar4 == -0x80000000)) {
trap(0x1800);
}
iVar2 = 0;
// for iVar7 = 0; iVar7 < 8; iVar7++
do
{
// pointer to structure of each player
iVar5 = *(int *)(PTR_DAT_8008d2ac + (iVar2 >> 0x10) * 4 + 0x24ec);
if (
(
// if pointer is not nullptr
(iVar5 != 0) &&
((*(uint *)(param_1 + 0x34) & 1 << (iVar2 >> 0x10 & 0x1fU)) == 0)
) &&
(
(
// If the race is not over for this player
(*(uint *)(iVar5 + 0x2c8) & 0x2000000) == 0 &&
// If you are not being mask-grabbed
(*(char *)(iVar5 + 0x376) != '\x05')
)
)
)
{
iVar2 = iVar4 % iVar9 - *(int *)(iVar5 + 0x488);
if (iVar2 < 0) {
iVar2 = iVar2 + iVar9;
}
if (iVar2 < iVar6) {
iVar6 = iVar2;
iVar10 = iVar5;
}
}
// increment loop counter
iVar7 = iVar7 + 1;
iVar2 = iVar7 * 0x10000;
} while (iVar7 * 0x10000 >> 0x10 < 8);
}
return iVar10;
}
// RB_Warpball_SetTargetDriver
void FUN_800aeaac(int *param_1)
{
undefined *puVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int local_20;
int local_1c;
// driver being chased
iVar2 = *param_1;
// if driver is valid
if (iVar2 != 0)
{
// driver -> distanceToFinish
iVar5 = *(int *)(iVar2 + 0x488);
// path node
iVar2 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) +
(uint)*(byte *)(iVar2 + 0x495) * 0xc;
iVar4 = iVar2;
while ((iVar3 = iVar2, puVar1 = PTR_DAT_8008d2ac,
// distance is less than path node distance
iVar5 <= (int)((uint)*(ushort *)(iVar3 + 6) << 3) &&
// path node is not first node
(iVar3 != *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c))))
{
// RB_Warpball_NewPathNode
iVar2 = FUN_800ae668(iVar3,*param_1);
iVar4 = iVar3;
}
iVar2 = 0;
local_1c = 0;
local_20 = param_1[0xf];
if ((*(ushort *)((int)param_1 + 0x16) & 4) == 0) {
iVar5 = 0;
do {
iVar5 = *(int *)((int)&local_20 + (iVar5 >> 0xe));
if (iVar5 != 0) {
iVar3 = 0;
do {
if (iVar5 == iVar4) {
*(ushort *)((int)param_1 + 0x16) = *(ushort *)((int)param_1 + 0x16) & 0xfff7 | 4;
break;
}
if (*(byte *)(iVar5 + 0xb) != 0xff)
{
// path node
local_1c = *(int *)(*(int *)(puVar1 + 0x160) + 0x14c) +
(uint)*(byte *)(iVar5 + 0xb) * 0xc;
}
iVar3 = iVar3 + 1;
// path node
iVar5 = *(int *)(*(int *)(puVar1 + 0x160) + 0x14c) + (uint)*(byte *)(iVar5 + 10) * 0xc;
} while (iVar3 * 0x10000 >> 0x10 < 3);
}
iVar2 = iVar2 + 1;
} while ((iVar2 * 0x10000 >> 0x10 < 2) &&
(iVar5 = iVar2 * 0x10000, (*(ushort *)((int)param_1 + 0x16) & 4) == 0));
}
// path node
iVar2 = param_1[0xf];
iVar5 = 0;
do {
if (iVar2 == iVar4) {
*(ushort *)((int)param_1 + 0x16) = *(ushort *)((int)param_1 + 0x16) & 0xfff7 | 4;
return;
}
// RB_Warpball_NewPathNode
iVar2 = FUN_800ae668(iVar2,*param_1);
iVar5 = iVar5 + 1;
} while (iVar5 * 0x10000 >> 0x10 < 3);
}
return;
}
// RB_Warpball_SeekDriver
// param1 warpball object
void FUN_800aece0(undefined4 *param_1,uint param_2,int param_3)
{
int iVar1;
if (
// if driver is valid
(param_3 != 0) &&
// if path node index is valid
((param_2 & 0xff) != 0xff)
)
{
// pointer to path node
iVar1 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) + (param_2 & 0xff) * 0xc;
while (
// driver distanceToFinish < pathNode -> distanceToFinish
(*(int *)(param_3 + 0x488) <= (int)((uint)*(ushort *)(iVar1 + 6) << 3) &&
// node is not first node
(iVar1 != *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c))
)
)
{
// RB_Warpball_NewPathNode
iVar1 = FUN_800ae668(iVar1,*param_1);
}
// path index = pathPtr2 - pathPtr1
*(char *)(param_1 + 0x11) =
(char)((iVar1 - *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c)) * -0x55555555 >> 2);
}
return;
}
// RB_Warpball_TurnAround
void FUN_800aede0(int param_1)
{
ushort uVar1;
undefined *puVar2;
short sVar3;
undefined2 uVar4;
int *piVar5;
int iVar6;
// thread -> object
piVar5 = *(int **)(param_1 + 0x30);
uVar1 = *(ushort *)((int)piVar5 + 0x16);
// thread -> instance
iVar6 = *(int *)(param_1 + 0x34);
if (
// if not snap to point???
((uVar1 & 0x100) != 0) ||
// if no driver is being chased
(*piVar5 == 0)
)
{
if ((uVar1 & 4) != 0) {
*(ushort *)((int)piVar5 + 0x16) = uVar1 & 0xfffb | 0x208;
}
// turn around
// velX = -velX
// velZ = -velZ
// velY = -velY
*(short *)(piVar5 + 4) = -*(short *)(piVar5 + 4);
*(short *)(piVar5 + 5) = -*(short *)(piVar5 + 5);
*(short *)((int)piVar5 + 0x12) = -*(short *)((int)piVar5 + 0x12);
puVar2 = PTR_DAT_8008d2ac;
// posX += velX
*(int *)(iVar6 + 0x44) =
*(int *)(iVar6 + 0x44) +
((int)*(short *)(piVar5 + 4) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// posY += velY
*(int *)(iVar6 + 0x48) =
*(int *)(iVar6 + 0x48) +
((int)*(short *)((int)piVar5 + 0x12) * *(int *)(puVar2 + 0x1d04) >> 5);
// posZ += velZ
*(int *)(iVar6 + 0x4c) =
*(int *)(iVar6 + 0x4c) + ((int)*(short *)(piVar5 + 5) * *(int *)(puVar2 + 0x1d04) >> 5);
// increment counter
sVar3 = *(short *)((int)piVar5 + 0x52) + 1;
*(short *)((int)piVar5 + 0x52) = sVar3;
if (
// if count too high
(0x78 < sVar3) ||
// pointer to driver being chased,
// is null, so warpball is chasing nobody
(*piVar5 == 0)
)
{
*(undefined4 *)(piVar5[1] + 0x10) = 0;
// play sound warpball death
FUN_8002f0dc(0x4f,iVar6);
// RB_Warpball_Death
FUN_800ae604(param_1);
}
// if attempted to turn around 3 times
if ((*(ushort *)((int)piVar5 + 0x52) & 3) == 0)
{
// move backwards on path
// start = end (current)
piVar5[0x10] = piVar5[0xf];
// set new end to 10 path indices ahead of current
piVar5[0xf] = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) +
(uint)*(byte *)(piVar5[0xf] + 10) * 0xc;
}
// rotation
uVar4 = ratan2((int)*(short *)piVar5[0xf] - *(int *)(iVar6 + 0x44),
(int)((short *)piVar5[0xf])[2] - *(int *)(iVar6 + 0x4c));
// rotation
*(undefined2 *)((int)piVar5 + 0x1a) = uVar4;
}
return;
}
// RB_Warpball_ThTick
void FUN_800aef9c(int param_1)
{
ushort uVar1;
bool bVar2;
undefined *puVar3;
short sVar4;
undefined2 uVar5;
int iVar6;
int iVar7;
undefined4 uVar8;
code *pcVar9;
uint uVar10;
int *piVar11;
short sVar12;
ushort uVar13;
short *psVar14;
int iVar15;
short *psVar16;
int iVar17;
int iVar18;
int iVar19;
undefined2 local_48;
short local_46;
undefined2 local_44;
undefined2 local_40;
short local_3e;
undefined2 local_3c;
int local_38;
int local_34;
int local_30;
// thread -> instance
iVar17 = *(int *)(param_1 + 0x34);
// thread -> object
piVar11 = *(int **)(param_1 + 0x30);
// save short inst position in object
*(undefined2 *)(piVar11 + 0x13) = *(undefined2 *)(iVar17 + 0x44);
*(undefined2 *)((int)piVar11 + 0x4e) = *(undefined2 *)(iVar17 + 0x48);
*(undefined2 *)(piVar11 + 0x14) = *(undefined2 *)(iVar17 + 0x4c);
// instance -> animFrame
sVar12 = *(short *)(iVar17 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar6 = FUN_80030f58(iVar17,0);
// if animation is finished
if ((int)sVar12 + 1 < iVar6)
{
// increment animFrame
*(short *)(iVar17 + 0x54) = *(short *)(iVar17 + 0x54) + 1;
}
// if animation is finished
else
{
// restart animation
*(undefined2 *)(iVar17 + 0x54) = 0;
}
// If driver pointer is not zero
if (*piVar11 != 0)
{
if (
// if you are being mask-grabbed
(*(char *)(*piVar11 + 0x376) == '\x05') &&
((*(ushort *)((int)piVar11 + 0x16) & 4) != 0)
)
{
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) & 0xfffb | 0x18;
// pointer to desired position on path, given path index
iVar6 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) +
(uint)*(byte *)((int)piVar11 + 0x45) * 0xc;
piVar11[0xf] = iVar6;
// RB_Warpball_NewPathNode
iVar6 = FUN_800ae668(iVar6,*piVar11);
piVar11[0x10] = iVar6;
// RB_Warpball_GetDriverTarget
iVar6 = FUN_800ae7dc(piVar11,iVar17);
// set driver being chased by warpball
*piVar11 = iVar6;
// RB_Warpball_SetTargetDriver
FUN_800aeaac(piVar11);
}
if ((*(ushort *)((int)piVar11 + 0x16) & 0x204) == 0)
{
// RB_Warpball_GetDriverTarget
iVar6 = FUN_800ae7dc(piVar11,iVar17);
// set driver being chased by warpball
*piVar11 = iVar6;
// if driver exists
if (iVar6 != 0)
{
// RB_Warpball_SetTargetDriver
FUN_800aeaac(piVar11);
}
}
}
// get driver the warpball is chasing
iVar6 = *piVar11;
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) & 0xfdff;
// if no driver is bein chased
if (iVar6 == 0)
{
LAB_800af580:
puVar3 = PTR_DAT_8008d2ac;
// move in the direction the warpball was shot in
// increase posX by velX
*(int *)(iVar17 + 0x44) =
*(int *)(iVar17 + 0x44) +
((int)*(short *)(piVar11 + 4) * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// increase posY by velY
*(int *)(iVar17 + 0x48) =
*(int *)(iVar17 + 0x48) +
((int)*(short *)((int)piVar11 + 0x12) * *(int *)(puVar3 + 0x1d04) >> 5);
// increase posZ by velZ
*(int *)(iVar17 + 0x4c) =
*(int *)(iVar17 + 0x4c) + ((int)*(short *)(piVar11 + 5) * *(int *)(puVar3 + 0x1d04) >> 5);
}
else
{
// get distance from tracker to target
iVar19 = (*(int *)(iVar6 + 0x2d4) >> 8) - *(int *)(iVar17 + 0x44);
iVar18 = (*(int *)(iVar6 + 0x2dc) >> 8) - *(int *)(iVar17 + 0x4c);
iVar15 = (*(int *)(iVar6 + 0x2d8) >> 8) - *(int *)(iVar17 + 0x48);
iVar7 = iVar19 * iVar19 + iVar18 * iVar18;
// save distance
piVar11[10] = iVar7;
// RB_GetThread_ClosestTracker
uVar8 = FUN_800b28c0(iVar6);
// give tracker thread to driver
*(undefined4 *)(*piVar11 + 0x4a4) = uVar8;
if ((piVar11[5] & 0xc0000U) != 0) {
sVar12 = 0x100;
if ((*(ushort *)((int)piVar11 + 0x16) & 4) == 0)
{
// pointer to position on path
psVar16 = (short *)piVar11[0xf];
// distance from instance to next point
iVar19 = (int)*psVar16 - *(int *)(iVar17 + 0x44);
iVar18 = (int)psVar16[2] - *(int *)(iVar17 + 0x4c);
iVar15 = (int)psVar16[1] - *(int *)(iVar17 + 0x48);
// distance to next point
iVar7 = iVar19 * iVar19 + iVar18 * iVar18;
// low distance
if (iVar7 < 0x4000)
{
// snap to next point???
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) & 0xfff7 | 0x100;
}
else {
sVar12 = 0x100;
if (iVar7 < 0x24000) {
sVar12 = 0x400;
}
}
}
if ((iVar7 < 0x90000) &&
(iVar6 = 0x400 - (iVar7 >> 9), sVar12 = (short)iVar6, iVar6 * 0x10000 >> 0x10 < 0x100)) {
sVar12 = 0x100;
}
if (0 < *(short *)(piVar11 + 8)) {
sVar12 = 0x40;
}
sVar4 = ratan2(iVar19,iVar18);
*(undefined2 *)(piVar11 + 6) = 0;
// RB_Hazard_InterpolateValue
uVar5 = FUN_800ada90((int)*(short *)((int)piVar11 + 0x1a),(int)sVar4,(int)sVar12);
*(undefined2 *)((int)piVar11 + 0x1a) = uVar5;
*(undefined2 *)(piVar11 + 7) = 0;
// Sine(angle)
iVar6 = FUN_8003d184((int)*(short *)((int)piVar11 + 0x1a));
*(short *)(piVar11 + 4) = (short)((uint)(iVar6 * 7) >> 8);
// Cosine(angle)
iVar6 = FUN_8003d1c0((int)*(short *)((int)piVar11 + 0x1a));
*(short *)(piVar11 + 5) = (short)((uint)(iVar6 * 7) >> 8);
if (iVar15 < 1) {
if (iVar15 < 0) {
iVar6 = (uint)*(ushort *)((int)piVar11 + 0x12) -
((*(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2) >> 5);
*(undefined2 *)((int)piVar11 + 0x12) = (short)iVar6;
if (iVar6 * 0x10000 >> 0x10 < iVar15) {
*(undefined2 *)((int)piVar11 + 0x12) = (short)iVar15;
}
uVar5 = 0xffa0;
if (*(short *)((int)piVar11 + 0x12) < -0x60) goto LAB_800af34c;
}
}
else {
iVar6 = (uint)*(ushort *)((int)piVar11 + 0x12) +
((*(int *)(PTR_DAT_8008d2ac + 0x1d04) << 2) >> 5);
*(undefined2 *)((int)piVar11 + 0x12) = (short)iVar6;
if (iVar15 < iVar6 * 0x10000 >> 0x10) {
*(undefined2 *)((int)piVar11 + 0x12) = (short)iVar15;
}
if (0x60 < *(short *)((int)piVar11 + 0x12)) {
uVar5 = 0x60;
LAB_800af34c:
*(undefined2 *)((int)piVar11 + 0x12) = uVar5;
}
}
goto LAB_800af580;
}
// path nodes
psVar16 = (short *)piVar11[0x10];
psVar14 = (short *)piVar11[0xf];
// distance
local_38 = (int)*psVar16 - (int)*psVar14;
local_34 = (int)psVar16[1] - (int)psVar14[1];
local_30 = (int)psVar16[2] - (int)psVar14[2];
// distance
iVar6 = FUN_8006c618(local_38 * local_38 + local_34 * local_34 + local_30 * local_30);
iVar7 = piVar11[0xb] + (*(int *)(PTR_DAT_8008d2ac + 0x1d04) * 0x70 >> 5);
if (iVar6 <= iVar7) {
iVar7 = iVar7 - iVar6;
do {
psVar14 = psVar16;
// RB_Warpball_NewPathNode
psVar16 = (short *)FUN_800ae668(psVar14,*piVar11);
// distance
local_38 = (int)*psVar16 - (int)*psVar14;
local_34 = (int)psVar16[1] - (int)psVar14[1];
local_30 = (int)psVar16[2] - (int)psVar14[2];
// distance
iVar6 = FUN_8006c618(local_38 * local_38 + local_34 * local_34 + local_30 * local_30);
bVar2 = iVar6 <= iVar7;
iVar7 = iVar7 - iVar6;
} while (bVar2);
iVar7 = iVar7 + iVar6;
}
piVar11[0xb] = iVar7;
// path nodes
*(short **)(piVar11 + 0xf) = psVar14;
*(short **)(piVar11 + 0x10) = psVar16;
if (iVar6 == 0) {
iVar15 = 0;
}
else
{
// percentage between points
iVar15 = (iVar7 << 0xc) / iVar6;
if (iVar6 == 0) {
trap(0x1c00);
}
if ((iVar6 == -1) && (iVar7 << 0xc == -0x80000000)) {
trap(0x1800);
}
}
// position = path node + distance * percentage
*(int *)(iVar17 + 0x44) = (int)*psVar14 + (local_38 * iVar15 >> 0xc);
*(int *)(iVar17 + 0x48) = (int)psVar14[1] + (local_34 * iVar15 >> 0xc);
*(int *)(iVar17 + 0x4c) = (int)psVar14[2] + (local_30 * iVar15 >> 0xc);
// adjust rotation, given distX and distZ
uVar8 = ratan2(local_38,local_30);
*(undefined2 *)((int)piVar11 + 0x1a) = (short)uVar8;
// Sine(angle)
iVar6 = FUN_8003d184(uVar8);
// velX
*(short *)(piVar11 + 4) = (short)((uint)(iVar6 * 7) >> 8);
// Cosine(angle)
iVar6 = FUN_8003d1c0(uVar8);
// velZ
*(short *)(piVar11 + 5) = (short)((uint)(iVar6 * 7) >> 8);
// velY
*(undefined2 *)((int)piVar11 + 0x12) = 0;
}
// PlaySound3D_Flags
// warpball moving
FUN_8002f31c(piVar11 + 9,0x4e,iVar17);
local_48 = *(undefined2 *)(iVar17 + 0x44);
local_46 = *(short *)(iVar17 + 0x48) + -0x80;
local_44 = *(undefined2 *)(iVar17 + 0x4c);
local_40 = *(undefined2 *)(iVar17 + 0x44);
local_3e = *(short *)(iVar17 + 0x48) + 0x80;
local_3c = *(undefined2 *)(iVar17 + 0x4c);
DAT_1f80012c = 0x1040;
DAT_1f800130 = 0;
// If you have 3 or 4 screens
DAT_1f80012a = 0x41;
// numPlyrCurrGame < 3
if ((byte)PTR_DAT_8008d2ac[0x1ca8] < 3) {
DAT_1f80012a = 0x43;
}
DAT_1f800134 = **(undefined4 **)(PTR_DAT_8008d2ac + 0x160);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_48,&local_40,&DAT_1f800108,0);
// RB_MakeInstanceReflective
FUN_800abab0(&DAT_1f800108,iVar17);
if ((DAT_1f8002ac & 4) != 0)
{
// RB_Warpball_TurnAround
FUN_800aede0(param_1);
}
if (DAT_1f80014a != 0) {
DAT_1f800114 = 0x36;
// RB_Hazard_CollLevInst
iVar6 = FUN_800ad9ac(&DAT_1f800108,param_1);
if (iVar6 == 1)
{
// RB_Warpball_TurnAround
FUN_800aede0(param_1);
}
}
if (DAT_1f800146 == 0)
{
// hitbox
local_48 = *(undefined2 *)(iVar17 + 0x44);
local_46 = *(short *)(iVar17 + 0x48) + -0x900;
local_44 = *(undefined2 *)(iVar17 + 0x4c);
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&local_48,&local_40,&DAT_1f800108,0);
if (DAT_1f800146 != 0) {
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) | 0x100;
if (*(char *)(DAT_1f800188 + 0x3e) != -1) {
*(char *)((int)piVar11 + 0x45) = *(char *)(DAT_1f800188 + 0x3e);
}
if (DAT_1f800146 != 0) goto LAB_800af82c;
}
if (((*(ushort *)((int)piVar11 + 0x16) & 0xc) != 0) || (*piVar11 == 0))
{
// RB_Warpball_TurnAround
FUN_800aede0(param_1);
}
}
else {
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) | 0x100;
if (*(char *)(DAT_1f800188 + 0x3e) != -1) {
*(char *)((int)piVar11 + 0x45) = *(char *)(DAT_1f800188 + 0x3e);
}
*(undefined2 *)((int)piVar11 + 0x12) = 0;
if (((*(ushort *)((int)piVar11 + 0x16) & 0xc) != 0) &&
(*(int *)(iVar17 + 0x48) < (int)DAT_1f800124._2_2_)) {
*(int *)(iVar17 + 0x48) = (int)DAT_1f800124._2_2_;
*(char *)(iVar17 + 0x50) = *(char *)(DAT_1f800188 + 0x14) + -1;
}
}
LAB_800af82c:
if (
(DAT_800b2c84 != 0) &&
// if particle effect
(piVar11[3] != 0)
)
{
// update particle effect that surrounds warpball
*(int *)(piVar11[3] + 0x24) = *(int *)(iVar17 + 0x44) << 8;
*(int *)(piVar11[3] + 0x2c) = (*(int *)(iVar17 + 0x48) + (uint)DAT_800b2c84) * 0x100;
*(int *)(piVar11[3] + 0x34) = *(int *)(iVar17 + 0x4c) << 8;
uVar10 = (uint)DAT_800b2c84;
*(int *)(piVar11[3] + 0x3c) = uVar10 << 8;
*(int *)(piVar11[3] + 0x44) = uVar10 * 0xc0;
*(int *)(piVar11[3] + 0x4c) = uVar10 << 7;
*(char *)(piVar11[3] + 0x18) = *(char *)(iVar17 + 0x50) + '\x01';
*(undefined2 *)(piVar11[3] + 0x10) = 0xffff;
}
// RB_Hazard_CollideWithDrivers
iVar6 = FUN_800ac220(iVar17,(int)*(short *)(piVar11 + 8),0x9000,piVar11[2]);
// if no driver was hit
if (iVar6 == 0)
{
// RB_Hazard_CollideWithBucket, check Mine threadbucket
iVar6 = FUN_800ac350(iVar17,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),
(int)*(short *)(piVar11 + 8),0x2400,piVar11[2]);
// if mine was hit by mine
if (iVar6 != 0)
{
// Get OnDestroy
pcVar9 = *(code **)(*(int *)(iVar6 + 0x6c) + 0x28);
// destroy the mine
(*pcVar9)(*(int *)(iVar6 + 0x6c),param_1,pcVar9,0);
}
}
// if a driver was hit
else
{
// get the driver object
iVar6 = *(int *)(*(int *)(iVar6 + 0x6c) + 0x30);
// if driver hit was not the driver who used the weapon
if (iVar6 != piVar11[1])
{
uVar13 = *(ushort *)((int)piVar11 + 0x16) & 4;
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(iVar6,2,piVar11[1],0);
// icon damage timer, draw icon as red
*(undefined4 *)(iVar6 + 0x4ac) = 0x1e;
uVar1 = *(ushort *)((int)piVar11 + 0x16);
*(ushort *)((int)piVar11 + 0x16) = uVar1 | 0x40;
// if the driver hit, was the driver in first place
if (
(
// if 10 wumpa were not used
((uVar1 & 1) == 0) &&
// if driver hit, was the intended target
(*piVar11 == iVar6)
) ||
// driver hit was in first place
(*(short *)(iVar6 + 0x482) == 0)
)
{
*(undefined4 *)(piVar11[1] + 0x10) = 0;
// RB_Warpball_Death
FUN_800ae604(param_1);
return;
}
piVar11[0xd] = piVar11[0xd] | 1 << ((uint)*(byte *)(iVar6 + 0x4a) & 0x1f);
puVar3 = PTR_DAT_8008d2ac;
iVar7 = (int)*(short *)(iVar6 + 0x482);
// loop counter
iVar15 = iVar7;
// for iVar15 = iVar7; iVar15 < 8; iVar15++
while (iVar15 < 8)
{
if (*(int *)(puVar3 + ((iVar7 << 0x10) >> 0xe) + 0x250c) != 0)
{
piVar11[0xd] = piVar11[0xd] |
1 << ((uint)*(byte *)(*(int *)(puVar3 + ((iVar7 << 0x10) >> 0xe) + 0x250c)
+ 0x4a) & 0x1f);
}
// increment loop counter
iVar7 = iVar7 + 1;
iVar15 = iVar7 * 0x10000 >> 0x10;
}
// if the targetted driver was just blasted
if (*piVar11 == iVar6)
{
// no target is being seeked
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) & 0xfffb;
// RB_Warpball_GetDriverTarget
iVar17 = FUN_800ae7dc(piVar11,iVar17);
// set driver being chased by warpball
*piVar11 = iVar17;
// if no driver is found
if (iVar17 == 0)
{
*(undefined4 *)(piVar11[1] + 0x10) = 0;
// RB_Warpball_Death
FUN_800ae604(param_1);
}
else
{
// RB_Warpball_SetTargetDriver
FUN_800aeaac(piVar11);
}
// if driver is targetted
if (uVar13 != 0)
{
// RB_Warpball_SeekDriver
FUN_800aece0(piVar11,(uint)*(byte *)(iVar6 + 0x495),iVar6);
}
if (
// if intended target was destroyed
((*(ushort *)((int)piVar11 + 0x16) & 4) == 0) &&
// there was a target last frame
(uVar13 != 0)
)
{
// path point index
if (*(byte *)(piVar11 + 0x11) != 0xff)
{
// get pathNode
iVar6 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x14c) +
(uint)*(byte *)(piVar11 + 0x11) * 0xc;
piVar11[0xf] = iVar6;
// RB_Warpball_NewPathNode
iVar6 = FUN_800ae668(iVar6,*piVar11);
piVar11[0x10] = iVar6;
}
*(ushort *)((int)piVar11 + 0x16) = *(ushort *)((int)piVar11 + 0x16) | 8;
}
}
}
}
// frameCount_DontHurtParent
if (*(short *)(piVar11 + 8) != 0) {
*(short *)(piVar11 + 8) = *(short *)(piVar11 + 8) + -1;
}
return;
}
// RB_MaskWeapon_FadeAway
void FUN_800afb70(int param_1)
{
ushort uVar1;
short sVar2;
int iVar3;
int iVar4;
int iVar5;
// thread -> instance
iVar4 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
iVar5 = *(int *)(*(int *)(iVar4 + 0x6c) + 0x30);
// Sine(angle)
iVar3 = FUN_8003d184((int)*(short *)(iVar5 + 2));
DAT_1f800130._2_2_ = 0x40;
DAT_1f800130._0_2_ =
(undefined2)
((((int)((uint)*(ushort *)(iVar5 + 6) << 0x10) >> 0x15) * -4 + 0x40) * iVar3 >> 0xc);
// Cosine(angle)
iVar3 = FUN_8003d1c0((int)*(short *)(iVar5 + 2));
DAT_1f800134._0_2_ =
(undefined2)
((((int)((uint)*(ushort *)(iVar5 + 6) << 0x10) >> 0x15) * -4 + 0x40) * iVar3 >> 0xc);
// Copy Matrix:
// To: Mask
// From: Player
FUN_800313c8(iVar4,*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&DAT_1f800130)
;
// alter angle for rotation
*(short *)(iVar5 + 2) = *(short *)(iVar5 + 2) + -0x100;
// decrease scale (x, y, z)
*(short *)(iVar4 + 0x1c) = *(short *)(iVar4 + 0x1c) + -0x100;
*(short *)(iVar4 + 0x20) = *(short *)(iVar4 + 0x20) + -0x100;
*(short *)(iVar4 + 0x1e) = *(short *)(iVar4 + 0x1e) + -0x100;
DAT_1f800130._0_2_ = 0;
DAT_1f800130._2_2_ = 0x40;
DAT_1f800134._0_2_ = 0;
// Copy Matrix:
// To: Mask (Beam within mask obj?)
// From: Player
FUN_800313c8(*(undefined4 *)(iVar5 + 8),
*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&DAT_1f800130);
DAT_1f800128 = 0;
DAT_1f80012a = *(undefined2 *)(iVar5 + 2);
DAT_1f80012c._0_2_ = 0;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(&DAT_1f800108,&DAT_1f800128);
iVar3 = *(int *)(iVar5 + 8) + 0x30;
FUN_8006c3b0(iVar3,iVar3,&DAT_1f800108);
// decrease scale (x, y, z)
*(short *)(*(int *)(iVar5 + 8) + 0x1c) = *(short *)(*(int *)(iVar5 + 8) + 0x1c) + -0x100;
*(short *)(*(int *)(iVar5 + 8) + 0x1e) = *(short *)(*(int *)(iVar5 + 8) + 0x1e) + -0x100;
*(short *)(*(int *)(iVar5 + 8) + 0x20) = *(short *)(*(int *)(iVar5 + 8) + 0x20) + -0x100;
uVar1 = *(ushort *)(*(int *)(iVar5 + 8) + 0x22);
if (uVar1 < 0x1000) {
*(short *)(*(int *)(iVar5 + 8) + 0x22) = uVar1 + 0x200;
}
if (*(short *)(iVar5 + 6) < 0x200) {
sVar2 = *(short *)(iVar5 + 6) + *(short *)(PTR_DAT_8008d2ac + 0x1d04);
*(short *)(iVar5 + 6) = sVar2;
if (0x200 < sVar2) {
*(undefined2 *)(iVar5 + 6) = 0x200;
}
}
else
{
// INSTANCE_Death
FUN_80030aa8(*(undefined4 *)(iVar5 + 8));
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return;
}
// RB_MaskWeapon_ThTick
void FUN_800afdbc(int param_1)
{
short sVar1;
undefined *puVar2;
undefined *puVar3;
int iVar4;
uint uVar5;
int iVar6;
int iVar7;
int iVar8;
int iVar9;
int iVar10;
int iVar11;
puVar2 = PTR_DAT_8008d2ac;
// (mask) thread -> instance
iVar10 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
iVar9 = *(int *)(*(int *)(iVar10 + 0x6c) + 0x30);
// (mask) thread -> (player) parentthread -> instance
iVar11 = *(int *)(*(int *)(param_1 + 0xc) + 0x34);
// thread -> parentthread -> (Driver*)object -> invisibleTimer == 0
if (*(int *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x28) == 0)
{
// If driver is visible
// iteration counter
iVar4 = 0;
// numPlyrCurrGame is not zero
if (PTR_DAT_8008d2ac[0x1ca8] != '\0')
{
iVar8 = 0x168;
iVar6 = 0;
iVar7 = iVar10;
// For iVar4 = 0; iVar4 < numPlyrCurrGame; iVar4++
do {
puVar3 = puVar2 + iVar8;
iVar8 = iVar8 + 0x110;
*(undefined **)(iVar7 + 0x74) = puVar3;
iVar7 = iVar7 + 0x88;
// keep count of loop iteration
iVar4 = iVar4 + 1;
*(undefined **)(*(int *)(iVar9 + 8) + iVar6 + 0x74) = puVar3;
iVar6 = iVar6 + 0x88;
} while (iVar4 < (int)(uint)(byte)puVar2[0x1ca8]);
}
}
// if driver is invisible
else
{
// count loop iteration
uVar5 = 0;
// if numPlyrCurrGame is not zero
if (PTR_DAT_8008d2ac[0x1ca8] != '\0')
{
iVar7 = 0;
iVar4 = iVar10;
// for uVar5 = 0; uVar5 < numPlyrCurrGame; uVar5++
do {
if (uVar5 != (uint)*(byte *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x4a)) {
*(undefined4 *)(iVar4 + 0x74) = 0;
*(undefined4 *)(*(int *)(iVar9 + 8) + iVar7 + 0x74) = 0;
}
iVar4 = iVar4 + 0x88;
// increment loop counter
uVar5 = uVar5 + 1;
iVar7 = iVar7 + 0x88;
} while ((int)uVar5 < (int)(uint)(byte)puVar2[0x1ca8]);
}
}
// if driverInst is not reflective
if ((*(uint *)(iVar11 + 0x28) & 0x4000) == 0)
{
// mask is not reflective
*(uint *)(iVar10 + 0x28) = *(uint *)(iVar10 + 0x28) & 0xffffbfff;
}
// if driverInst is reflective
else
{
// mask is reflective
*(uint *)(iVar10 + 0x28) = *(uint *)(iVar10 + 0x28) | 0x4000;
// copy split line
*(undefined2 *)(iVar10 + 0x56) = *(undefined2 *)(iVar11 + 0x56);
// mask beam is reflective
*(uint *)(*(int *)(iVar9 + 8) + 0x28) = *(uint *)(*(int *)(iVar9 + 8) + 0x28) | 0x4000;
// copy split line
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x56) = *(undefined2 *)(iVar11 + 0x56);
}
*(undefined *)(iVar10 + 0x50) = *(undefined *)(iVar11 + 0x50);
*(undefined *)(iVar10 + 0x51) = *(undefined *)(iVar11 + 0x51);
// Sine(angle)
iVar4 = FUN_8003d184((int)*(short *)(iVar9 + 2));
DAT_1f800130._0_2_ = (short)(((iVar4 << 6) >> 0xc) * (int)*(short *)(iVar9 + 0x12) >> 0xc);
DAT_1f800130._2_2_ =
*(short *)(&DAT_800b2cc4 + (int)*(short *)(*(int *)(iVar9 + 8) + 0x54) * 2) + 0x40;
// Cosine(angle)
iVar4 = FUN_8003d1c0((int)*(short *)(iVar9 + 2));
DAT_1f800128 = 0;
DAT_1f800134._0_2_ = (short)(((iVar4 << 6) >> 0xc) * (int)*(short *)(iVar9 + 0x12) >> 0xc);
DAT_1f80012a = *(undefined2 *)(iVar9 + 2);
DAT_1f80012c._0_2_ = 0;
if ((*(ushort *)(iVar9 + 4) & 1) == 0)
{
// Copy Matrix:
// To: Mask
// From: Player
FUN_800313c8(iVar10,iVar11,&DAT_1f800130);
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(&DAT_1f800108,&DAT_1f800128);
FUN_8006c3b0(iVar10 + 0x30,iVar10 + 0x30,&DAT_1f800108);
}
else {
*(int *)(iVar10 + 0x44) = (int)*(short *)(iVar9 + 0xc) + (int)(short)DAT_1f800130;
*(int *)(iVar10 + 0x48) = (int)*(short *)(iVar9 + 0xe) + (int)DAT_1f800130._2_2_;
*(int *)(iVar10 + 0x4c) = (int)*(short *)(iVar9 + 0x10) + (int)(short)DAT_1f800134;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(iVar10 + 0x30,&DAT_1f800128);
}
DAT_1f800130._0_2_ = 0;
DAT_1f800130._2_2_ = 0x40;
DAT_1f800134._0_2_ = 0;
DAT_1f800128 = 0;
DAT_1f80012a = *(undefined2 *)(iVar9 + 2);
DAT_1f80012c._0_2_ = 0;
if ((*(ushort *)(iVar9 + 4) & 1) == 0) {
FUN_800313c8(*(undefined4 *)(iVar9 + 8),iVar11,&DAT_1f800130);
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(&DAT_1f800108,&DAT_1f800128);
// mask -> beam -> object
iVar11 = *(int *)(iVar9 + 8) + 0x30;
FUN_8006c3b0(iVar11,iVar11,&DAT_1f800108);
}
else {
*(int *)(*(int *)(iVar9 + 8) + 0x44) = (int)*(short *)(iVar9 + 0xc);
*(int *)(*(int *)(iVar9 + 8) + 0x48) = (int)*(short *)(iVar9 + 0xe) + (int)DAT_1f800130._2_2_;
*(int *)(*(int *)(iVar9 + 8) + 0x4c) = (int)*(short *)(iVar9 + 0x10) + (int)(short)DAT_1f800134;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(*(int *)(iVar9 + 8) + 0x30,&DAT_1f800128);
}
// get animFrame
sVar1 = *(short *)(*(int *)(iVar9 + 8) + 0x54);
// INSTANCE_GetNumAnimFrames
iVar11 = FUN_80030f58(*(int *)(iVar9 + 8),0);
// if animation is not finished
if ((int)sVar1 + 1 < iVar11)
{
// increment animation frame
*(short *)(*(int *)(iVar9 + 8) + 0x54) = *(short *)(*(int *)(iVar9 + 8) + 0x54) + 1;
}
// if animation is finished
else
{
// restart animation
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x54) = 0;
}
// adjust rotation
*(short *)(iVar9 + 2) = *(short *)(iVar9 + 2) + -0x100;
// If duration is over
if (*(short *)(iVar9 + 6) == 0)
{
// end duration
*(undefined2 *)(iVar9 + 6) = 0;
// ThTick_SetAndExec RB_MaskWeapon_FadeAway
FUN_800716ec(param_1,FUN_800afb70);
}
// if duration is not over
else
{
// reduce duration time by milliseconds
iVar11 = (uint)*(ushort *)(iVar9 + 6) - (uint)*(ushort *)(PTR_DAT_8008d2ac + 0x1d04);
// set new duration
*(undefined2 *)(iVar9 + 6) = (short)iVar11;
// check for negatives
if (iVar11 * 0x10000 < 0) {
*(undefined2 *)(iVar9 + 6) = 0;
}
}
// make Beam visible
*(uint *)(*(int *)(iVar9 + 8) + 0x28) = *(uint *)(*(int *)(iVar9 + 8) + 0x28) & 0xffffff7f;
// Set Beam Scale (x, y, z)
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x1c) = *(undefined2 *)(iVar9 + 0x12);
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x1e) = *(undefined2 *)(iVar9 + 0x12);
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x20) = *(undefined2 *)(iVar9 + 0x12);
*(undefined2 *)(*(int *)(iVar9 + 8) + 0x22) = 0;
// make Head visible
*(uint *)(iVar10 + 0x28) = *(uint *)(iVar10 + 0x28) & 0xffffff7f;
// Set Head Scale (x, y, z)
*(undefined2 *)(iVar10 + 0x1c) = *(undefined2 *)(iVar9 + 0x12);
*(undefined2 *)(iVar10 + 0x1e) = *(undefined2 *)(iVar9 + 0x12);
*(undefined2 *)(iVar10 + 0x20) = *(undefined2 *)(iVar9 + 0x12);
return;
}
// RB_ShieldDark_ThTick_Pop
void FUN_800b0278(int param_1)
{
int *piVar1;
int iVar2;
undefined2 local_18;
undefined2 local_16;
undefined2 local_14;
// This is a weapon thread
// get instance from thread
iVar2 = *(int *)(param_1 + 0x34);
// get object from thread from instance
piVar1 = *(int **)(*(int *)(iVar2 + 0x6c) + 0x30);
local_18 = 0;
local_16 = 0;
local_14 = 0;
// get the driver that shot this weapon
// Copy matrix
// To: shield instance, highlight instance, etc
// From: thread (shield) -> parentthread (player) -> object (driver) -> instance
FUN_800313c8(iVar2,*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&local_18);
FUN_800313c8(piVar1[2],*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&local_18)
;
// set rotation
*(undefined4 *)(iVar2 + 0x30) = 0x1000;
*(undefined4 *)(iVar2 + 0x34) = 0;
*(undefined4 *)(iVar2 + 0x38) = 0x1000;
*(undefined4 *)(iVar2 + 0x3c) = 0;
*(undefined2 *)(iVar2 + 0x40) = 0x1000;
// set rotation
*(undefined4 *)(piVar1[2] + 0x30) = 0x1000;
*(undefined4 *)(piVar1[2] + 0x34) = 0;
*(undefined4 *)(piVar1[2] + 0x38) = 0x1000;
*(undefined4 *)(piVar1[2] + 0x3c) = 0;
*(undefined2 *)(piVar1[2] + 0x40) = 0x1000;
// if animation is not done
if (*piVar1 < 0xb)
{
// set scale
*(undefined2 *)(iVar2 + 0x1c) = *(undefined2 *)(&DAT_800b2d14 + *piVar1 * 4);
*(undefined2 *)(iVar2 + 0x1e) = *(undefined2 *)(&DAT_800b2d16 + *piVar1 * 4);
*(undefined2 *)(iVar2 + 0x20) = *(undefined2 *)(&DAT_800b2d14 + *piVar1 * 4);
// set scale
*(undefined2 *)(piVar1[2] + 0x1c) = *(undefined2 *)(&DAT_800b2d14 + *piVar1 * 4);
*(undefined2 *)(piVar1[2] + 0x1e) = *(undefined2 *)(&DAT_800b2d16 + *piVar1 * 4);
*(undefined2 *)(piVar1[2] + 0x20) = *(undefined2 *)(&DAT_800b2d14 + *piVar1 * 4);
*piVar1 = *piVar1 + 1;
}
// if animation is done
else
{
// play 3D sound for "green shield fade away"
FUN_8002f0dc(0x58,iVar2);
// INSTANCE_Death
FUN_80030aa8(piVar1[2]);
FUN_80030aa8(piVar1[3]);
// this thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return;
}
// RB_ShieldDark_ThTick_Grow
void FUN_800b0454(int param_1)
{
ushort uVar1;
undefined2 uVar2;
undefined *puVar3;
short sVar4;
undefined *puVar5;
int iVar6;
undefined4 uVar7;
int iVar8;
uint uVar9;
int iVar10;
undefined4 *puVar11;
int iVar12;
undefined4 uVar13;
undefined4 uVar14;
int *piVar15;
int iVar16;
undefined2 local_20;
undefined2 local_1e;
undefined2 local_1c;
// thread -> instance
iVar16 = *(int *)(param_1 + 0x34);
// instance -> thread -> object
piVar15 = *(int **)(*(int *)(iVar16 + 0x6c) + 0x30);
local_20 = 0;
local_1e = 0;
local_1c = 0;
// if highlight cooldown is gone
if (*(short *)((int)piVar15 + 0x16) == 0)
{
*(short *)((int)piVar15 + 0x12) = *(short *)((int)piVar15 + 0x12) + 0x100;
// highlight is now visible
*(uint *)(piVar15[3] + 0x28) = *(uint *)(piVar15[3] + 0x28) & 0xffffff7f;
// highlightRot[1]
iVar10 = (int)*(short *)((int)piVar15 + 0x12);
iVar8 = iVar10;
if (iVar10 < 0) {
iVar8 = iVar10 + 0xfff;
}
// if highlight is finished
if ((iVar10 + (iVar8 >> 0xc) * -0x1000) * 0x10000 >> 0x10 == 0x400)
{
// highlightTimer (30 frames)
*(undefined2 *)((int)piVar15 + 0x16) = 0x1e;
// highlightRot[1]
*(undefined2 *)((int)piVar15 + 0x12) = 0xc00;
// make highlight invisible
*(uint *)(piVar15[3] + 0x28) = *(uint *)(piVar15[3] + 0x28) | 0x80;
}
}
// if highlight cooldown is not done
else
{
// decrease counter, make invisible when this is zero
*(short *)((int)piVar15 + 0x16) = *(short *)((int)piVar15 + 0x16) + -1;
// make invisible
*(uint *)(piVar15[3] + 0x28) = *(uint *)(piVar15[3] + 0x28) | 0x80;
// if timer runs out (last frame)
if (*(short *)((int)piVar15 + 0x16) == 0)
{
// make visible
*(uint *)(piVar15[3] + 0x28) = *(uint *)(piVar15[3] + 0x28) & 0xffffff7f;
}
}
puVar3 = PTR_DAT_8008d2ac;
// If the driver that used this weapon is visible
// thread -> parentthread -> object -> invisibility == 0
if (*(int *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x28) == 0) {
// loop counter
iVar8 = 0;
// if numPlyrCurrGame is not zero
if (PTR_DAT_8008d2ac[0x1ca8] != '\0') {
iVar12 = 0x168;
iVar6 = 0;
iVar10 = iVar16;
// for iVar8 = 0; iVar8 < numPlyrCurrGame; iVar8++
do
{
puVar5 = puVar3 + iVar12;
iVar12 = iVar12 + 0x110;
*(undefined **)(iVar10 + 0x74) = puVar5;
iVar10 = iVar10 + 0x88;
*(undefined **)(piVar15[2] + iVar6 + 0x74) = puVar5;
// increment loop counter
iVar8 = iVar8 + 1;
*(undefined **)(piVar15[3] + iVar6 + 0x74) = puVar5;
iVar6 = iVar6 + 0x88;
} while (iVar8 < (int)(uint)(byte)puVar3[0x1ca8]);
}
}
else
{
// loop counter
uVar9 = 0;
// if numPlyrCurrGame is not zero
if (PTR_DAT_8008d2ac[0x1ca8] != '\0')
{
iVar10 = 0;
iVar8 = iVar16;
// for iVar9 = 0; iVar9 < numPlyrCurrGame; iVar9++
do {
if (uVar9 != (uint)*(byte *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x4a)) {
*(undefined4 *)(iVar8 + 0x74) = 0;
*(undefined4 *)(piVar15[2] + iVar10 + 0x74) = 0;
*(undefined4 *)(piVar15[3] + iVar10 + 0x74) = 0;
}
iVar8 = iVar8 + 0x88;
// increment loop counter
uVar9 = uVar9 + 1;
iVar10 = iVar10 + 0x88;
} while ((int)uVar9 < (int)(uint)(byte)puVar3[0x1ca8]);
}
}
// Copy matrix
// To: shield instance, highlight instance, etc
// From: thread (shield) -> parentthread (player) -> object (driver) -> instance
FUN_800313c8(iVar16,*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&local_20);
FUN_800313c8(piVar15[2],*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&local_20
);
FUN_800313c8(piVar15[3],*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x1c),&local_20
);
// set rotation variables
*(undefined4 *)(iVar16 + 0x30) = 0x1000;
*(undefined4 *)(iVar16 + 0x34) = 0;
*(undefined4 *)(iVar16 + 0x38) = 0x1000;
*(undefined4 *)(iVar16 + 0x3c) = 0;
*(undefined2 *)(iVar16 + 0x40) = 0x1000;
// set rotation variables
*(undefined4 *)(piVar15[2] + 0x30) = 0x1000;
*(undefined4 *)(piVar15[2] + 0x34) = 0;
*(undefined4 *)(piVar15[2] + 0x38) = 0x1000;
*(undefined4 *)(piVar15[2] + 0x3c) = 0;
*(undefined2 *)(piVar15[2] + 0x40) = 0x1000;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(piVar15[3] + 0x30,piVar15 + 4);
puVar3 = PTR_DAT_8008d2ac;
// if animation is not done
if (*piVar15 < 8)
{
// set scale
*(undefined2 *)(iVar16 + 0x1c) = *(undefined2 *)(&DAT_800b2cf4 + *piVar15 * 4);
*(undefined2 *)(iVar16 + 0x1e) = *(undefined2 *)(&DAT_800b2cf6 + *piVar15 * 4);
*(undefined2 *)(iVar16 + 0x20) = *(undefined2 *)(&DAT_800b2cf4 + *piVar15 * 4);
// set scale
*(undefined2 *)(piVar15[2] + 0x1c) = *(undefined2 *)(&DAT_800b2cf4 + *piVar15 * 4);
*(undefined2 *)(piVar15[2] + 0x1e) = *(undefined2 *)(&DAT_800b2cf6 + *piVar15 * 4);
*(undefined2 *)(piVar15[2] + 0x20) = *(undefined2 *)(&DAT_800b2cf4 + *piVar15 * 4);
*piVar15 = *piVar15 + 1;
}
// if animation is done
else
{
// set scale
*(undefined2 *)(iVar16 + 0x1c) =
(&DAT_800b2d40)[(*(uint *)(PTR_DAT_8008d2ac + 0x1cec) % 6) * 2];
*(undefined2 *)(iVar16 + 0x1e) = (&DAT_800b2d42)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
*(undefined2 *)(iVar16 + 0x20) = (&DAT_800b2d40)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
// set scale
*(undefined2 *)(piVar15[2] + 0x1c) =
(&DAT_800b2d40)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
*(undefined2 *)(piVar15[2] + 0x1e) =
(&DAT_800b2d42)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
*(undefined2 *)(piVar15[2] + 0x20) =
(&DAT_800b2d40)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
// set scale
*(undefined2 *)(piVar15[3] + 0x1c) =
(&DAT_800b2d40)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
*(undefined2 *)(piVar15[3] + 0x1e) =
(&DAT_800b2d42)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
*(undefined2 *)(piVar15[3] + 0x20) =
(&DAT_800b2d40)[(*(uint *)(puVar3 + 0x1cec) % 6) * 2];
}
// if this is not a blue shield,
if ((*(ushort *)((int)piVar15 + 6) & 4) == 0)
{
// === Green Shield ===
// duration
sVar4 = *(short *)(piVar15 + 1);
// if out of time
if (*(short *)(piVar15 + 1) == 0)
{
// erase bubble instance from driver
*(undefined4 *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x14) = 0;
goto LAB_800b0d6c;
}
// subtract 32ms by hand, instead of using in-game timer?
*(ushort *)(piVar15 + 1) = sVar4 - 0x20U;
iVar8 = (uint)(ushort)(sVar4 - 0x20U) << 0x10;
// last full second?
if (iVar8 >> 0x10 < 0x780)
{
sVar4 = (short)(((0x3c - (iVar8 >> 0x15)) * 0xc00) / 0x3c) + 0x400;
// transparency
*(short *)(iVar16 + 0x22) = sVar4;
*(short *)(piVar15[2] + 0x22) = sVar4;
*(short *)(piVar15[3] + 0x22) = sVar4;
}
}
puVar3 = PTR_DAT_8008d2ac;
uVar1 = *(ushort *)((int)piVar15 + 6);
if (
(
(((uVar1 & 1) != 0) || ((uVar1 & 8) != 0)) ||
(
// thread -> parentthread -> (Driver*)object
iVar8 = *(int *)(*(int *)(param_1 + 0xc) + 0x30),
// if race ended for this driver
(*(uint *)(iVar8 + 0x2c8) & 0x2000000) != 0
)
)
// if driver is being mask grabbed
|| (*(char *)(iVar8 + 0x376) == '\x05')
)
{
// thread -> parentthread -> (Driver*)object
iVar16 = *(int *)(*(int *)(param_1 + 0xc) + 0x30);
if ((*(ushort *)((int)piVar15 + 6) & 8) != 0)
{
*(undefined2 *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar16 + 0x4a) * 0x110 + 0x17a) = 0x1fff;
// pushBuffer based on...
// thread -> parentthread -> (Driver*)object -> index
*(undefined2 *)
(puVar3 + (uint)*(byte *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x4a) * 0x110 + 0x17c) =
0x1000;
// pushBuffer based on...
// thread -> parentthread -> (Driver*)object -> index
*(undefined2 *)
(puVar3 + (uint)*(byte *)(*(int *)(*(int *)(param_1 + 0xc) + 0x30) + 0x4a) * 0x110 + 0x17e) =
0xff78;
}
*piVar15 = 0;
*(undefined4 *)(iVar16 + 0x14) = 0;
// RB_ShieldDark_ThTick_Pop is from being mask-grabbed,
// or from colliding with another player
// ThTick_SetAndExec, RB_ShieldDark_ThTick_Pop
FUN_800716ec(param_1,FUN_800b0278);
return;
}
if ((uVar1 & 2) == 0) {
return;
}
*(undefined4 *)(iVar8 + 0x14) = 0;
*(char *)(iVar8 + 0x55c) = *(char *)(iVar8 + 0x55c) + '\x01';
// vibration
FUN_80026440(iVar8,8,0);
FUN_800264c0(iVar8,8,0x7f);
// green shield
uVar7 = 0x5e;
if ((*(ushort *)((int)piVar15 + 6) & 4) != 0) {
// blue shield
uVar7 = 0x56;
}
// create a thread, get an instance
// 0x200 flag = MediumStackPool
// 0xd = "other" thread bucket
iVar10 = FUN_800309a4(uVar7,s_shieldbomb_800aba04,0x200,0xd,FUN_800adb50,0x58,
// driver -> instane -> thread
*(undefined4 *)(*(int *)(iVar8 + 0x1c) + 0x6c));
// if driver is not an AI (human)
if ((*(uint *)(iVar8 + 0x2c8) & 0x100000) == 0)
{
// make driver talk
FUN_8002cbe8(0xd,(int)(short)(&DAT_80086e84)[*(byte *)(iVar8 + 0x4a)],0x10);
}
uVar13 = *(undefined4 *)(iVar16 + 0x34);
uVar14 = *(undefined4 *)(iVar16 + 0x38);
uVar7 = *(undefined4 *)(iVar16 + 0x3c);
*(undefined4 *)(iVar10 + 0x30) = *(undefined4 *)(iVar16 + 0x30);
*(undefined4 *)(iVar10 + 0x34) = uVar13;
*(undefined4 *)(iVar10 + 0x38) = uVar14;
*(undefined4 *)(iVar10 + 0x3c) = uVar7;
uVar13 = *(undefined4 *)(iVar16 + 0x44);
uVar14 = *(undefined4 *)(iVar16 + 0x48);
uVar7 = *(undefined4 *)(iVar16 + 0x4c);
*(undefined4 *)(iVar10 + 0x40) = *(undefined4 *)(iVar16 + 0x40);
*(undefined4 *)(iVar10 + 0x44) = uVar13;
*(undefined4 *)(iVar10 + 0x48) = uVar14;
*(undefined4 *)(iVar10 + 0x4c) = uVar7;
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(*(int *)(iVar10 + 0x6c) + 0x24) = 0x80041dfc;
// set scale (x, y, z)
*(undefined2 *)(iVar10 + 0x1c) = 0x400;
*(undefined2 *)(iVar10 + 0x1e) = 0x400;
*(undefined2 *)(iVar10 + 0x20) = 0x400;
// a 4th scale value???
*(undefined2 *)(iVar10 + 0x22) = 0x400;
// get TrackerWeapon object from thread
puVar11 = *(undefined4 **)(*(int *)(iVar10 + 0x6c) + 0x30);
// tw->flags
*(undefined2 *)((int)puVar11 + 0x16) = 0;
// tw->driverParent
puVar11[1] = iVar8;
// tw->driverTarget
*puVar11 = 0;
// tw->timeAlive
puVar11[0x12] = 0;
// tw->audioPtr
puVar11[9] = 0;
// angle
uVar2 = *(undefined2 *)(iVar8 + 0x39a);
// tw->dir[1]
*(undefined2 *)((int)puVar11 + 0x12) = 0;
// tw->rotY
*(undefined2 *)((int)puVar11 + 0x1e) = uVar2;
// tw->dir[0] = driver->instSelf->matrix.m[0][2]
*(short *)(puVar11 + 4) = (short)((int)*(short *)(*(int *)(iVar8 + 0x1c) + 0x34) * 3 >> 7);
// tw->dir[2] = driver->instSelf->matrix.m[2][2]
sVar4 = *(short *)(*(int *)(iVar8 + 0x1c) + 0x40);
// tw->frameCount_DontHurtParent
*(undefined2 *)(puVar11 + 8) = 10;
// tw->frameCount_Blind
*(undefined2 *)((int)puVar11 + 0x22) = 0;
// tw->dir[2]
*(short *)(puVar11 + 5) = (short)((int)sVar4 * 3 >> 7);
// tw->instParent
puVar11[2] = *(undefined4 *)(iVar8 + 0x1c);
LAB_800b0d6c:
// green shield fade away sound
FUN_8002f0dc(0x58,iVar16);
// INSTANCE_Death
// shield and highlight
FUN_80030aa8(piVar15[2]);
FUN_80030aa8(piVar15[3]);
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// RB_Player_ToggleInvisible
void FUN_800b0dbc(void)
{
undefined *puVar1;
undefined *puVar2;
int iVar3;
uint uVar4;
int iVar5;
int iVar6;
int iVar7;
puVar2 = PTR_DAT_8008d2ac;
// player thread
iVar7 = *(int *)(PTR_DAT_8008d2ac + 0x1b2c);
puVar1 = PTR_DAT_8008d2ac;
// loop through player threads
while (iVar7 != 0)
{
// driver object
iVar6 = *(int *)(iVar7 + 0x30);
PTR_DAT_8008d2ac = puVar1;
if (
// if driver is invisible
(*(int *)(iVar6 + 0x28) != 0) &&
(uVar4 = 0, puVar2[0x1ca8] != '\0')
)
{
iVar5 = 0;
// loop through InstanceDrawPerPlayer
do
{
// if this is not the screen of the invisible driver
if (uVar4 != (uint)*(byte *)(iVar6 + 0x4a))
{
// make driver instance invisible on this screen
iVar3 = *(int *)(iVar6 + 0x1c) + iVar5;
*(uint *)(iVar3 + 0xb8) = *(uint *)(iVar3 + 0xb8) & 0xffffffbf;
}
uVar4 = uVar4 + 1;
iVar5 = iVar5 + 0x88;
} while ((int)uVar4 < (int)(uint)(byte)puVar1[0x1ca8]);
}
// thread -> sibling thread
iVar7 = *(int *)(iVar7 + 0x10);
puVar1 = PTR_DAT_8008d2ac;
}
PTR_DAT_8008d2ac = puVar1;
return;
}
// RB_Player_ToggleFlicker (after damage in battle mode)
void FUN_800b0e68(void)
{
undefined *puVar1;
undefined *puVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
puVar2 = PTR_DAT_8008d2ac;
// player thread
iVar6 = *(int *)(PTR_DAT_8008d2ac + 0x1b2c);
puVar1 = PTR_DAT_8008d2ac;
while (iVar6 != 0)
{
// driver object
iVar7 = *(int *)(iVar6 + 0x30);
PTR_DAT_8008d2ac = puVar1;
if (
(
// invincible timer
(0x2a0 < *(int *)(iVar7 + 0x24)) &&
// odd number frames
((*(uint *)(puVar2 + 0x1cec) & 1) != 0)
) &&
(iVar5 = 0, puVar2[0x1ca8] != '\0')
)
{
iVar4 = 0;
// on all screens
do
{
// make driver invisible
iVar3 = *(int *)(iVar7 + 0x1c) + iVar4;
iVar5 = iVar5 + 1;
*(uint *)(iVar3 + 0xb8) = *(uint *)(iVar3 + 0xb8) & 0xffffffbf;
iVar4 = iVar4 + 0x88;
} while (iVar5 < (int)(uint)(byte)puVar1[0x1ca8]);
}
// thread -> sibling thread
iVar6 = *(int *)(iVar6 + 0x10);
puVar1 = PTR_DAT_8008d2ac;
}
PTR_DAT_8008d2ac = puVar1;
return;
}
// RB_RainCloud_FadeAway
void FUN_800b0f1c(int param_1)
{
int iVar1;
int iVar2;
int *piVar3;
// thread -> instance
iVar1 = *(int *)(param_1 + 0x34);
// thread -> parent -> instance
iVar2 = *(int *)(*(int *)(param_1 + 0xc) + 0x34);
// instance -> thread -> object
piVar3 = *(int **)(*(int *)(iVar1 + 0x6c) + 0x30);
// === Ghidra Fail ===
// This should be getting the average, not adding
// set X and Y
*(int *)(iVar1 + 0x44) = *(int *)(iVar1 + 0x44) + *(int *)(iVar2 + 0x44) >> 1;
*(int *)(iVar1 + 0x48) = *(int *)(iVar1 + 0x48) + *(int *)(iVar2 + 0x48) + 0x80 >> 1;
iVar2 = *(int *)(iVar2 + 0x4c);
// shrink scale (x, y, z)
*(short *)(iVar1 + 0x1c) = *(short *)(iVar1 + 0x1c) + -0x100;
*(short *)(iVar1 + 0x1e) = *(short *)(iVar1 + 0x1e) + -0x100;
*(short *)(iVar1 + 0x20) = *(short *)(iVar1 + 0x20) + -0x100;
// set Z
*(int *)(iVar1 + 0x4c) = *(int *)(iVar1 + 0x4c) + iVar2 >> 1;
iVar2 = *piVar3;
// animation?
*(int *)(iVar2 + 8) = *(int *)(iVar2 + 8) + -2;
if (*(short *)(iVar1 + 0x1c) < 0) {
FUN_8003112c(PTR_DAT_8008d2ac + 0x19e8,*piVar3);
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return;
}
// RB_RainCloud_ThTick
void FUN_800b1000(int param_1)
{
short sVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
// get instance from thread
iVar3 = *(int *)(param_1 + 0x34);
// get object from thread
iVar5 = *(int *)(param_1 + 0x30);
// get animation frame from instance
sVar1 = *(short *)(iVar3 + 0x54);
// thread -> parentthread -> object
iVar4 = *(int *)(*(int *)(param_1 + 0xc) + 0x30);
// thread -> parentthread -> instance
iVar6 = *(int *)(*(int *)(param_1 + 0xc) + 0x34);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar3,0);
// if you have not reached the end of the animation
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(iVar3 + 0x54) = *(short *)(iVar3 + 0x54) + 1;
}
// if animation is done
else
{
// restart animation
*(undefined2 *)(iVar3 + 0x54) = 0;
}
// === Ghidra Fail ===
// should be averaging scale and averaging velocity
*(undefined2 *)(iVar3 + 0x1c) =
(short)((int)*(short *)(iVar3 + 0x1c) + (int)*(short *)(iVar6 + 0x1c) >> 1);
*(undefined2 *)(iVar3 + 0x1e) =
(short)((int)*(short *)(iVar3 + 0x1e) + (int)*(short *)(iVar6 + 0x1e) >> 1);
*(undefined2 *)(iVar3 + 0x20) =
(short)((int)*(short *)(iVar3 + 0x20) + (int)*(short *)(iVar6 + 0x20) >> 1);
*(int *)(iVar3 + 0x44) = *(int *)(iVar3 + 0x44) + *(int *)(iVar6 + 0x44) >> 1;
*(int *)(iVar3 + 0x48) =
*(int *)(iVar3 + 0x48) + *(int *)(iVar6 + 0x48) + ((int)*(short *)(iVar3 + 0x1e) * 5 >> 7) >>
1;
*(int *)(iVar3 + 0x4c) = *(int *)(iVar3 + 0x4c) + *(int *)(iVar6 + 0x4c) >> 1;
// if driver is not using mask weapon
if ((*(uint *)(iVar4 + 0x2c8) & 0x800000) == 0)
{
// if ms remaining is not zero
if (*(short *)(iVar5 + 4) != 0)
{
// reduce by elapsed time
iVar2 = (uint)*(ushort *)(iVar5 + 4) - (uint)*(ushort *)(PTR_DAT_8008d2ac + 0x1d04);
*(undefined2 *)(iVar5 + 4) = (short)iVar2;
// solve for negatives
if (iVar2 * 0x10000 < 0) {
*(undefined2 *)(iVar5 + 4) = 0;
}
if (*(short *)(iVar5 + 6) != 1) {
return;
}
// If your weapon is "no weapon"
if (*(char *)(iVar4 + 0x36) == '\x0f') {
return;
}
// at this point, you must have a weapon
if (*(short *)(iVar4 + 0x3c) != 0) {
return;
}
// set weapon to "weapon roulette" to make it spin
*(undefined *)(iVar4 + 0x36) = 0x10;
// you are always 5 frames away from new weapon,
// so you get weapon 5 frames after cloud dies
*(undefined2 *)(iVar4 + 0x3a) = 5;
// you hold zero of this item
*(undefined *)(iVar4 + 0x37) = 0;
return;
}
// at this point, you must not
// have cloud above you
*(undefined2 *)(iVar5 + 4) = 0;
// erase cloudTh pointer
*(undefined4 *)(iVar4 + 0x4a0) = 0;
if (
(*(short *)(iVar5 + 6) == 1) &&
// If your weapon is not "no weapon"
(*(char *)(iVar4 + 0x36) != '\x0f')
)
{
// erase item roll timer
*(undefined2 *)(iVar4 + 0x3a) = 0;
// pick random weapon for driver
FUN_80060f0c(iVar4,0x800b0000);
}
}
else {
*(undefined2 *)(iVar5 + 4) = 0;
// erase pointer to cloud thread
*(undefined4 *)(iVar4 + 0x4a0) = 0;
}
// ThTick_SetAndExec RB_RainCloud_FadeAway
FUN_800716ec(param_1,FUN_800b0f1c);
return;
}
// RB_RainCloud_Init
void FUN_800b1220(int param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
int *piVar4;
// if driver -> cloudTh is invalid
if (*(int *)(param_1 + 0x4a0) == 0)
{
// make a thread for "cloud", and return an instance
// 0x300 flag = SmallStackPool
// 0xd = "other" thread bucket
iVar1 = FUN_800309a4(0x42,s_cloud1_800aba10,0x300,0xd,FUN_800b1000,8,
// driver -> instance -> thread
*(undefined4 *)(*(int *)(param_1 + 0x1c) + 0x6c));
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(*(int *)(iVar1 + 0x6c) + 0x24) = 0x80041dfc;
// Set rotation, 5 direction vectors
*(undefined4 *)(iVar1 + 0x30) = 0x1000;
*(undefined4 *)(iVar1 + 0x34) = 0;
*(undefined4 *)(iVar1 + 0x38) = 0x1000;
*(undefined4 *)(iVar1 + 0x3c) = 0;
*(undefined2 *)(iVar1 + 0x40) = 0x1000;
// cloud->posX = driver->posX
*(undefined4 *)(iVar1 + 0x44) = *(undefined4 *)(*(int *)(param_1 + 0x1c) + 0x44);
// cloud->posY = driver->posY + 0x80
*(int *)(iVar1 + 0x48) = *(int *)(*(int *)(param_1 + 0x1c) + 0x48) + 0x80;
// cloud->posZ = driver->posZ
uVar3 = *(undefined4 *)(*(int *)(param_1 + 0x1c) + 0x4c);
*(undefined2 *)(iVar1 + 0x22) = 0x800;
*(undefined4 *)(iVar1 + 0x4c) = uVar3;
*(undefined *)(iVar1 + 0x50) = *(undefined *)(*(int *)(param_1 + 0x1c) + 0x50);
*(undefined *)(iVar1 + 0x51) = *(undefined *)(*(int *)(param_1 + 0x1c) + 0x51);
// JitPool_Add -- Rain Pool
iVar2 = FUN_800310d4(PTR_DAT_8008d2ac + 0x19e8);
if (iVar2 != 0) {
*(undefined4 *)(iVar2 + 8) = 0x1e;
*(int *)(iVar2 + 0x24) = iVar1;
*(undefined2 *)(iVar2 + 0xc) = 0;
*(undefined2 *)(iVar2 + 0xe) = 0;
*(undefined2 *)(iVar2 + 0x10) = 0;
*(undefined2 *)(iVar2 + 0x14) = 0;
*(undefined2 *)(iVar2 + 0x16) = 0xffd8;
*(undefined2 *)(iVar2 + 0x18) = 0;
*(undefined2 *)(iVar2 + 0x1c) = *(undefined2 *)(*(int *)(param_1 + 0x1c) + 0x44);
*(short *)(iVar2 + 0x1e) = *(short *)(*(int *)(param_1 + 0x1c) + 0x48) + 0x80;
*(undefined2 *)(iVar2 + 0x20) = *(undefined2 *)(*(int *)(param_1 + 0x1c) + 0x4c);
}
// raincloud instance -> thread -> object
piVar4 = *(int **)(*(int *)(iVar1 + 0x6c) + 0x30);
// set duration to about 7.68s
*(undefined2 *)(piVar4 + 1) = 0x1e00;
*piVar4 = iVar2;
// used by driver 0x50a
*(undefined2 *)((int)piVar4 + 6) = 1;
if (
// if driver has no weapon
(*(char *)(param_1 + 0x36) == '\x0f') ||
(*(short *)(param_1 + 0x3c) != 0)
)
{
// used by driver 0x50a
*(undefined2 *)((int)piVar4 + 6) = 0;
}
// driver -> thread = cloud -> thread
*(undefined4 *)(param_1 + 0x4a0) = *(undefined4 *)(iVar1 + 0x6c);
}
// if cloud already exists, and
// driver hits another red potion
else
{
// set duration to 8 seconds
*(undefined2 *)(*(int *)(*(int *)(param_1 + 0x4a0) + 0x30) + 4) = 0x1e00;
// random number
iVar1 = FUN_8003ea28();
// random (related to driver offset 0x50a)
*(undefined2 *)(*(int *)(*(int *)(param_1 + 0x4a0) + 0x30) + 6) = (short)((iVar1 % 400) / 100);
}
return;
}
// RB_Explosion_InitPotion
void FUN_800b1458(int param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
int iVar6;
int local_40;
char *local_3c;
undefined4 local_38;
undefined4 local_34;
code *local_30;
undefined4 local_2c;
undefined4 local_28;
// green explosion
local_40 = 0x45;
// if instance -> model -> modelID == red beaker
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x46) {
// red explosion
local_40 = 0x44;
}
// string
local_3c = s_shatter1_800aba28;
// 0x300 flag = SmallStackPool
local_38 = 0x300;
// 0xd = "other" thread bucket
local_34 = 0xd;
// RB_Explosion_ThTick
local_30 = FUN_800ad92c;
local_2c = 0;
local_28 = 0;
// create thread for shatter
iVar1 = FUN_80030a50(&local_40);
iVar6 = 0;
*(uint *)(iVar1 + 0x28) = *(uint *)(iVar1 + 0x28) | 0xa00;
// copy position and rotation from one instance to the other
uVar3 = *(undefined4 *)(param_1 + 0x34);
uVar4 = *(undefined4 *)(param_1 + 0x38);
uVar5 = *(undefined4 *)(param_1 + 0x3c);
*(undefined4 *)(iVar1 + 0x30) = *(undefined4 *)(param_1 + 0x30);
*(undefined4 *)(iVar1 + 0x34) = uVar3;
*(undefined4 *)(iVar1 + 0x38) = uVar4;
*(undefined4 *)(iVar1 + 0x3c) = uVar5;
uVar3 = *(undefined4 *)(param_1 + 0x44);
uVar4 = *(undefined4 *)(param_1 + 0x48);
uVar5 = *(undefined4 *)(param_1 + 0x4c);
*(undefined4 *)(iVar1 + 0x40) = *(undefined4 *)(param_1 + 0x40);
*(undefined4 *)(iVar1 + 0x44) = uVar3;
*(undefined4 *)(iVar1 + 0x48) = uVar4;
*(undefined4 *)(iVar1 + 0x4c) = uVar5;
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(*(int *)(iVar1 + 0x6c) + 0x24) = 0x80041dfc;
// set scale
*(undefined2 *)(iVar1 + 0x20) = 0x800;
*(undefined2 *)(iVar1 + 0x1e) = 0x800;
*(undefined2 *)(iVar1 + 0x1c) = 0x800;
// particles for potion shatter
do
{
// DAT_800b2d58
// unknown
// Create instance in particle pool
iVar2 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x2118),&DAT_800b2d58);
if (iVar2 != 0) {
*(int *)(iVar2 + 0x24) = *(int *)(iVar2 + 0x24) + *(int *)(iVar1 + 0x44) * 0x100;
*(int *)(iVar2 + 0x2c) = *(int *)(iVar2 + 0x2c) + *(int *)(iVar1 + 0x48) * 0x100;
*(int *)(iVar2 + 0x34) = *(int *)(iVar2 + 0x34) + *(int *)(iVar1 + 0x4c) * 0x100;
if (local_40 == 0x45) {
*(undefined4 *)(iVar2 + 0x5c) = 1;
*(undefined4 *)(iVar2 + 100) = 0xc800;
}
else {
*(undefined4 *)(iVar2 + 0x5c) = 0xc800;
*(undefined4 *)(iVar2 + 100) = 1;
}
*(undefined4 *)(iVar2 + 0x6c) = 1;
// Particle_FuncPtr_PotionShatter
*(undefined4 *)(iVar2 + 0x1c) = 0x8003eae0;
*(int *)(iVar2 + 0x20) = local_40;
}
iVar6 = iVar6 + 1;
} while (iVar6 < 5);
// RB_Potion_OnShatter_TeethSearch
FUN_800ac638(param_1);
return;
}
// RB_Explosion_InitGeneric
void FUN_800b1630(int param_1)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 local_28;
char *local_24;
undefined4 local_20;
undefined4 local_1c;
code *local_18;
undefined4 local_14;
undefined4 local_10;
// Spawn exploded box
local_28 = 0x26;
// string
local_24 = s_explosion1_800aba44;
// 0x300 flag = SmallStackPool
local_20 = 0x300;
// 0xd = "other" thread bucket
local_1c = 0xd;
// RB_Explosion_ThTick
local_18 = FUN_800ad92c;
local_14 = 0;
local_10 = 0;
// create thread for explosion
iVar1 = FUN_80030a50(&local_28);
// copy position and rotation from one instance to the other
uVar2 = *(undefined4 *)(param_1 + 0x34);
uVar3 = *(undefined4 *)(param_1 + 0x38);
uVar4 = *(undefined4 *)(param_1 + 0x3c);
*(undefined4 *)(iVar1 + 0x30) = *(undefined4 *)(param_1 + 0x30);
*(undefined4 *)(iVar1 + 0x34) = uVar2;
*(undefined4 *)(iVar1 + 0x38) = uVar3;
*(undefined4 *)(iVar1 + 0x3c) = uVar4;
uVar2 = *(undefined4 *)(param_1 + 0x44);
uVar3 = *(undefined4 *)(param_1 + 0x48);
uVar4 = *(undefined4 *)(param_1 + 0x4c);
*(undefined4 *)(iVar1 + 0x40) = *(undefined4 *)(param_1 + 0x40);
*(undefined4 *)(iVar1 + 0x44) = uVar2;
*(undefined4 *)(iVar1 + 0x48) = uVar3;
*(undefined4 *)(iVar1 + 0x4c) = uVar4;
// instance -> model -> modelID == TNT
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x27) {
// set color to red
uVar2 = 0xad10000;
}
// not TNT
else
{
// set color to green
uVar2 = 0x1eac000;
}
// set color
*(undefined4 *)(iVar1 + 0x24) = uVar2;
// set scale
*(undefined2 *)(iVar1 + 0x22) = 0x1000;
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(*(int *)(iVar1 + 0x6c) + 0x24) = 0x80041dfc;
return;
}
// RB_Blowup_ProcessBucket
void FUN_800b1714(int param_1)
{
undefined *puVar1;
undefined *puVar2;
int iVar3;
int iVar4;
int *piVar5;
int iVar6;
puVar1 = PTR_DAT_8008d2ac;
if (param_1 != 0) {
do {
puVar2 = PTR_DAT_8008d2ac;
piVar5 = *(int **)(param_1 + 0x30);
iVar6 = 0;
if (puVar1[0x1ca8] != '\0') {
iVar4 = 0;
do {
if ((*piVar5 != 0) && (iVar3 = piVar5[1] + iVar4, piVar5[1] != 0)) {
*(uint *)(iVar3 + 0xb8) =
*(uint *)(iVar3 + 0xb8) & (*(uint *)(*piVar5 + iVar4 + 0xb8) | 0xffffffbf);
*(undefined4 *)(piVar5[1] + iVar4 + 0xe4) = *(undefined4 *)(*piVar5 + iVar4 + 0xe4);
*(undefined2 *)(piVar5[1] + iVar4 + 0xdc) = *(undefined2 *)(*piVar5 + iVar4 + 0xdc);
*(undefined2 *)(piVar5[1] + iVar4 + 0xde) = *(undefined2 *)(*piVar5 + iVar4 + 0xde);
}
iVar6 = iVar6 + 1;
iVar4 = iVar4 + 0x88;
} while (iVar6 < (int)(uint)(byte)puVar2[0x1ca8]);
}
param_1 = *(int *)(param_1 + 0x10);
} while (param_1 != 0);
}
return;
}
// RB_Blowup_ThTick
void FUN_800b17f0(int param_1)
{
short sVar1;
int iVar2;
int *piVar3;
// get object from thread
piVar3 = *(int **)(param_1 + 0x30);
do
{
// get instance pointer
iVar2 = piVar3[1];
// if instance is valid
if (iVar2 != 0)
{
// instance -> animFrame
sVar1 = *(short *)(iVar2 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar2,0);
// if animation is not done
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(piVar3[1] + 0x54) = *(short *)(piVar3[1] + 0x54) + 1;
}
// if animation is done
else
{
// INSTANCE_Death
FUN_80030aa8(piVar3[1]);
piVar3[1] = 0;
}
}
// get instance pointer
iVar2 = *piVar3;
// if instance
if (iVar2 != 0)
{
// instance -> animFrame
sVar1 = *(short *)(iVar2 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar2,0);
// if animation is not over
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(*piVar3 + 0x54) = *(short *)(*piVar3 + 0x54) + 1;
}
// if animation is done
else
{
// INSTANCE_Death
FUN_80030aa8(*piVar3);
*piVar3 = 0;
}
}
// if either instance has been erased
if ((piVar3[1] == 0) && (*piVar3 == 0))
{
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Blowup_Init
void FUN_800b18f8(int param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
int *piVar6;
undefined4 local_30;
char *local_2c;
undefined4 local_28;
undefined4 local_24;
code *local_20;
undefined4 local_1c;
undefined4 local_18;
// spawn explosion
local_30 = 0x26;
// string
local_2c = s_blowup_800aba60;
// 0x300 flag = SmallStackPool
local_28 = 0x300;
// 8 = "blowup" thread bucket
local_24 = 8;
// RB_Blowup_ThTick
local_20 = FUN_800b17f0;
local_1c = 0xc;
local_18 = 0;
// initialize thread for blowup
iVar1 = FUN_80030a50(&local_30);
*(uint *)(iVar1 + 0x28) = *(uint *)(iVar1 + 0x28) | 0x2040000;
// instance -> thread -> object
piVar6 = *(int **)(*(int *)(iVar1 + 0x6c) + 0x30);
// set explosion instance
piVar6[1] = iVar1;
// copy position and rotation from weapon to explosion
uVar3 = *(undefined4 *)(param_1 + 0x34);
uVar4 = *(undefined4 *)(param_1 + 0x38);
uVar5 = *(undefined4 *)(param_1 + 0x3c);
*(undefined4 *)(iVar1 + 0x30) = *(undefined4 *)(param_1 + 0x30);
*(undefined4 *)(iVar1 + 0x34) = uVar3;
*(undefined4 *)(iVar1 + 0x38) = uVar4;
*(undefined4 *)(iVar1 + 0x3c) = uVar5;
uVar3 = *(undefined4 *)(param_1 + 0x44);
uVar4 = *(undefined4 *)(param_1 + 0x48);
uVar5 = *(undefined4 *)(param_1 + 0x4c);
*(undefined4 *)(iVar1 + 0x40) = *(undefined4 *)(param_1 + 0x40);
*(undefined4 *)(iVar1 + 0x44) = uVar3;
*(undefined4 *)(iVar1 + 0x48) = uVar4;
*(undefined4 *)(iVar1 + 0x4c) = uVar5;
// if instance -> model -> modelID == tnt
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x27)
{
// set color to red
uVar3 = 0xad10000;
}
// if it is not tnt
else
{
// set color to green
uVar3 = 0x1eac000;
}
// set color
*(undefined4 *)(iVar1 + 0x24) = uVar3;
// set scale
*(undefined2 *)(iVar1 + 0x22) = 0x1000;
// green shockwave
iVar1 = 0x45;
// if instance -> model -> modelID == tnt
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x27)
{
// red shockwave
iVar1 = 0x44;
}
// INSTANCE_Birth3D -- ptrModel, name, thread
iVar1 = FUN_8003086c(*(undefined4 *)(PTR_DAT_8008d2ac + iVar1 * 4 + 0x2160),
s_shockwave1_800aba78);
// set shockwave instance
*piVar6 = iVar1;
// instane flags
*(uint *)(iVar1 + 0x28) = *(uint *)(iVar1 + 0x28) | 0x200;
// set showckwave position to weapon position
*(undefined4 *)(iVar1 + 0x44) = *(undefined4 *)(param_1 + 0x44);
*(undefined4 *)(iVar1 + 0x48) = *(undefined4 *)(param_1 + 0x48);
*(undefined4 *)(iVar1 + 0x4c) = *(undefined4 *)(param_1 + 0x4c);
// shockwaveInst -> model -> modelHeader,
// there is only one header in this model
iVar2 = *(int *)(*(int *)(iVar1 + 0x18) + 0x14);
// modelHeader -> flags
// set flag to always point to camera
*(ushort *)(iVar2 + 0x16) = *(ushort *)(iVar2 + 0x16) | 2;
// Do it again? Should this be explosion instance?
iVar2 = *(int *)(*(int *)(iVar1 + 0x18) + 0x14);
*(ushort *)(iVar2 + 0x56) = *(ushort *)(iVar2 + 0x56) | 2;
// Instance -> matrix, Identity 3x3 rotation
*(undefined4 *)(iVar1 + 0x30) = 0x1000;
*(undefined4 *)(iVar1 + 0x34) = 0;
*(undefined4 *)(iVar1 + 0x38) = 0x1000;
*(undefined4 *)(iVar1 + 0x3c) = 0;
*(undefined2 *)(iVar1 + 0x40) = 0x1000;
// put weapon position on scratchpad
DAT_1f800108 = *(undefined2 *)(param_1 + 0x44);
DAT_1f80010a = *(undefined2 *)(param_1 + 0x48);
DAT_1f80010c = *(undefined2 *)(param_1 + 0x4c);
// if you're in boss mode
if (*(int *)PTR_DAT_8008d2ac < 0)
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x100;
_DAT_1f800110 = 0x10000;
}
// if you're not in boss mode
else
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x140;
_DAT_1f800110 = 0x19000;
}
// RB_Burst_CollThBucket
DAT_1f800130 = FUN_800b1e90;
// instance -> thread
DAT_1f800120 = *(undefined4 *)(param_1 + 0x6c);
// thread -> model -> modelID
DAT_1f800114 = *(undefined2 *)(*(int *)(param_1 + 0x18) + 0x10);
// PROC_StartSearch_Self
FUN_80042544(&DAT_1f800108);
// check collision with all robotcar thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),&DAT_1f800108,0);
// check collision with all Mine thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),&DAT_1f800108,0);
// If this is TNT
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x27) {
// pointer to first player thread
uVar3 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c);
}
// if not TNT
else
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x80;
_DAT_1f800110 = 0x4000;
// pointer to first player thread
uVar3 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c);
}
// check collision with player threads
FUN_800425d4(uVar3,&DAT_1f800108,0);
// RB_Burst_CollLevInst
DAT_1f800130 = FUN_800b20a4;
return;
}
// RB_Burst_ProcessBucket
void FUN_800b1bd8(int param_1)
{
undefined *puVar1;
undefined *puVar2;
int iVar3;
int iVar4;
int *piVar5;
int iVar6;
puVar1 = PTR_DAT_8008d2ac;
if (param_1 != 0) {
do {
puVar2 = PTR_DAT_8008d2ac;
piVar5 = *(int **)(param_1 + 0x30);
iVar6 = 0;
if (puVar1[0x1ca8] != '\0') {
iVar4 = 0;
do {
if (piVar5[1] != 0) {
iVar3 = *piVar5 + iVar4;
if (*piVar5 != 0) {
*(uint *)(iVar3 + 0xb8) =
*(uint *)(iVar3 + 0xb8) & (*(uint *)(piVar5[1] + iVar4 + 0xb8) | 0xffffffbf);
*(undefined4 *)(*piVar5 + iVar4 + 0xe4) = *(undefined4 *)(piVar5[1] + iVar4 + 0xe4);
*(undefined2 *)(*piVar5 + iVar4 + 0xdc) = *(undefined2 *)(piVar5[1] + iVar4 + 0xdc);
*(undefined2 *)(*piVar5 + iVar4 + 0xde) = *(undefined2 *)(piVar5[1] + iVar4 + 0xde);
}
iVar3 = piVar5[2] + iVar4;
if (piVar5[2] != 0) {
*(uint *)(iVar3 + 0xb8) =
*(uint *)(iVar3 + 0xb8) & (*(uint *)(piVar5[1] + iVar4 + 0xb8) | 0xffffffbf);
*(undefined4 *)(piVar5[2] + iVar4 + 0xe4) = *(undefined4 *)(piVar5[1] + iVar4 + 0xe4);
*(undefined2 *)(piVar5[2] + iVar4 + 0xdc) = *(undefined2 *)(piVar5[1] + iVar4 + 0xdc);
*(undefined2 *)(piVar5[2] + iVar4 + 0xde) = *(undefined2 *)(piVar5[1] + iVar4 + 0xde);
}
}
iVar6 = iVar6 + 1;
iVar4 = iVar4 + 0x88;
} while (iVar6 < (int)(uint)(byte)puVar2[0x1ca8]);
}
param_1 = *(int *)(param_1 + 0x10);
} while (param_1 != 0);
}
return;
}
// RB_Burst_ThTick
void FUN_800b1d2c(int param_1)
{
short sVar1;
int iVar2;
int *piVar3;
// thread -> object
piVar3 = *(int **)(param_1 + 0x30);
// get instance pointer
iVar2 = piVar3[1];
// get instance pointer
if (iVar2 != 0)
{
// instance -> animFrame
sVar1 = *(short *)(iVar2 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar2,0);
// if animation is not done
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(piVar3[1] + 0x54) = *(short *)(piVar3[1] + 0x54) + 1;
}
// if animation is done
else
{
// INSTANCE_Death
FUN_80030aa8(piVar3[1]);
piVar3[1] = 0;
}
}
// get instance pointer
iVar2 = piVar3[2];
// if instance is valid
if (iVar2 != 0)
{
// get animation frame
sVar1 = *(short *)(iVar2 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar2,0);
// if animation is not done
if ((int)sVar1 + 1 < iVar2)
{
// increment animation frame
*(short *)(piVar3[2] + 0x54) = *(short *)(piVar3[2] + 0x54) + 1;
}
// if animation is done
else
{
// INSTANCE_Death
FUN_80030aa8(piVar3[2]);
piVar3[2] = 0;
}
}
// get instance pointer
iVar2 = *piVar3;
// if instance is valid
if (iVar2 != 0)
{
// instance -> animationFrame
sVar1 = *(short *)(iVar2 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar2,0);
// if animation is not done
if ((int)sVar1 + 1 < iVar2)
{
// increase animation frame
*(short *)(*piVar3 + 0x54) = *(short *)(*piVar3 + 0x54) + 1;
}
// if animation is done
else
{
// INSTANCE_Death
FUN_80030aa8(*piVar3);
*piVar3 = 0;
}
}
// if instances have been erased
if ((piVar3[1] == 0) && (piVar3[2] == 0))
{
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return;
}
// RB_Burst_CollThBucket
// callback when searching thread buckets
void FUN_800b1e90(int param_1,int param_2)
{
undefined *puVar1;
code *pcVar2;
short sVar3;
undefined4 uVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
// BSP_Meta -> weaponthread -> object
iVar7 = *(int *)(*(int *)(param_1 + 0x18) + 0x30);
// get modelID from thread
sVar3 = *(short *)(param_2 + 0x44);
// if this is a player of any kind, or robotcar of any kind
if ((sVar3 == 0x18) || (sVar3 == 0x3f))
{
// BSP_Meta -> weaponthread -> modelID
sVar3 = *(short *)(*(int *)(param_1 + 0x18) + 0x44);
// nitro, green beaker, red beaker, TNT
if ((sVar3 == 6) || (((sVar3 == 0x46 || (sVar3 == 0x47)) || (sVar3 == 0x27))))
{
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0
(*(undefined4 *)(param_2 + 0x30),2,
*(undefined4 *)(*(int *)(*(int *)(iVar7 + 4) + 0x6c) + 0x30),2);
}
else {
iVar6 = *(int *)(*(int *)(*(int *)(iVar7 + 8) + 0x6c) + 0x30);
// missile
if (sVar3 == 0x29) {
uVar4 = *(undefined4 *)(param_2 + 0x30);
uVar5 = 3;
}
// bomb
else {
uVar4 = *(undefined4 *)(param_2 + 0x30);
uVar5 = 1;
}
// RB_Hazard_HurtDriver (blasted)
FUN_800ac1b0(uVar4,2,iVar6,uVar5);
if ((int)*(short *)(iVar6 + 0x552) < *(int *)(iVar7 + 0x48)) {
*(undefined2 *)(iVar6 + 0x552) = *(undefined2 *)(iVar7 + 0x48);
}
}
puVar1 = PTR_DAT_8008d2ac;
// thread -> driver object -> flags
// if this driver is not an AI
if ((*(uint *)(*(int *)(param_2 + 0x30) + 0x2c8) & 0x100000) == 0)
{
*(undefined2 *)
(PTR_DAT_8008d2ac + (uint)*(byte *)(*(int *)(param_2 + 0x30) + 0x4a) * 0x110 + 0x17a) =
0x1fff;
*(undefined2 *)(puVar1 + (uint)*(byte *)(*(int *)(param_2 + 0x30) + 0x4a) * 0x110 + 0x17c) =
0x1000;
*(undefined2 *)(puVar1 + (uint)*(byte *)(*(int *)(param_2 + 0x30) + 0x4a) * 0x110 + 0x17e) =
0xff78;
}
// icon damage timer, draw icon as red
*(undefined4 *)(*(int *)(param_2 + 0x30) + 0x4ac) = 0x1e;
// get modelID from thread
sVar3 = *(short *)(param_2 + 0x44);
}
// not DYNAMIC_ROCKET
if (sVar3 != 0x29)
{
if (sVar3 < 0x2a)
{
// not nitro and not STATIC_CRATE_TNT
if ((sVar3 != 6) && (sVar3 != 0x27)) {
return;
}
}
else
{
// return if anything that isn't beakers
if (0x47 < sVar3) {
return;
}
if (sVar3 < 0x46) {
return;
}
}
}
// get funcThCollide
pcVar2 = *(code **)(param_2 + 0x28);
// if function pointer is valid
if (pcVar2 != (code *)0x0)
{
// execute funcThCollide
(*pcVar2)(param_2,*(undefined4 *)(param_1 + 0x18),pcVar2,3);
}
return;
}
// RB_Burst_CollLevInst (bsp callback)
// param_1 - 1f800108
// param_2 - bsp (hitbox)
void FUN_800b20a4(int param_1,int param_2)
{
short sVar1;
int iVar2;
int iVar3;
// bsp->hitbox.instDef
iVar2 = *(int *)(param_2 + 0x1c);
if (
// if InstDef exists
(iVar2 != 0) &&
// InstDef -> Instance
(iVar3 = *(int *)(iVar2 + 0x2c), iVar3 != 0)
)
{
// modelID
sVar1 = *(short *)(iVar2 + 0x3c);
if (6 < sVar1)
{
// check 7 and 8,
// 7: PU_FRUIT_CRATE
// 8: PU_RANDOM_CRATE (weapon box)
if (sVar1 < 9)
{
// ThreadMeta
iVar2 = FUN_8001d094();
// if funcLevThreadsBirth is not nullptr
if ((iVar2 != 0) && (*(code **)(iVar2 + 8) != (code *)0x0))
{
// execute funcLevThreadsBirth, make thread for this instance
// upon collision with the instance, let it run thread->funcThCollide
(**(code **)(iVar2 + 8))(iVar3,*(undefined4 *)(param_1 + 0x18),param_1);
}
}
else
{
// modelID == teeth
if (sVar1 == 0x70)
{
// RB_Teeth_OpenDoor
FUN_800ba220(iVar3);
}
}
}
}
return;
}
// RB_Burst_Init
void FUN_800b2154(int param_1)
{
undefined *puVar1;
int iVar2;
int iVar3;
int *piVar4;
int iVar5;
undefined4 local_40;
char *local_3c;
undefined4 local_38;
undefined4 local_34;
code *local_30;
undefined4 local_2c;
undefined4 local_28;
// instance -> thread -> object
iVar5 = *(int *)(*(int *)(param_1 + 0x6c) + 0x30);
// model index of explosion
local_40 = 0x2b;
// string
local_3c = s_explosion1_800aba44;
// small stack pool
local_38 = 0x300;
// 7 = "burst" thread bucket
local_34 = 7;
// RB_Burst_ThTick
local_30 = FUN_800b1d2c;
local_2c = 0xc;
local_28 = 0;
// initialize thread for burst
iVar2 = FUN_80030a50(&local_40);
// get thread from instance
iVar3 = *(int *)(iVar2 + 0x6c);
// get object from thread
piVar4 = *(int **)(iVar3 + 0x30);
piVar4[1] = iVar2;
*(char *)(iVar2 + 0x50) = *(char *)(iVar2 + 0x50) + -2;
*(undefined4 *)(iVar2 + 0x44) = *(undefined4 *)(param_1 + 0x44);
puVar1 = PTR_DAT_8008d2ac;
*(int *)(iVar2 + 0x48) = *(int *)(param_1 + 0x48) + -0x30;
*(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_1 + 0x4c);
// if more than 2 screens
if (2 < (byte)puVar1[0x1ca8])
{
// divide scale by 2
*(short *)(iVar2 + 0x1c) = *(short *)(iVar2 + 0x1c) >> 1;
*(short *)(iVar2 + 0x1e) = *(short *)(iVar2 + 0x1e) >> 1;
*(short *)(iVar2 + 0x20) = *(short *)(iVar2 + 0x20) >> 1;
}
// set rotation to identity matrix
*(undefined4 *)(iVar2 + 0x30) = 0x1000;
*(undefined4 *)(iVar2 + 0x34) = 0;
*(undefined4 *)(iVar2 + 0x38) = 0x1000;
*(undefined4 *)(iVar2 + 0x3c) = 0;
*(undefined2 *)(iVar2 + 0x40) = 0x1000;
puVar1 = PTR_DAT_8008d2ac;
// instance -> model -> modelHeader
iVar2 = *(int *)(*(int *)(iVar2 + 0x18) + 0x14);
// header -> flags: always face camera
*(ushort *)(iVar2 + 0x16) = *(ushort *)(iVar2 + 0x16) | 2;
// INSTANCE_Birth3D -- ptrModel, name, thread
iVar2 = FUN_8003086c(*(undefined4 *)(puVar1 + 0x220c),s_explosion2_800aba94,iVar3);
piVar4[2] = iVar2;
// instance flags
*(uint *)(iVar2 + 0x28) = *(uint *)(iVar2 + 0x28) | 0x2000000;
*(char *)(iVar2 + 0x50) = *(char *)(iVar2 + 0x50) + -2;
// X position
*(undefined4 *)(iVar2 + 0x44) = *(undefined4 *)(param_1 + 0x44);
puVar1 = PTR_DAT_8008d2ac;
// Y position
*(int *)(iVar2 + 0x48) = *(int *)(param_1 + 0x48) + -0x30;
// Z position
*(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_1 + 0x4c);
// if more than 2 screens
if (2 < (byte)puVar1[0x1ca8])
{
// scale (x, y, z)
*(short *)(iVar2 + 0x1c) = *(short *)(iVar2 + 0x1c) >> 1;
*(short *)(iVar2 + 0x1e) = *(short *)(iVar2 + 0x1e) >> 1;
*(short *)(iVar2 + 0x20) = *(short *)(iVar2 + 0x20) >> 1;
}
*(undefined2 *)(iVar2 + 0x32) = 0xf000;
*(undefined2 *)(iVar2 + 0x30) = 0;
*(undefined2 *)(iVar2 + 0x34) = 0;
*(undefined2 *)(iVar2 + 0x36) = 0x1000;
*(undefined2 *)(iVar2 + 0x38) = 0;
*(undefined2 *)(iVar2 + 0x3a) = 0;
*(undefined2 *)(iVar2 + 0x3c) = 0;
*(undefined2 *)(iVar2 + 0x3e) = 0;
*(undefined2 *)(iVar2 + 0x40) = 0x1000;
puVar1 = PTR_DAT_8008d2ac;
// instance -> model -> modelHeader
iVar2 = *(int *)(*(int *)(iVar2 + 0x18) + 0x14);
// header -> flags: always face camera
*(ushort *)(iVar2 + 0x16) = *(ushort *)(iVar2 + 0x16) | 2;
// INSTANCE_Birth3D -- ptrModel, name, thread
iVar2 = FUN_8003086c(*(undefined4 *)(puVar1 + 0x2270),s_shockwave1_800aba78,iVar3);
*piVar4 = iVar2;
// instance flags
*(uint *)(iVar2 + 0x28) = *(uint *)(iVar2 + 0x28) | 0x2040000;
*(char *)(iVar2 + 0x50) = *(char *)(iVar2 + 0x50) + -2;
*(undefined4 *)(iVar2 + 0x44) = *(undefined4 *)(param_1 + 0x44);
puVar1 = PTR_DAT_8008d2ac;
*(int *)(iVar2 + 0x48) = *(int *)(param_1 + 0x48) + -0x30;
*(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_1 + 0x4c);
// if more than two screens
if (2 < (byte)puVar1[0x1ca8])
{
// set scale (x, y, z)
*(short *)(iVar2 + 0x1c) = *(short *)(iVar2 + 0x1c) >> 1;
*(short *)(iVar2 + 0x1e) = *(short *)(iVar2 + 0x1e) >> 1;
*(short *)(iVar2 + 0x20) = *(short *)(iVar2 + 0x20) >> 1;
}
// identity matrix
*(undefined4 *)(iVar2 + 0x30) = 0x1000;
*(undefined4 *)(iVar2 + 0x34) = 0;
*(undefined4 *)(iVar2 + 0x38) = 0x1000;
*(undefined4 *)(iVar2 + 0x3c) = 0;
*(undefined2 *)(iVar2 + 0x40) = 0x1000;
// instance -> model -> modelHeader
iVar3 = *(int *)(*(int *)(iVar2 + 0x18) + 0x14);
// header -> flags: always face camera
*(ushort *)(iVar3 + 0x16) = *(ushort *)(iVar3 + 0x16) | 2;
iVar2 = *(int *)(*(int *)(iVar2 + 0x18) + 0x14);
*(ushort *)(iVar2 + 0x56) = *(ushort *)(iVar2 + 0x56) | 2;
// ======= End of Instance =========
DAT_1f800108 = *(undefined2 *)(param_1 + 0x44);
DAT_1f80010a = *(undefined2 *)(param_1 + 0x48);
DAT_1f80010c = *(undefined2 *)(param_1 + 0x4c);
// instance -> model -> modelID == missile
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x29)
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x80;
_DAT_1f800110 = 0x4000;
}
else
{
// instance -> thread -> object
if ((*(ushort *)(*(int *)(*(int *)(param_1 + 0x6c) + 0x30) + 0x16) & 1) == 0)
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x140;
_DAT_1f800110 = 0x19000;
}
else
{
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x200;
_DAT_1f800110 = 0x40000;
}
}
// RB_Burst_CollThBucket (callback for threadbucket collision)
DAT_1f800130 = FUN_800b1e90;
// instance -> thread
DAT_1f800120 = *(undefined4 *)(param_1 + 0x6c);
// instance -> model -> modelID
DAT_1f800114 = *(undefined2 *)(*(int *)(param_1 + 0x18) + 0x10);
// check collision with all Player thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),&DAT_1f800108,
*(undefined4 *)(*(int *)(*(int *)(iVar5 + 4) + 0x1c) + 0x6c));
// check collision with all Robotcar thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),&DAT_1f800108,
*(undefined4 *)(*(int *)(*(int *)(iVar5 + 4) + 0x1c) + 0x6c));
// check collision with all Mine thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),&DAT_1f800108,0);
// check collision with all Tracking thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1ba4),&DAT_1f800108,0);
// RB_Burst_CollLevInst (callback for BSP collision)
DAT_1f800130 = FUN_800b20a4;
// PROC_StartSearch_Self
FUN_80042544(&DAT_1f800108);
return;
}
// RB_Burst_DrawAll
void FUN_800b25b8(int param_1)
{
char cVar1;
undefined4 in_zero;
undefined4 in_at;
int iVar2;
int *piVar3;
int iVar4;
int *piVar5;
int iVar6;
int iVar7;
int iVar8;
int iVar9;
int iVar10;
int local_70 [4];
int local_60 [4];
undefined4 local_50;
uint local_4c;
int local_48;
int local_44;
int local_40;
int local_38;
int local_34;
int local_30;
// numPlyrCurrGame
cVar1 = *(char *)(param_1 + 0x1ca8);
iVar8 = 0;
// if numPlyrCurrGame is not zero
if (cVar1 != '\0') {
piVar3 = local_60;
piVar5 = local_70;
iVar10 = 0x168;
iVar9 = param_1;
do
{
// pointer to first burst thread
iVar7 = *(int *)(param_1 + 0x1bb8);
iVar6 = param_1 + iVar10 + 0x28;
*piVar5 = 0x10000;
*piVar3 = 0;
iVar2 = *(int *)(iVar9 + 0x180);
FUN_800718fc(iVar6);
FUN_800718dc(iVar6);
while (iVar7 != 0) {
iVar6 = *(int *)(iVar7 + 0x30);
iVar4 = *(int *)(iVar6 + 4);
local_50 = CONCAT22(*(undefined2 *)(iVar4 + 0x48),*(undefined2 *)(iVar4 + 0x44));
local_4c = local_4c & 0xffff0000 | (uint)*(ushort *)(iVar4 + 0x4c);
setCopReg(2,in_zero,local_50);
setCopReg(2,in_at,local_4c);
// rtv0tr cop2 $0480012 v0 * rotmatrix + tr vector
copFunction(2,0x480012);
local_38 = getCopReg(2,0x19);
local_48 = local_38;
local_34 = getCopReg(2,0x1a);
local_44 = local_34;
local_30 = getCopReg(2,0x1b);
local_40 = local_30;
if (local_38 < 0) {
local_38 = -local_38;
}
if (local_34 < 0) {
local_34 = -local_34;
}
if (local_30 < 0) {
local_30 = -local_30;
}
if (((local_38 < 0x100) && (local_34 < 0x100)) && (local_30 < iVar2 << 1)) {
if ((int)*(short *)(iVar4 + 0x54) < *piVar5) {
*piVar5 = (int)*(short *)(iVar4 + 0x54);
*piVar3 = iVar7;
}
if (*(short *)(*(int *)(iVar6 + 4) + 0x54) == 1) {
*(undefined2 *)(iVar9 + 0x17c) = 0x1000;
*(undefined2 *)(iVar9 + 0x17e) = 0xff78;
*(short *)(iVar9 + 0x17a) = ((short)local_38 + (short)local_34) * -8 + 0x1fff;
}
}
// thread = thread->next
iVar7 = *(int *)(iVar7 + 0x10);
}
iVar9 = iVar9 + 0x110;
piVar3 = piVar3 + 1;
piVar5 = piVar5 + 1;
iVar8 = iVar8 + 1;
iVar10 = iVar10 + 0x110;
} while (iVar8 < (int)(uint)*(byte *)(param_1 + 0x1ca8));
// numPlyrCurrGame
cVar1 = *(char *)(param_1 + 0x1ca8);
}
// iteration counter
iVar8 = 0;
// if numPlyrCurrGame is not zero
if (cVar1 != '\0') {
iVar10 = 0x168;
iVar9 = 0;
piVar5 = local_60;
// for iVar8 = 0; iVar8 < numPlyrCurrGame; iVar8++
do
{
// pointer to first burst thread
iVar7 = *(int *)(param_1 + 0x1bb8);
if (iVar7 != 0) {
iVar2 = param_1 + iVar10;
do {
piVar3 = *(int **)(iVar7 + 0x30);
if ((*piVar5 == 0) || (*piVar5 == iVar7)) {
if (piVar3[1] != 0) {
*(int *)(piVar3[1] + iVar9 + 0x74) = iVar2;
}
if (piVar3[2] != 0) {
*(int *)(piVar3[2] + iVar9 + 0x74) = iVar2;
}
if (*piVar3 != 0) {
*(int *)(*piVar3 + iVar9 + 0x74) = iVar2;
}
}
else {
if (piVar3[1] != 0) {
*(undefined4 *)(piVar3[1] + iVar9 + 0x74) = 0;
}
if (piVar3[2] != 0) {
*(undefined4 *)(piVar3[2] + iVar9 + 0x74) = 0;
}
if (*piVar3 != 0) {
*(undefined4 *)(*piVar3 + iVar9 + 0x74) = 0;
}
}
iVar7 = *(int *)(iVar7 + 0x10);
} while (iVar7 != 0);
}
iVar10 = iVar10 + 0x110;
iVar9 = iVar9 + 0x88;
// increment loop counter
iVar8 = iVar8 + 1;
piVar5 = piVar5 + 1;
} while (iVar8 < (int)(uint)*(byte *)(param_1 + 0x1ca8));
}
return;
}
// RB_GetThread_ClosestTracker (warpball or missile)
int FUN_800b28c0(int param_1)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
// assume farthest position
iVar4 = 0x3fffffff;
// pointer to first Tracking thread
iVar3 = *(int *)(PTR_DAT_8008d2ac + 0x1ba4);
// return thread = nullptr
iVar5 = 0;
// loop through all threads
while (iVar3 != 0) {
if (
// if first item in thread's object is param_1,
// meaning, if tracker is chasing this driver
(**(int **)(iVar3 + 0x30) == param_1) &&
(
// get distance between posX and posZ of
// driver->instSelf->position, and tracker's position,
iVar1 = *(int *)(*(int *)(param_1 + 0x1c) + 0x44) - *(int *)(*(int *)(iVar3 + 0x34) + 0x44),
iVar2 = *(int *)(*(int *)(param_1 + 0x1c) + 0x4c) - *(int *)(*(int *)(iVar3 + 0x34) + 0x4c),
// if this is a new closest distance
iVar1 = iVar1 * iVar1 + iVar2 * iVar2, iVar1 < iVar4
)
)
{
// save closest distance
iVar4 = iVar1;
// save thread
iVar5 = iVar3;
}
// thread = thread->next
iVar3 = *(int *)(iVar3 + 0x10);
}
// return thread of cloest tracker
return iVar5;
}
// 800b2e9c LinkedList MinePool_Taken
// 800b2ea8 LinkedList MinePool_Free
// 800b2eb4 char MineData[0x32][0xC] // max 50 members, 0xC bytes each
// 800b310c char baron[0x8]
// 800b3114 char drumbuddy[0xC]
// 800b3120 next function
// RB_Baron_ThTick
void FUN_800b3120(int param_1)
{
undefined *puVar1;
int iVar2;
int iVar3;
short sVar4;
int iVar5;
int iVar6;
int iVar7;
short sStack32;
undefined2 uStack30;
undefined2 uStack28;
// get instance from thread
iVar6 = *(int *)(param_1 + 0x34);
// get object from thread
iVar5 = *(int *)(param_1 + 0x30);
// instance -> animFrame
sVar4 = *(short *)(iVar6 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar6,0);
// if animation is not over
if ((int)sVar4 + 1 < iVar2)
{
// increment animation frame
*(short *)(iVar6 + 0x54) = *(short *)(iVar6 + 0x54) + 1;
}
// if animation is over
else
{
// restart animation
*(undefined2 *)(iVar6 + 0x54) = 0;
}
puVar1 = PTR_DAT_8008d2ac;
// LEV -> numSpawnType2_PosRot
if (*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x140) != 0)
{
// LEV -> ptrSpawnType2_PosRot
iVar7 = **(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144);
iVar2 = (int)*(short *)(iVar5 + 0x2c) + 1;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar2 == -0x80000000)) {
trap(0x1800);
}
// get frame index in animation
sVar4 = (short)(iVar2 % iVar7);
*(short *)(iVar5 + 0x2c) = sVar4;
// instance -> model -> modelID == N Gin Labs Barrel
if (*(short *)(*(int *)(iVar6 + 0x18) + 0x10) == 0x55)
{
// 16th frame
if (sVar4 == 0x10)
{
// play sound of barrel hitting ground
FUN_8002f0dc(0xc,iVar6);
}
// frame 0-16
if (*(short *)(iVar5 + 0x2c) < 0x11)
{
// stop audio
FUN_8002e724(iVar5 + 0x24);
}
// frame 17+
else
{
// PlaySound3D_Flags
// sound of barrel moving
FUN_8002f31c(iVar5 + 0x24,0x74,iVar6);
}
// LEV -> ptrSpawn1 rotX
sStack32 = *(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 6);
// LEV -> ptrSpawn1 rotY
uStack30 = *(undefined2 *)
((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 8);
// LEV -> ptrSpawn1 rotZ
uStack28 = *(undefined2 *)
((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 10);
// convert rotation to matrix
FUN_8006c2a4(iVar6 + 0x30,&sStack32);
puVar1 = PTR_DAT_8008d2ac;
// LEV -> ptrSpawn1 posX
*(int *)(iVar6 + 0x44) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4));
// LEV -> ptrSpawn1 posY
*(int *)(iVar6 + 0x48) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 2);
// LEV -> ptrSpawn1 posZ
*(int *)(iVar6 + 0x4c) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 4);
// adjust posX and posZ,
// this centers the barrel on the nav points
*(int *)(iVar6 + 0x44) = *(int *)(iVar6 + 0x44) + 0x111;
*(int *)(iVar6 + 0x4c) = *(int *)(iVar6 + 0x4c) + -0x110;
}
// [Unused, Baron plane]
// if this is not N Gin Labs Barrel
else
{
// LEV -> ptrSpawn1 rotX
uStack30 = *(undefined2 *)
((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 8);
// LEV -> ptrSpawn1 rotY
sStack32 = -*(short *)((int)sVar4 * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 6);
// LEV -> ptrSpawn1 rotZ
uStack28 = *(undefined2 *)
((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 10);
// convert rotation to matrix
FUN_8006c2a4(iVar6 + 0x30,&sStack32);
puVar1 = PTR_DAT_8008d2ac;
// LEV -> ptrSpawn1 posX
*(int *)(iVar6 + 0x44) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4));
// LEV -> ptrSpawn1 posY
*(int *)(iVar6 + 0x48) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 2);
// LEV -> ptrSpawn1 posZ
*(int *)(iVar6 + 0x4c) =
(int)*(short *)((int)*(short *)(iVar5 + 0x2c) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 4);
}
// [Unused, Baron plane]
// if "other?" instance exists,
// update instance position
if (*(int *)(iVar5 + 0x28) != 0)
{
iVar2 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar2 == -0x80000000)) {
trap(0x1800);
}
iVar3 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar3 == -0x80000000)) {
trap(0x1800);
}
// LEV -> ptrSpawn1
uStack30 = *(undefined2 *)
((iVar3 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 8);
iVar3 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar3 == -0x80000000)) {
trap(0x1800);
}
// LEV -> ptrSpawn1
uStack28 = *(undefined2 *)
((iVar3 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 10);
// LEV -> ptrSpawn1
sStack32 = -*(short *)((iVar2 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 6)
;
// new instance rotation matrix
FUN_8006c2a4(*(int *)(iVar5 + 0x28) + 0x30,&sStack32);
puVar1 = PTR_DAT_8008d2ac;
iVar2 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar2 == -0x80000000)) {
trap(0x1800);
}
// instance->matrix.t[0]
*(int *)(*(int *)(iVar5 + 0x28) + 0x44) =
(int)*(short *)((iVar2 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4));
iVar2 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar2 == -0x80000000)) {
trap(0x1800);
}
// instance->matrix.t[1]
*(int *)(*(int *)(iVar5 + 0x28) + 0x48) =
(int)*(short *)((iVar2 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 2);
iVar2 = (int)*(short *)(iVar5 + 0x2c) + 0x78;
if (iVar7 == 0) {
trap(0x1c00);
}
if ((iVar7 == -1) && (iVar2 == -0x80000000)) {
trap(0x1800);
}
// instance->matrix.t[2]
*(int *)(*(int *)(iVar5 + 0x28) + 0x4c) =
(int)*(short *)((iVar2 % iVar7) * 0xc +
*(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x144) + 4) + 4);
// adjust posX and posZ,
// this centers the baron on the nav points
*(int *)(*(int *)(iVar5 + 0x28) + 0x44) = *(int *)(*(int *)(iVar5 + 0x28) + 0x44) + 0x21f;
*(int *)(*(int *)(iVar5 + 0x28) + 0x4c) = *(int *)(*(int *)(iVar5 + 0x28) + 0x4c) + -0x21f;
}
// instance -> model -> modelID == N Gin Labs Barrel
if ((*(short *)(*(int *)(iVar6 + 0x18) + 0x10) == 0x55) &&
// get driver who hit barrel
// RB_Hazard_CollideWithDrivers
(iVar2 = FUN_800ac220(iVar6,0,0x19000,0), iVar2 != 0))
{
// RB_Hazard_HurtDriver (squish)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar2 + 0x6c) + 0x30),3,0,0);
}
}
return;
}
// RB_Baron_LInB
void FUN_800b37d4(int param_1)
{
// N Gin Labs Barrel
// [also something else?]
undefined2 uVar1;
int iVar2;
int iVar3;
// If this Instance's thread does not exist
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x30 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar2 = FUN_8004205c(0x300303,&FUN_800b3120,s_baron_800b310c,0);
// Give thread to instance
*(int *)(param_1 + 0x6c) = iVar2;
// if thread is valid
if (iVar2 != 0)
{
// Get object created by the thread
iVar3 = *(int *)(iVar2 + 0x30);
// Give instance to thread
*(int *)(iVar2 + 0x34) = param_1;
// unused for baron plane,
// barrel#0 does "0/2" just gets zero
iVar2 = strlen(param_1 + 8);
uVar1 = 1;
if (*(char *)(iVar2 + param_1 + 7) == '0') {
uVar1 = (undefined2)(**(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x13c) / 2);
}
// starting node
*(undefined2 *)(iVar3 + 0x2c) = uVar1;
// Set scale (x, y, z)
*(undefined2 *)(param_1 + 0x1c) = 0x1000;
*(undefined2 *)(param_1 + 0x1e) = 0x1000;
*(undefined2 *)(param_1 + 0x20) = 0x1000;
// only need to set 0x28 -> 0x0,
// the rest is unused for baron
*(undefined2 *)(iVar3 + 0x1a) = 4;
*(undefined2 *)(iVar3 + 0x22) = 0x18;
*(undefined2 *)(iVar3 + 6) = 0;
*(undefined4 *)(iVar3 + 0x28) = 0;
// instance->model->modelID == DYNAMIC_VONLABASS
if (*(short *)(*(int *)(param_1 + 0x18) + 0x10) == 0x4f)
{
// make invisible
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x80;
}
*(undefined4 *)(iVar3 + 0x24) = 0;
}
}
return;
}
// RB_Blade_ThTick
void FUN_800b38e4(int param_1)
{
int iVar1;
short *psVar2;
// rotation x, y, z
undefined2 uStack32;
short sStack30;
short sStack28;
// get object from thread
psVar2 = *(short **)(param_1 + 0x30);
// get instance from thread
iVar1 = *(int *)(param_1 + 0x34);
do
{
// get rotation data from Instance->instDef (from LEV)
// rotX
uStack32 = *(undefined2 *)(*(int *)(iVar1 + 0x2c) + 0x36);
// rotY
sStack30 = *(short *)(*(int *)(iVar1 + 0x2c) + 0x38) + 0x400;
// rotZ
sStack28 = *psVar2;
// increment rotation
*psVar2 = *psVar2 + 0x100;
// turn rotation into matrix
FUN_8006c2a4(iVar1 + 0x30,&uStack32);
// set scale
*(undefined2 *)(iVar1 + 0x20) = 0x1000;
*(undefined2 *)(iVar1 + 0x1e) = 0x1000;
*(undefined2 *)(iVar1 + 0x1c) = 0x1000;
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Blade_LInB
void FUN_800b3978(int param_1)
{
// These "blades" are on hot air skyway blimps.
// One "blade" is a group of three fins,
// Four "blades" instances total, from two airship
int iVar1;
// if thread's instance is null
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x4 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar1 = FUN_8004205c(0x40303,FUN_800b38e4,s_blade_800b38dc,0);
// Give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if thread created correctly
if (iVar1 != 0)
{
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// set rotation to zero
**(undefined2 **)(iVar1 + 0x30) = 0;
}
}
return;
}
// RB_Bubbles_RoosTubes
void FUN_800b39dc(void)
{
short sVar1;
short sVar2;
short sVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
int iVar8;
int iVar9;
int iVar10;
short *psVar11;
int iVar12;
int iVar13;
if (
(
// if less than 2 screens
((byte)PTR_DAT_8008d2ac[0x1ca8] < 2) &&
// level ID == 6
(*(int *)(PTR_DAT_8008d2ac + 0x1a10) == 6)
) &&
// LEV -> numSpawn2
(1 < *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x138))
)
{
// LEV -> ptrSpawn2
iVar4 = *(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x13c);
iVar8 = *(int *)(iVar4 + 0xc);
psVar11 = (short *)(iVar8 + 6);
if (psVar11 != (short *)0x0)
{
// gGT->JitPools.particle.free.count
iVar13 = *(int *)(PTR_DAT_8008d2ac + 0x19a0);
// pointer to player 1 address
iVar5 = *(int *)(PTR_DAT_8008d2ac + 0x24ec);
// timer
iVar7 = *(int *)(PTR_DAT_8008d2ac + 0x1cec);
// spawn positions in SpawnType2
iVar12 = *(int *)(iVar4 + 8) + -1;
// currentX
iVar9 = *(int *)(iVar5 + 0x2d4);
// currentZ
iVar10 = *(int *)(iVar5 + 0x2dc);
// previousX
iVar6 = *(int *)(iVar5 + 0x2e0);
// previousZ
iVar4 = *(int *)(iVar5 + 0x2e8);
if (0 < iVar12) {
do {
if (iVar13 < 0x14) {
return;
}
if ((iVar7 + iVar12 & 7U) == 0) {
sVar1 = psVar11[0];
sVar2 = psVar11[1];
sVar3 = psVar11[2];
// currentX - previousX
iVar8 = ((iVar9 - iVar6 >> 4) + (iVar9 >> 8)) - (int)sVar1;
// absolute value
if (iVar8 < 0) {
iVar8 = -iVar8;
}
// currentZ - previousZ
iVar5 = ((iVar10 - iVar4 >> 4) + (iVar10 >> 8)) - (int)sVar3;
// absolute value
if (iVar5 < 0) {
iVar5 = -iVar5;
}
// if velocity is low
if (iVar8 + iVar5 < 0x1681)
{
// Spawn bubbles in Roo's Tubes if you move slowly.
// Otherwise, if you move fast, then dont bother
// Create instance in particle pool
iVar8 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x2130),
&DAT_800b3bc0);
iVar13 = iVar13 + -1;
// quit if particle fails
if (iVar8 == 0) {
return;
}
*(undefined2 *)(iVar8 + 0x1a) = 0x7fff;
*(undefined *)(iVar8 + 0x18) = 8;
*(int *)(iVar8 + 0x24) = *(int *)(iVar8 + 0x24) + (int)sVar1 * 0x100;
*(int *)(iVar8 + 0x2c) = *(int *)(iVar8 + 0x2c) + (int)sVar2 * 0x100;
*(int *)(iVar8 + 0x34) = *(int *)(iVar8 + 0x34) + (int)sVar3 * 0x100;
}
}
iVar12 = iVar12 + -1;
psVar11 = psVar11 + 3;
} while (0 < iVar12);
}
}
}
return;
}
// RB_CrateAny_ThTick_Explode
void FUN_800b3d04(int param_1)
{
short sVar1;
int iVar2;
int iVar3;
// thread -> instance
iVar3 = *(int *)(param_1 + 0x34);
do
{
// instance -> animFrame
sVar1 = *(short *)(iVar3 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar3,0);
// if animation is not over
if ((int)sVar1 + 1 < iVar2)
{
// increment frame counter
*(short *)(iVar3 + 0x54) = *(short *)(iVar3 + 0x54) + 1;
}
// if animation is over
else
{
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
// INSTANCE_Death
FUN_80030aa8(iVar3);
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_CrateAny_ThTick_Grow
void FUN_800b3d7c(int param_1)
{
short sVar1;
int iVar2;
int *piVar3;
// get object from thread
piVar3 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar2 = *(int *)(param_1 + 0x34);
do
{
// instance -> model -> modelID
sVar1 = *(short *)(*(int *)(iVar2 + 0x18) + 0x10);
// If this is Relic 1s, 2s, or 3s crate
if (((sVar1 == 0x5c) || (sVar1 == 100)) || (sVar1 == 0x65))
{
// erase thread pointer
*(undefined4 *)(iVar2 + 0x6c) = 0;
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
// If cooldown timer is done
if (*piVar3 == 0)
{
//if scale is small
if (*(short *)(iVar2 + 0x1c) < 0x1000)
{
// slowly increase scale (x, y, z)
*(short *)(iVar2 + 0x1c) = *(short *)(iVar2 + 0x1c) + 0x100;
*(short *)(iVar2 + 0x1e) = *(short *)(iVar2 + 0x1e) + 0x100;
*(short *)(iVar2 + 0x20) = *(short *)(iVar2 + 0x20) + 0x100;
}
else
{
// set max scale (x, y, z)
*(undefined2 *)(iVar2 + 0x1c) = 0x1000;
*(undefined2 *)(iVar2 + 0x1e) = 0x1000;
*(undefined2 *)(iVar2 + 0x20) = 0x1000;
// erase thread
*(undefined4 *)(iVar2 + 0x6c) = 0;
// increase instance->animFrame
*(short *)(iVar2 + 0x54) = *(short *)(iVar2 + 0x54) + 1;
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
}
// if cooldown timer is not done
else
{
// if cooldown is not paused (boolPauseCooldown)
if (*(short *)(piVar3 + 1) == 0)
{
// reduce cooldown
*piVar3 = *piVar3 + -1;
}
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_CrateWeapon_ThCollide
// param_1 is the box thread
// param_4 is 1f800108
undefined4 FUN_800b3e7c(int param_1,int param_2,undefined4 param_3,int param_4)
{
undefined4 uVar1;
undefined *puVar2;
undefined4 in_zero;
undefined4 in_at;
ushort uVar3;
int iVar4;
int iVar5;
int iVar6;
undefined *puVar7;
short sVar8;
int *piVar9;
int iVar10;
undefined4 uStack112;
char *pcStack108;
undefined4 uStack104;
undefined4 uStack100;
undefined *puStack96;
undefined4 uStack92;
undefined4 uStack88;
undefined2 uStack80;
short sStack78;
undefined2 uStack76;
undefined auStack72 [32];
undefined4 uStack40;
undefined4 uStack36;
short sStack32;
short sStack30;
// get object from thread
piVar9 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar10 = *(int *)(param_1 + 0x34);
if (
// if frame timer is running
(*piVar9 != 0) ||
(
// scale is not zero, and not 0x1000
(
*(short *)(iVar10 + 0x1c) != 0 &&
(*(short *)(iVar10 + 0x1c) != 0x1000)
)
)
)
{
LAB_800b420c:
uVar3 = *(ushort *)(param_4 + 0xc) & 0x7fff;
if (((int)*(short *)(param_4 + 0xc) & 0x8000U) != 0) {
*(ushort *)(param_4 + 0xc) = uVar3;
if (
(
(
// if modelID is not nitro
(uVar3 != 6) &&
// if modelID is not tnt
(uVar3 != 0x27)
) &&
// if modelID is not red beaker
(uVar3 != 0x46)
) &&
// if model is not green beaker
(uVar3 != 0x47)
)
{
return 0;
}
// if modelID is a mine of any kind,
// offset4 = 1, prevent crate from growing back
*(undefined2 *)(piVar9 + 1) = 1;
}
return 0;
}
// At this point, this the first frame of collision
// 30-frame timer
*piVar9 = 0x1e;
if (*(short *)(iVar10 + 0x1c) != 0x1000) goto LAB_800b420c;
// set crate scale (x, y, z) to zero
*(undefined2 *)(iVar10 + 0x1c) = 0;
*(undefined2 *)(iVar10 + 0x1e) = 0;
*(undefined2 *)(iVar10 + 0x20) = 0;
// Create an instance of explosion
// box exploded model
uStack112 = 0x26;
// string
pcStack108 = s_explosion1_800b3cbc;
// small stack pool
uStack104 = 0x300;
// "other" thread bucket
uStack100 = 0xd;
// RB_CrateAny_ThTick_Explode
puStack96 = &FUN_800b3d04;
uStack92 = 0;
uStack88 = 0;
// initialize thread for explosion
iVar4 = FUN_80030a50(&uStack112);
// set color
*(undefined4 *)(iVar4 + 0x24) = 0xfafafa0;
// set alpha
*(undefined2 *)(iVar4 + 0x22) = 0x1000;
// create random rotation vector
// {0, rand&0xfff, 0}
uStack80 = 0;
iVar5 = FUN_80078be8();
iVar6 = iVar5;
if (iVar5 < 0) {
iVar6 = iVar5 + 0xfff;
}
sStack78 = (short)iVar5 + (short)(iVar6 >> 0xc) * -0x1000;
uStack76 = 0;
// copy explosion position to crate position
*(undefined4 *)(iVar4 + 0x44) = *(undefined4 *)(iVar10 + 0x44);
*(undefined4 *)(iVar4 + 0x48) = *(undefined4 *)(iVar10 + 0x48);
*(undefined4 *)(iVar4 + 0x4c) = *(undefined4 *)(iVar10 + 0x4c);
// make rotation matrix from rand vector
FUN_8006c2a4(auStack72,&uStack80);
// explosion = crate + rotation
FUN_8006c3b0(iVar4 + 0x30,iVar10 + 0x30,auStack72);
// play sound for breaking box
FUN_8002f0dc(0x3c,iVar10);
// get modelID from what?
sVar8 = *(short *)(param_4 + 0xc);
if (
// if model is Bomb
(sVar8 == 0x3b) ||
// if model is Missile
(sVar8 == 0x29)
)
{
LAB_800b3fe4:
// if this is not human player
if (sVar8 != 0x18)
{
iVar6 = *(int *)(*(int *)(param_2 + 0x30) + 4);
// If this is an AI, not a human
if ((*(uint *)(iVar6 + 0x2c8) & 0x100000) != 0) {
return 1;
}
goto code_r0x800b4024;
}
}
else
{
// if this is not human player
if (sVar8 != 0x18) {
// if model is not blue shield
if (sVar8 != 0x56)
{
// if model is not green shield
if (sVar8 != 0x5e)
{
return 1;
}
sVar8 = *(short *)(param_4 + 0xc);
}
goto LAB_800b3fe4;
}
}
// driver = thread -> object
iVar6 = *(int *)(param_2 + 0x30);
code_r0x800b4024:
if (
// If your weapon is not "no weapon"
(*(char *)(iVar6 + 0x36) != '\x0f') &&
// If "no weapon" timer is zero
(*(short *)(iVar6 + 0x3c) == 0)
)
{
return 1;
}
// if you have a quantity of any weapon
if (*(char *)(iVar6 + 0x37) != '\0') {
return 1;
}
// If you dont want to fire a weapon
if ((*(uint *)(iVar6 + 0x2c8) & 0x8000) == 0)
{
if (
// if thread to "cloud" is valid
(*(int *)(iVar6 + 0x4a0) != 0) &&
// driver -> cloudthread -> object -> 0x6
(*(short *)(*(int *)(*(int *)(iVar6 + 0x4a0) + 0x30) + 6) == 1)
)
{
return 1;
}
// if driver has no "clock" effect on them
if (*(short *)(iVar6 + 0xc) == 0)
{
// set weapon ID to "roulette"
*(undefined *)(iVar6 + 0x36) = 0x10;
// increment number of weapon boxes hit
*(char *)(iVar6 + 0x568) = *(char *)(iVar6 + 0x568) + '\x01';
puVar2 = PTR_DAT_8008d2ac;
// timer for weapon roulette (90 frames, 3 seconds)
*(undefined2 *)(iVar6 + 0x3a) = 0x5a;
// If there is no weapon roulette
if ((*(uint *)puVar2 & 0x800000) == 0)
{
// Play weapon roulette shuffle sound
FUN_80028468(0x5d,0);
// start drawing weapon roulette
*(uint *)PTR_DAT_8008d2ac = *(uint *)PTR_DAT_8008d2ac | 0x800000;
}
*(undefined4 *)(iVar6 + 0x4b0) = 5;
*(undefined2 *)(iVar6 + 0x3c) = 0;
// if you have 10 wumpa fruit
if (*(char *)(iVar6 + 0x30) == '\n') {
*(undefined4 *)(iVar6 + 0x4e0) = 10;
}
puVar2 = PTR_DAT_8008d2ac;
// instance position from matrix
uStack40 = CONCAT22(*(undefined2 *)(iVar10 + 0x48),*(undefined2 *)(iVar10 + 0x44));
uStack36 = CONCAT22(uStack36._2_2_,*(undefined2 *)(iVar10 + 0x4c));
// gGT->pushBuffer[driver->driverID]
puVar7 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110;
// pushBuffer 0x28 (matrix)
gte_SetRotMatrix(puVar5 + 0x168 + 0x28);
gte_SetTransMatrix(puVar5 + 0x168 + 0x28);
// driver position into GTE
setCopReg(2,in_zero,uStack40);
setCopReg(2,in_at,uStack36);
// Perspective Transformation (Single)
copFunction(2,0x180001);
// screenspace position of driver
uVar1 = getCopReg(2,0xe);
sStack32 = (short)uVar1;
// PushBuffer_rect.x
*(short *)(iVar6 + 0x4b4) = // pushBuffer variable
sStack32 + *(short *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x184);
sStack30 = (short)((uint)uVar1 >> 0x10);
// PushBuffer_rect.y
*(short *)(iVar6 + 0x4b6) = // pushBuffer variable
sStack30 + *(short *)(puVar2 + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x186);
return 1;
}
return 1;
}
return 1;
}
// RB_CrateWeapon_LInC
undefined4 FUN_800b4278(int param_1,undefined4 param_2,undefined4 param_3)
{
code *pcVar1;
undefined4 uVar2;
undefined4 *puVar3;
int iVar4;
// Get the Instance's thread
iVar4 = *(int *)(param_1 + 0x6c);
// if there is no thread
if (iVar4 == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 flag = SmallStackPool
// 0x3 = static thread bucket
iVar4 = FUN_8004205c(0x80303,&FUN_800b3d7c,s_crate_800b3cd8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar4;
// if the thread failed to init
if (iVar4 == 0)
{
// quit
return 0;
}
// Get the Crate object that the thread built
puVar3 = *(undefined4 **)(iVar4 + 0x30);
// give instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// RB_CrateWeapon_ThCollide. smash crate when hit
*(undefined4 *)(iVar4 + 0x28) = 0x800b3e7c;
// initialize crate object
*puVar3 = 0;
*(undefined2 *)(puVar3 + 1) = 0;
}
// Get instance's funcThCollide
pcVar1 = *(code **)(iVar4 + 0x28);
// if there is no pointer
if (pcVar1 == (code *)0x0)
{
// quit
uVar2 = 0;
}
// if there is a pointer
else
{
// execute the function pointer
uVar2 = (*pcVar1)(iVar4,param_2,pcVar1,param_3);
}
return uVar2;
}
// RB_CrateFruit_ThCollide
undefined4 FUN_800b432c(int param_1,int param_2,undefined4 param_3,int param_4)
{
short sVar1;
undefined *puVar2;
undefined4 in_zero;
undefined4 in_at;
ushort uVar3;
int iVar4;
undefined *puVar5;
int *piVar6;
undefined4 *puVar7;
undefined4 uVar8;
undefined4 uVar9;
undefined4 uVar10;
int iVar11;
undefined4 local_48;
char *local_44;
undefined4 local_40;
undefined4 local_3c;
undefined *local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
uint local_24;
short local_20 [2];
undefined4 local_1c;
// get object from thread
piVar6 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar11 = *(int *)(param_1 + 0x34);
if (
// If first member of object is zero
(*piVar6 == 0) &&
(
// scale is zero
(*(short *)(iVar11 + 0x1c) == 0 ||
// scale ix 0x1000
(*(short *)(iVar11 + 0x1c) == 0x1000))
)
)
{
*piVar6 = 0x1e;
// if scale is 0x1000
if (*(short *)(iVar11 + 0x1c) == 0x1000)
{
// set scale to zero (x, y, z)
*(undefined2 *)(iVar11 + 0x1c) = 0;
*(undefined2 *)(iVar11 + 0x1e) = 0;
*(undefined2 *)(iVar11 + 0x20) = 0;
// spawn an explosion
// 0x26 = model ID
// 0x300 flag = SmallStackPool
// 0xd = "other" thread bucket
local_48 = 0x26;
local_44 = s_explosion1_800b3cbc;
local_40 = 0x300;
local_3c = 0xd;
// RB_CrateAny_ThTick_Explode
local_38 = &FUN_800b3d04;
local_34 = 0;
local_30 = 0;
// create thread for explosion
iVar4 = FUN_80030a50(&local_48);
// set color
*(undefined4 *)(iVar4 + 0x24) = 0xf2953a0;
// set scale
*(undefined2 *)(iVar4 + 0x22) = 0x1000;
// explosion matrix = crate matrix
uVar8 = *(undefined4 *)(iVar11 + 0x34);
uVar9 = *(undefined4 *)(iVar11 + 0x38);
uVar10 = *(undefined4 *)(iVar11 + 0x3c);
*(undefined4 *)(iVar4 + 0x30) = *(undefined4 *)(iVar11 + 0x30);
*(undefined4 *)(iVar4 + 0x34) = uVar8;
*(undefined4 *)(iVar4 + 0x38) = uVar9;
*(undefined4 *)(iVar4 + 0x3c) = uVar10;
uVar8 = *(undefined4 *)(iVar11 + 0x44);
uVar9 = *(undefined4 *)(iVar11 + 0x48);
uVar10 = *(undefined4 *)(iVar11 + 0x4c);
*(undefined4 *)(iVar4 + 0x40) = *(undefined4 *)(iVar11 + 0x40);
*(undefined4 *)(iVar4 + 0x44) = uVar8;
*(undefined4 *)(iVar4 + 0x48) = uVar9;
*(undefined4 *)(iVar4 + 0x4c) = uVar10;
// play sound for breaking box
FUN_8002f0dc(0x3c,iVar11);
// random number of wumpa to grab
iVar4 = FUN_8003ea28();
iVar11 = iVar4;
if (iVar4 < 0) {
iVar11 = iVar4 + 3;
}
iVar11 = iVar4 + (iVar11 >> 2) * -4 + 5;
// get type of object that broke fruit crate
sVar1 = *(short *)(param_4 + 0xc);
// if this was a player
if (sVar1 == 0x18)
{
// get driver object
iVar4 = *(int *)(param_2 + 0x30);
// 5 frame cooldown between getting each wumpa
*(undefined4 *)(iVar4 + 0x4b8) = 5;
// set number of wumpa to pick up
*(int *)(iVar4 + 0x4c0) = iVar11;
// input vector is driver->instSelf->matrix.t[] position
local_28 = CONCAT22(*(undefined2 *)(*(int *)(iVar4 + 0x1c) + 0x48),
*(undefined2 *)(*(int *)(iVar4 + 0x1c) + 0x44));
local_24 = local_24 & 0xffff0000 | (uint)*(ushort *)(*(int *)(iVar4 + 0x1c) + 0x4c);
puVar5 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar4 + 0x4a) * 0x110;
gte_SetRotMatrix(puVar5 + 0x168 + 0x28);
gte_SetTransMatrix(puVar5 + 0x168 + 0x28);
setCopReg(2,in_zero,local_28);
setCopReg(2,in_at,local_24);
// Perspective Transformation (Single)
copFunction(2,0x180001);
puVar7 = (undefined4 *)local_20;
uVar8 = getCopReg(2,0xe);
local_20[0] = (short)uVar8;
puVar5 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar4 + 0x4a) * 0x110;
}
// if this is not a player
else
{
// If this is not:
// DYNAMIC_BOMB
// DYNAMIC_ROCKET
// DYNAMIC_SHIELD (blue)
// DYNAMIC_SHIELD_GREEN
if (((sVar1 != 0x3b) && (sVar1 != 0x29)) && ((sVar1 != 0x56 && (sVar1 != 0x5e)))) {
return 1;
}
// if this was an item that a player threw,
// then give wumpa to that player
// get object of driver who threw the weapon
iVar4 = *(int *)(*(int *)(param_2 + 0x30) + 4);
// 5 frame cooldown between getting each wumpa
*(undefined4 *)(iVar4 + 0x4b8) = 5;
// set number of wumpa to pick up
*(int *)(iVar4 + 0x4c0) = iVar11;
// input vector is driver->instSelf->matrix.t[] position
local_28 = CONCAT22(*(undefined2 *)(*(int *)(iVar4 + 0x1c) + 0x48),
*(undefined2 *)(*(int *)(iVar4 + 0x1c) + 0x44));
local_24 = local_24 & 0xffff0000 | (uint)*(ushort *)(*(int *)(iVar4 + 0x1c) + 0x4c);
// pushBuffer of driver
puVar5 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar4 + 0x4a) * 0x110;
// gGT->pushBuffer[driver->driverID]->0x28 (matrix)
gte_SetRotMatrix(puVar5 + 0x168 + 0x28);
gte_SetTransMatrix(puVar5 + 0x168 + 0x28);
// load driver position into GTE
setCopReg(2,in_zero,local_28);
setCopReg(2,in_at,local_24);
// Perspective Transformation (Single)
copFunction(2,0x180001);
// get screenspace position of driver
puVar7 = &local_1c;
local_1c = getCopReg(2,0xe);
puVar5 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar4 + 0x4a) * 0x110;
// screen posX
local_20[0] = (short)local_1c;
}
puVar2 = PTR_DAT_8008d2ac;
// driver->PickupWumpaHUD.startX = screen posX + pushBuffer startX
*(short *)(iVar4 + 0x4bc) = local_20[0] + *(short *)(puVar5 + 0x184);
// driver->PickupWumpaHUD.startY = screen posY + pushBuffer startY - 0x14
*(short *)(iVar4 + 0x4be) =
*(short *)((int)puVar7 + 2) +
*(short *)(puVar2 + (uint)*(byte *)(iVar4 + 0x4a) * 0x110 + 0x186) + -0x14;
return 1;
}
}
uVar3 = *(ushort *)(param_4 + 0xc) & 0x7fff;
if (((int)*(short *)(param_4 + 0xc) & 0x8000U) != 0) {
*(ushort *)(param_4 + 0xc) = uVar3;
if ((((uVar3 != 6) && (uVar3 != 0x27)) && (uVar3 != 0x46)) && (uVar3 != 0x47)) {
return 0;
}
// offset4 = 1, prevent crate from growing back
*(undefined2 *)(piVar6 + 1) = 1;
}
return 0;
}
// RB_CrateFruit_LInC
undefined4 FUN_800b471c(int param_1,undefined4 param_2,undefined4 param_3)
{
code *pcVar1;
undefined4 uVar2;
undefined4 *puVar3;
int iVar4;
// Get the instance's thread
iVar4 = *(int *)(param_1 + 0x6c);
// if there is no thread
if (iVar4 == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar4 = FUN_8004205c(0x80303,&FUN_800b3d7c,s_fruit_crate_800b3ce0,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar4;
// if thread failed
if (iVar4 == 0)
{
// quit
return 0;
}
// get the object attached to thread
puVar3 = *(undefined4 **)(iVar4 + 0x30);
// give Instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// RB_CrateFruit_ThCollide
*(undefined4 *)(iVar4 + 0x28) = 0x800b432c;
// initialize crate object
// no cooldown
*puVar3 = 0;
// not smashed
*(undefined2 *)(puVar3 + 1) = 0;
}
// get the funcThCollide
pcVar1 = *(code **)(iVar4 + 0x28);
// if there is no function
if (pcVar1 == (code *)0x0)
{
// do nothing
uVar2 = 0;
}
// if there is a function
else
{
// execute
uVar2 = (*pcVar1)(iVar4,param_2,pcVar1,param_3);
}
return uVar2;
}
// RB_CrateTime_ThCollide
undefined4 FUN_800b47d0(int param_1,int param_2,undefined4 param_3,int param_4)
{
// is param2 is PTR_DAT_8008d2ac + 0x1b2c
// which is pointer to first player thread
int *piVar1;
undefined4 uVar2;
undefined4 in_zero;
undefined4 in_at;
ushort uVar3;
int iVar4;
int iVar5;
int iVar6;
undefined *puVar7;
short sVar8;
undefined *puVar9;
int iVar10;
int *piVar11;
undefined4 local_78;
char *local_74;
undefined4 local_70;
undefined4 local_6c;
undefined *local_68;
undefined4 local_64;
undefined4 local_60;
undefined2 local_58;
short local_56;
undefined2 local_54;
undefined auStack80 [32];
undefined4 local_30;
undefined4 local_2c;
short local_28;
short sStack38;
// get object from thread
piVar11 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar10 = *(int *)(param_1 + 0x34);
if ((*piVar11 != 0) || ((*(short *)(iVar10 + 0x1c) != 0 && (*(short *)(iVar10 + 0x1c) != 0x1000)))
) {
LAB_800b4b38:
uVar3 = *(ushort *)(param_4 + 0xc) & 0x7fff;
if (((int)*(short *)(param_4 + 0xc) & 0x8000U) != 0) {
*(ushort *)(param_4 + 0xc) = uVar3;
if (
(
(
// PU_EXPLOSIVE_CRATE (nitro)
(uVar3 != 6) &&
// STATIC_CRATE_TNT
(uVar3 != 0x27)
) &&
// STATIC_BEAKER_RED
(uVar3 != 0x46)
) &&
// STATIC_BEAKER_GREEN
(uVar3 != 0x47)
)
{
return 0;
}
// offset4 = 1, prevent crate from growing back
*(undefined2 *)(piVar11 + 1) = 1;
}
return 0;
}
// == assume first frame of hit ==
*piVar11 = 0x1e;
// if scale is not 0x1000
if (*(short *)(iVar10 + 0x1c) != 0x1000) goto LAB_800b4b38;
// set scale to zero (x, y, z)
*(undefined2 *)(iVar10 + 0x1c) = 0;
*(undefined2 *)(iVar10 + 0x1e) = 0;
*(undefined2 *)(iVar10 + 0x20) = 0;
// spawn an exploded box
// 0x26 = model index
// 0x300 flag = SmallStackPool
// 0xd = "other" thread bucket
local_78 = 0x26;
local_74 = s_explosion1_800b3cbc;
local_70 = 0x300;
local_6c = 0xd;
// RB_CrateAny_ThTick_Explode
local_68 = &FUN_800b3d04;
local_64 = 0;
local_60 = 0;
// create thread for explosion
iVar4 = FUN_80030a50(&local_78);
// set color
*(undefined4 *)(iVar4 + 0x24) = 0x80ff000;
// set scale[4]
*(undefined2 *)(iVar4 + 0x22) = 0x1000;
// random vector {0, rand&0xfff, 0}
local_58 = 0;
iVar5 = FUN_80078be8();
iVar6 = iVar5;
if (iVar5 < 0) {
iVar6 = iVar5 + 0xfff;
}
local_56 = (short)iVar5 + (short)(iVar6 >> 0xc) * -0x1000;
local_54 = 0;
// set exploded box position to the position of the original crate
*(undefined4 *)(iVar4 + 0x44) = *(undefined4 *)(iVar10 + 0x44);
*(undefined4 *)(iVar4 + 0x48) = *(undefined4 *)(iVar10 + 0x48);
*(undefined4 *)(iVar4 + 0x4c) = *(undefined4 *)(iVar10 + 0x4c);
// make matrix from rand vector
FUN_8006c2a4(auStack80,&local_58);
// explosion matrix = crate matrix + random rotation
FUN_8006c3b0(iVar4 + 0x30,iVar10 + 0x30,auStack80);
// play sound for breaking box
FUN_8002f0dc(0x3c,iVar10);
// get modelID, from what kind of struct?
sVar8 = *(short *)(param_4 + 0xc);
// bomb or missle "bombtracker"
if ((sVar8 == 0x3b) || (sVar8 == 0x29)) {
LAB_800b493c:
// if human player of any kind
if (sVar8 == 0x18) goto LAB_800b4974;
// pointer to player object, plus 4, driver #2 ???
iVar6 = *(int *)(*(int *)(param_2 + 0x30) + 4);
// if this driver is an AI
if ((*(uint *)(iVar6 + 0x2c8) & 0x100000) != 0)
{
return 1;
}
}
else
{
// not DYNAMIC_PLAYER
if (sVar8 != 0x18)
{
// not DYNAMIC_SHIELD (blue)
if (sVar8 != 0x56)
{
// not DYNAMIC_SHIELD_GREEN
if (sVar8 != 0x5e) goto LAB_800b4b2c;
sVar8 = *(short *)(param_4 + 0xc);
}
goto LAB_800b493c;
}
LAB_800b4974:
iVar6 = *(int *)(param_2 + 0x30);
}
// increment amount of time crates that are broken
*(char *)(iVar6 + 0x32) = *(char *)(iVar6 + 0x32) + '\x01';
puVar9 = PTR_DAT_8008d2ac;
// See model IDs in common.h, at 0x2160
// instance -> model -> modelID
sVar8 = *(short *)(*(int *)(iVar10 + 0x18) + 0x10);
// if model is a 1s crate
if (sVar8 == 0x5c)
{
// Get current amount of frozen time
piVar1 = (int *)(PTR_DAT_8008d2ac + 0x1e20);
// you broke a 1s crate
*(undefined4 *)(PTR_DAT_8008d2ac + 0x1e24) = 1;
// increase amount of frozen time
// by 0x3c0, which is 960, which is 1 second
iVar4 = *piVar1 + 0x3c0;
}
// If model is not a 1s crate
else
{
// if model is a 2s crate
if (sVar8 == 100)
{
// Get current amount of frozen time
piVar1 = (int *)(PTR_DAT_8008d2ac + 0x1e20);
// you broke a 2s crate
*(undefined4 *)(PTR_DAT_8008d2ac + 0x1e24) = 2;
// increase amount of frozen time
// by 0x780, 0x3c0*2, which is 2 seconds
iVar4 = *piVar1 + 0x780;
}
// If model is not 1s crate or 2s crate,
// then assume model is a 3s crate
else
{
// make driver talk
FUN_8002cbe8(0x13,(int)(short)(&DAT_80086e84)[*(byte *)(iVar6 + 0x4a)],0x10);
puVar9 = PTR_DAT_8008d2ac;
// Get current amount of frozen time
piVar1 = (int *)(PTR_DAT_8008d2ac + 0x1e20);
// you broke a 3s crate
*(undefined4 *)(PTR_DAT_8008d2ac + 0x1e24) = 3;
// increase amount of frozen time
// by 0xb40, 0x3c0*3, which is 3 seconds
iVar4 = *piVar1 + 0xb40;
}
}
// Set current amount of frozen time
*(int *)(puVar9 + 0x1e20) = iVar4;
// Main EXE uses this when drawing string with time crate number
*(undefined4 *)(iVar6 + 0x4b0) = 10;
puVar9 = PTR_DAT_8008d2ac;
local_30 = CONCAT22(*(undefined2 *)(iVar10 + 0x48),*(undefined2 *)(iVar10 + 0x44));
local_2c = CONCAT22(local_2c._2_2_,*(undefined2 *)(iVar10 + 0x4c));
// pushBuffer of driver
puVar7 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110;
// pushBuffer -> 0x28 (matrix)
r0 = (MATRIX *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 400);
gte_SetRotMatrix(r0);
gte_SetTransMatrix(r0);
// 3D position
gte_ldv0(&local_30);
gte_rtps();
// 2D position
gte_stsxy(&uVar2);
// screen posX
local_28 = (short)uVar2;
// driver->PickupHUD.startX = screen posX + pushBuffer rect.x
*(short *)(iVar6 + 0x4b4) =
local_28 + *(short *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x184);
// screen posY
sStack38 = (short)((uint)uVar2 >> 0x10);
// driver->PickupHUD.startY = screen posY + pushBuffer rect.y
*(short *)(iVar6 + 0x4b6) =
sStack38 + *(short *)(puVar9 + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x186);
LAB_800b4b2c:
// offset4 = 1, prevent crate from growing back
*(undefined2 *)(piVar11 + 1) = 1;
return 1;
}
// RB_CrateTime_LInC
undefined4 FUN_800b4ba8(int param_1,undefined4 param_2,undefined4 param_3)
{
code *pcVar1;
undefined4 uVar2;
undefined4 *puVar3;
int iVar4;
// Get thread from instance
iVar4 = *(int *)(param_1 + 0x6c);
// if there is no thread
if (iVar4 == 0)
{
// Naughty Dog made a string mistake,
// this is DEFINITELY a timebox, not fruit crate
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar4 = FUN_8004205c(0x80303,&FUN_800b3d7c,s_fruit_crate_800b3ce0,0);
// give thread to Instance
*(int *)(param_1 + 0x6c) = iVar4;
// if the thread failed
if (iVar4 == 0)
{
// quit
return 0;
}
// get the object attached to thread
puVar3 = *(undefined4 **)(iVar4 + 0x30);
// give instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// RB_CrateTime_ThCollide, smash crate
*(undefined4 *)(iVar4 + 0x28) = 0x800b47d0;
// initialize object
*puVar3 = 0;
*(undefined2 *)(puVar3 + 1) = 0;
}
// get thread's funcThCollide
pcVar1 = *(code **)(iVar4 + 0x28);
// if the funcPtr does not exist
if (pcVar1 == (code *)0x0)
{
// do nothing
uVar2 = 0;
}
// if there is a function
else
{
// execute it
uVar2 = (*pcVar1)(iVar4,param_2,pcVar1,param_3);
}
return uVar2;
}
// RB_Crystal_ThCollide
undefined4 FUN_800b4c5c(int param_1,int param_2,undefined4 param_3,int param_4)
{
short sVar1;
undefined *puVar2;
undefined4 in_zero;
undefined4 in_at;
undefined4 uVar3;
undefined *puVar4;
int iVar5;
int iVar6;
undefined4 local_18;
uint local_14;
short local_10;
short sStack14;
puVar2 = PTR_DAT_8008d2ac;
// scratchpad modelID
sVar1 = *(short *)(param_4 + 0xc);
// get crystal instance from thread
iVar6 = *(int *)(param_1 + 0x34);
if (
// if this is a player of any kind
(sVar1 == 0x18) ||
(
uVar3 = 0,
// if this is a robotcar of any kind
sVar1 == 0x3f
)
)
{
// driverThread->driverObj
iVar5 = *(int *)(param_2 + 0x30);
// If this is player
if (sVar1 == 0x18)
{
// crystal position
local_18 = CONCAT22(*(undefined2 *)(iVar6 + 0x48),*(undefined2 *)(iVar6 + 0x44));
local_14 = local_14 & 0xffff0000 | (uint)*(ushort *)(iVar6 + 0x4c);
// pushBuffer -> 0x28 (matrix)
puVar4 = PTR_DAT_8008d2ac + (uint)*(byte *)(iVar5 + 0x4a) * 0x110;
r0 = (MATRIX *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 400);
gte_SetRotMatrix(r0);
gte_SetTransMatrix(r0);
// driver position
gte_ldv0(&local_18);
gte_rtps();
// get screen position
gte_stsxy(&uVar3);
// screenX
local_10 = (short)uVar3;
*(short *)(iVar5 + 0x4bc) =
local_10 + *(short *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar5 + 0x4a) * 0x110 + 0x184);
// screenY
sStack14 = (short)((uint)uVar3 >> 0x10);
sVar1 = *(short *)(puVar2 + (uint)*(byte *)(iVar5 + 0x4a) * 0x110 + 0x186);
// 5 frame cooldown between getting each wumpa
*(undefined4 *)(iVar5 + 0x4b8) = 5;
// one collectable item is picked up
*(int *)(iVar5 + 0x4c0) = *(int *)(iVar5 + 0x4c0) + 1;
*(short *)(iVar5 + 0x4be) = sStack14 + sVar1 + -0x14;
}
// set scale to zero (x, y, z)
*(undefined2 *)(iVar6 + 0x1c) = 0;
*(undefined2 *)(iVar6 + 0x1e) = 0;
*(undefined2 *)(iVar6 + 0x20) = 0;
// erase thread
*(undefined4 *)(iVar6 + 0x6c) = 0;
// play sound for picking up
FUN_8002f0dc(0x43,iVar6);
uVar3 = 1;
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return uVar3;
}
// RB_Crystal_ThTick
void FUN_800b4dd8(int param_1)
{
int iVar1;
int iVar2;
int iVar3;
// get instance from thread
iVar3 = *(int *)(param_1 + 0x34);
// get object from thread
iVar2 = *(int *)(param_1 + 0x30);
// Not sure why there's two of these?
// Rotate on the Y axis
// convert 3 rotation shorts into rotation matrix
*(short *)(iVar2 + 2) = *(short *)(iVar2 + 2) + 0x40;
FUN_8006c2a4(iVar3 + 0x30,iVar2);
// Rotate on the Y axis
// convert 3 rotation shorts into rotation matrix
*(short *)(iVar2 + 2) = *(short *)(iVar2 + 2) + 0x40;
FUN_8006c2a4(iVar3 + 0x30,iVar2);
// Sine(angle)
iVar1 = FUN_8003d184((int)*(short *)(iVar2 + 2));
*(int *)(iVar3 + 0x48) =
(int)*(short *)(*(int *)(iVar3 + 0x2c) + 0x32) + ((iVar1 << 4) >> 0xc) + 0x30;
// Vector_SpecLightSpin3D
FUN_8005741c(iVar3,iVar2,s_O_O_O_800b5968);
return;
}
// RB_Crystal_LInC
undefined4 FUN_800b4e7c(int param_1,undefined4 param_2,undefined4 param_3)
{
undefined4 uVar1;
code *pcVar2;
int iVar3;
// Check this Instance's thread
iVar3 = *(int *)(param_1 + 0x6c);
// If there is no thread
if (iVar3 == 0) {
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar3 = FUN_8004205c(0x80303,FUN_800b4dd8,s_crystal_800b3cec,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar3;
// if the thread failed to build
if (iVar3 == 0)
{
// quit
return 0;
}
// Give instance to thread
*(int *)(iVar3 + 0x34) = param_1;
// RB_Crystal_ThCollide, collect crystal
*(undefined4 *)(iVar3 + 0x28) = 0x800b4c5c;
// Get thread from instance
iVar3 = *(int *)(param_1 + 0x6c);
}
uVar1 = 0;
if (
// if there is a thread
(iVar3 != 0) &&
(
// get the funcThCollide
pcVar2 = *(code **)(iVar3 + 0x28),
// if there is a function pointer
pcVar2 != (code *)0x0
)
)
{
// if scale is zero, and object is not drawn
if (*(short *)(param_1 + 0x1c) == 0)
{
// do nothing
uVar1 = 0;
}
// if object is drawn
else
{
// execute function pointer
uVar1 = (*pcVar2)(iVar3,param_2,pcVar2,param_3);
}
}
return uVar1;
}
// RB_Crystal_LInB
void FUN_800b4f48(int param_1)
{
int iVar1;
undefined2 *puVar2;
// If this Instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static"
iVar1 = FUN_8004205c(0x80303,FUN_800b4dd8,s_crystal_800b3cec,0);
// give thread to Instance
*(int *)(param_1 + 0x6c) = iVar1;
// If the thread failed
if (iVar1 == 0)
{
// quit
return;
}
// get the object that the thread created
puVar2 = *(undefined2 **)(iVar1 + 0x30);
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// RB_Crystal_ThCollide, collect crystal
*(undefined4 *)(iVar1 + 0x28) = 0x800b4c5c;
// set rotX, rotY, and rotZ to zero
*puVar2 = 0;
puVar2[1] = 0;
puVar2[2] = 0;
// set color
*(undefined4 *)(param_1 + 0x24) = 0xd22fff0;
// instance flags, specular light
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x20000;
}
// RB_Default_LInB
FUN_800b4fe4(param_1);
return;
}
// RB_Default_LInB
// used by wumpabox, weaponbox, timebox, as funcptr,
// or called directly from other LevInstDefBirth funcptrs
void FUN_800b4fe4(int param_1)
{
_DAT_1f80013c = 0x3000;
_DAT_1f800140 = 0;
// high-LOD collision (8 triangles)
DAT_1f80013a = 2;
// Get pointer to LEV
_DAT_1f800144 = **(undefined4 **)(PTR_DAT_8008d2ac + 0x160);
// Make a hitbox
DAT_1f800108 = *(undefined2 *)(param_1 + 0x44);
DAT_1f80010a = *(short *)(param_1 + 0x48) + -0x180;
DAT_1f80010c = *(undefined2 *)(param_1 + 0x4c);
DAT_1f800112 = *(short *)(param_1 + 0x48) + 0x80;
DAT_1f800110 = DAT_1f800108;
DAT_1f800114 = DAT_1f80010c;
// COLL_SearchTree_FindQuadblock_Touching
FUN_8001eb0c(&DAT_1f800108,&DAT_1f800110,&DAT_1f800118,0);
// depending on quadblock found in BSP search,
// choose to make instance reflective
// RB_MakeInstanceReflective
FUN_800abab0(&DAT_1f800118,param_1);
return;
}
// RB_CtrLetter_ThCollide
bool FUN_800b5090(int param_1,int param_2,undefined4 param_3,int param_4)
{
bool bVar1;
short sVar2;
short sVar3;
undefined2 uVar4;
MATRIX *r0;
undefined *puVar5;
int iVar6;
int iVar7;
long *r0_00;
int iVar8;
undefined *puVar9;
// puVar9+0x00
undefined auStack40 [16];
// puVar9+0x10
undefined2 uStack24;
undefined2 uStack22;
// puVar9+0x18
undefined2 uStack20;
// ... (more stack variables)
puVar9 = auStack40;
// get instance from thread
iVar8 = *(int *)(param_1 + 0x34);
// only continue if letter was hit by a player
bVar1 = *(short *)(param_4 + 0xc) == 0x18;
if (bVar1)
{
// get object from thread,
// get position from instance matrix
uStack24 = *(undefined2 *)(iVar8 + 0x44);
iVar7 = *(int *)(param_2 + 0x30);
uStack22 = *(undefined2 *)(iVar8 + 0x48);
uStack20 = *(undefined2 *)(iVar8 + 0x4c);
// 80090000
puVar5 = &DAT_80090000;
// gGT->pushBuffer[driver->driverID]->0x28 (matrix)
r0 = (MATRIX *)(PTR_DAT_8008d2ac + 0x168 + (uint)*(byte *)(iVar7 + 0x4a) * 0x110 + 0x28);
gte_SetRotMatrix(r0);
gte_SetTransMatrix(r0);
// load position of driver
gte_ldv0((SVECTOR *)(puVar9 + 0x10));
// perspective project
gte_rtps();
// get screenspace position of driver
r0_00 = (long *)(puVar9 + 0x18);
gte_stsxy(r0_00);
// 8008d2ac
iVar6 = *(int *)(puVar5 + -0x2d54);
// driver->letterHUD.startX
*(short *)(iVar7 + 0x4c8) =
// &r0_00 + 0x0 (screen posX)
*(short *)(puVar9 + 0x18) +
// gGT->pushBuffer[driver->driverID].rect.x
*(short *)(iVar6 + (uint)*(byte *)(iVar7 + 0x4a) * 0x110 + 0x168 + 0x1c);
// &r0_00 + 0x2 (screen posY)
sVar2 = *(short *)((int)r0_00 + 2);
// gGT->pushBuffer[driver->driverID].rect.y
sVar3 = *(short *)(iVar6 + (uint)*(byte *)(iVar7 + 0x4a) * 0x110 + 0x168 + 0x1e);
// should last 10 frames
*(undefined2 *)(iVar7 + 0x4c4) = 10;
// driver->letterHUD.startY = screenPosY + rect.y - 0x14
*(short *)(iVar7 + 0x4ca) = sVar2 + sVar3 + -0x14;
// modelID
uVar4 = *(undefined2 *)(*(int *)(iVar8 + 0x18) + 0x10);
// increment number of CTR Letters collected
*(int *)(iVar7 + 0x4cc) = *(int *)(iVar7 + 0x4cc) + 1;
// modelID of letter hit
*(undefined2 *)(iVar7 + 0x4c6) = uVar4;
// Set Scale (X, Y, Z) to zero, make the 3D letter invisible
*(undefined2 *)(iVar8 + 0x1c) = 0;
*(undefined2 *)(iVar8 + 0x1e) = 0;
*(undefined2 *)(iVar8 + 0x20) = 0;
// erase thread
*(undefined4 *)(iVar8 + 0x6c) = 0;
// Make it completely invisible, stop drawing letter entirely
*(uint *)(iVar8 + 0x28) = *(uint *)(iVar8 + 0x28) | 0x80;
// Play a "ding" sound
FUN_80028468(100,1);
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return bVar1;
}
// RB_CtrLetter_LInC
undefined4 FUN_800b5210(int param_1,undefined4 param_2,undefined4 param_3)
{
undefined4 uVar1;
code *pcVar2;
int iVar3;
// Get the thread of this Instance
iVar3 = *(int *)(param_1 + 0x6c);
// If there is no thread
if (iVar3 == 0)
{
// This is a "world" letter, not a "hud" letter
// 800b3cf4
// "ctr"
// PROC_BirthWithObject
// 0x4 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar3 = FUN_8004205c(0x40303,FUN_800b52dc,&DAT_800b3cf4,0);
// save thread pointer to Instance
*(int *)(param_1 + 0x6c) = iVar3;
// If the thread failed to initialize
if (iVar3 == 0)
{
// return failure
return 0;
}
// save Instance pointer to the thread
*(int *)(iVar3 + 0x34) = param_1;
// RB_CtrLetter_ThCollide
*(undefined4 *)(iVar3 + 0x28) = 0x800b5090;
// set iVar3 back to the thread pointer that
// it was set to originally
iVar3 = *(int *)(param_1 + 0x6c);
}
// At this point, we must have a valid thread
uVar1 = 0;
if (
// if we have a valid thread
(iVar3 != 0) &&
(
// get funcThCollide
pcVar2 = *(code **)(iVar3 + 0x28),
// If this is a valid funcPtr
pcVar2 != (code *)0x0
)
)
{
// If the scale of this object is not zero
if (*(short *)(param_1 + 0x1c) == 0)
{
// No event executed
uVar1 = 0;
}
// If this object has a scale,
// and therefore the object is drawn
else
{
// Execute th->funcThCollide pointer
uVar1 = (*pcVar2)(iVar3,param_2,pcVar2,param_3);
}
}
return uVar1;
}
// RB_CtrLetter_ThTick
void FUN_800b52dc(int param_1)
{
int iVar1;
int iVar2;
// get instance from thread
iVar2 = *(int *)(param_1 + 0x34);
// get object from thread
iVar1 = *(int *)(param_1 + 0x30);
// Spin on the Y axis
*(short *)(iVar1 + 2) = *(short *)(iVar1 + 2) + 0x40;
// (iVar2 + 0x30) is matrix
// (iVar1) is vec3s rotation
// Convert rotations into a matrix
FUN_8006c2a4(iVar2 + 0x30,iVar1);
// Vector_SpecLightSpin3D
FUN_8005741c(iVar2,iVar1,&DAT_800b5970);
return;
}
// RB_CtrLetter_LInB
void FUN_800b5334(int param_1)
{
int iVar1;
undefined2 *puVar2;
if (*(int *)(param_1 + 0x6c) == 0)
{
// This is a "world" letter, not a "hud" letter
// 800b3cf4
// "ctr"
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar1 = FUN_8004205c(0x80303,FUN_800b52dc,&DAT_800b3cf4,0);
// Save the thread into Instance
*(int *)(param_1 + 0x6c) = iVar1;
// If the thread failed
if (iVar1 == 0)
{
// Quit
return;
}
// Get the pointer to the token that the thread created
puVar2 = *(undefined2 **)(iVar1 + 0x30);
// RB_CtrLetter_ThCollide
*(undefined4 *)(iVar1 + 0x28) = 0x800b5090;
*(int *)(iVar1 + 0x34) = param_1;
// Initialize the CTR-Letter object
*puVar2 = 0;
puVar2[1] = 0;
puVar2[2] = 0;
// Set Instance's Scale of 3D letter (X, Y, Z)
*(undefined2 *)(param_1 + 0x1c) = 0x1800;
*(undefined2 *)(param_1 + 0x1e) = 0x1800;
*(undefined2 *)(param_1 + 0x20) = 0x1800;
// Set the color
*(undefined4 *)(param_1 + 0x24) = 0xffc8000;
// Set flags
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x30000;
}
// RB_Default_LInB
FUN_800b4fe4(param_1);
return;
}
// RB_Banner_Animate_Init
// param_1 pointer to banner modelHeader
int FUN_800b53e0(int param_1)
{
byte bVar1;
uint uVar2;
uint uVar3;
uint *puVar4;
byte *pbVar5;
byte *pbVar6;
int iVar7;
short sVar8;
sVar8 = 0;
// modelHeader->ptrCommands, skip 2 bytes (skip numColors)
puVar4 = (uint *)(*(short **)(param_1 + 0x20) + 2);
// modelHeader->ptrFrameData[modelHeader->ptrFrameData->vertexOffset]
pbVar5 = (byte *)(*(int *)(param_1 + 0x24) + *(int *)(*(int *)(param_1 + 0x24) + 0x18));
// if less than 64 colors found, quit
if (**(short **)(param_1 + 0x20) < 0x40) {
return 0;
}
if (*puVar4 != 0xffffffff) {
uVar2 = *puVar4;
do {
if ((uVar2 & 0xffff0000) == 0) {
LAB_800b563c:
puVar4 = puVar4 + 1;
}
else {
if (-1 < (int)uVar2) {
if ((uVar2 & 0x4000000) == 0) {
_DAT_1f800300 = (uint)CONCAT12(pbVar5[2],(ushort)*pbVar5);
_DAT_1f800304 = _DAT_1f800304 & 0xffff0000 | (uint)pbVar5[1];
*(uint *)((uint)*(byte *)((int)puVar4 + 2) * 8 + 0x1f800000) = _DAT_1f800300;
(&DAT_1f800004)[(uint)*(byte *)((int)puVar4 + 2) * 2] = _DAT_1f800304;
sVar8 = sVar8 + 1;
uVar3 = *puVar4 & 0xffff01ff;
*puVar4 = uVar3;
bVar1 = *pbVar5;
pbVar5 = pbVar5 + 3;
uVar2 = (uint)(bVar1 >> 2);
}
else {
_DAT_1f800300 = *(uint *)((uVar2 >> 0xd & 0x7f8) + 0x1f800000);
_DAT_1f800304 = (&DAT_1f800004)[(uint)*(byte *)((int)puVar4 + 2) * 2];
uVar3 = *puVar4 & 0xf7ff01ff;
*puVar4 = uVar3;
uVar2 = (int)(_DAT_1f800300 << 0x10) >> 0x12;
}
*puVar4 = uVar3 | uVar2 << 9;
goto LAB_800b563c;
}
iVar7 = 0;
pbVar6 = pbVar5 + 1;
do {
if ((*puVar4 & 0x4000000) == 0) {
_DAT_1f800300 = (uint)CONCAT12(pbVar6[1],(ushort)*pbVar5);
sVar8 = sVar8 + 1;
_DAT_1f800304 = _DAT_1f800304 & 0xffff0000 | (uint)*pbVar6;
*(uint *)((uint)*(byte *)((int)puVar4 + 2) * 8 + 0x1f800000) = _DAT_1f800300;
(&DAT_1f800004)[(uint)*(byte *)((int)puVar4 + 2) * 2] = _DAT_1f800304;
pbVar6 = pbVar6 + 3;
uVar3 = *puVar4 & 0xffff01ff;
*puVar4 = uVar3;
bVar1 = *pbVar5;
pbVar5 = pbVar5 + 3;
uVar2 = (uint)(bVar1 >> 2);
}
else {
_DAT_1f800300 = *(uint *)((*puVar4 >> 0xd & 0x7f8) + 0x1f800000);
_DAT_1f800304 = (&DAT_1f800004)[(uint)*(byte *)((int)puVar4 + 2) * 2];
uVar3 = *puVar4 & 0xf7ff01ff;
*puVar4 = uVar3;
uVar2 = (int)(_DAT_1f800300 << 0x10) >> 0x12;
}
*puVar4 = uVar3 | uVar2 << 9;
iVar7 = iVar7 + 1;
puVar4 = puVar4 + 1;
} while (iVar7 * 0x10000 >> 0x10 < 3);
}
uVar2 = *puVar4;
} while (uVar2 != 0xffffffff);
}
// Only if there are four players,
// do not wave the banner, leave it flat
if (3 < (byte)PTR_DAT_8008d2ac[0x1ca8])
{
// modelHeader->ptrFrameData[modelHeader->ptrFrameData->vertexOffset]
uVar2 = *(int *)(param_1 + 0x24) + *(int *)(*(int *)(param_1 + 0x24) + 0x18);
uVar3 = uVar2 + (int)sVar8 * 3;
while (uVar2 < uVar3) {
*(undefined *)(uVar2 + 1) = 0x80;
uVar2 = uVar2 + 3;
}
}
return (int)sVar8;
}
// RB_Banner_Animate_Play
void FUN_800b56c4(int param_1,short param_2)
{
byte bVar1;
int iVar2;
uint uVar3;
undefined4 *puVar4;
undefined4 *puVar5;
byte *pbVar6;
int iVar7;
byte *pbVar8;
undefined4 uVar9;
// modelHeader -> ptrColors
puVar4 = *(undefined4 **)(param_1 + 0x2c);
iVar7 = 0;
uVar9 = *puVar4;
puVar5 = puVar4;
do {
puVar5 = puVar5 + 1;
iVar7 = iVar7 + 1;
*puVar4 = *puVar5;
puVar4 = puVar4 + 1;
} while (iVar7 * 0x10000 >> 0x10 < 0x3f);
*puVar4 = uVar9;
// modelHeader -> ptrColors
iVar7 = *(int *)(param_1 + 0x2c);
// modelHeader->ptrFrameData[modelHeader->ptrFrameData->vertexOffset]
pbVar6 = (byte *)(*(int *)(param_1 + 0x24) + *(int *)(*(int *)(param_1 + 0x24) + 0x18));
pbVar8 = pbVar6 + (int)param_2 * 3;
do {
if (pbVar8 <= pbVar6) {
return;
}
bVar1 = *(byte *)(((((uint)*pbVar6 << 0x10) >> 0x12) + 10 & 0x3f) * 4 + iVar7);
uVar3 = (int)((uint)*pbVar6 << 0x10) >> 0x10;
if (uVar3 < 0x40) {
iVar2 = uVar3 << 2;
LAB_800b5788:
bVar1 = (char)(((uint)bVar1 - 0x80) * iVar2 >> 8) + 0x80;
}
else {
if (0xc0 < uVar3) {
iVar2 = (0x100 - uVar3) * 4;
goto LAB_800b5788;
}
}
pbVar6[1] = bVar1;
pbVar6 = pbVar6 + 3;
} while( true );
}
// RB_Banner_ThTick
void FUN_800b57b4(int param_1)
{
// thread -> object -> 2???
// Basically checks if banner should wave,
// which does not happen in 3P or 4P multiplayer
if (*(short *)(*(int *)(param_1 + 0x30) + 2) != 0)
{
// RB_Banner_Animate_Play
FUN_800b56c4(
// thread -> instance -> model -> pointerModelHeaders
*(undefined4 *)(*(int *)(*(int *)(param_1 + 0x34) + 0x18) + 0x14),
// frame index?
*(short *)(*(int *)(param_1 + 0x30) + 2)
);
}
return;
}
// RB_Banner_LInB
void FUN_800b57f8(int param_1)
{
undefined *puVar1;
int iVar2;
uint uVar3;
char cVar4;
int iVar5;
char *pcVar6;
char *pcVar7;
undefined2 *puVar8;
// If this instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x4 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar2 = FUN_8004205c(0x40303,FUN_800b57b4,s_startbanner_800b3cf8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar2;
// if the thread built successfully
if (iVar2 != 0)
{
// if more than 3 screens
if (3 < (byte)PTR_DAT_8008d2ac[0x1ca8])
{
// there is no function per frame,
// so the flag does not wave
*(undefined4 *)(iVar2 + 0x2c) = 0;
}
puVar1 = PTR_DAT_8008d2ac;
// get the object created with the thread
puVar8 = *(undefined2 **)(iVar2 + 0x30);
// give Instance to thread
*(int *)(iVar2 + 0x34) = param_1;
// initialize the object
*puVar8 = 0;
puVar8[1] = 0;
// Pointer to Startbanner model
iVar2 = *(int *)(puVar1 + 0x23f8);
// if startbanner model is loaded
if (iVar2 != 0)
{
// instance -> model
*(int *)(param_1 + 0x18) = iVar2;
// RB_Banner_Animate_Init
// pass model -> modelHeader
uVar3 = FUN_800b53e0(*(undefined4 *)(iVar2 + 0x14));
puVar8[1] = (short)uVar3;
if ((uVar3 & 0xffff) != 0)
{
iVar2 = 0;
// instance -> model -> modelHeader -> ptrColors
pcVar7 = *(char **)(*(int *)(*(int *)(param_1 + 0x18) + 0x14) + 0x2c);
pcVar6 = pcVar7 + 1;
// iVar2 = 0; iVar4 < 0x40; iVar2++
do {
uVar3 = (iVar2 << 0x10) >> 9;
// approximate trigonometry
iVar5 = (&DAT_800845a0)[uVar3 & 0x3ff];
if ((uVar3 & 0x400) == 0) {
iVar5 = iVar5 << 0x10;
}
iVar5 = iVar5 >> 0x10;
if ((uVar3 & 0x800) != 0) {
iVar5 = -iVar5;
}
cVar4 = (char)(iVar5 >> 6) + -0x80;
// if more than 3 screens
if (3 < (byte)PTR_DAT_8008d2ac[0x1ca8]) {
cVar4 = -0x80;
}
iVar2 = iVar2 + 1;
pcVar6[1] = cVar4;
*pcVar6 = cVar4;
pcVar6 = pcVar6 + 4;
*pcVar7 = cVar4;
pcVar7 = pcVar7 + 4;
} while (iVar2 * 0x10000 >> 0x10 < 0x40);
}
}
}
}
return;
}
// RB_Armadillo_ThTick_TurnAround
void FUN_800b5984(int param_1)
{
char cVar1;
short sVar2;
undefined2 uVar3;
int iVar4;
code *pcVar5;
int iVar6;
int iVar7;
int iVar8;
// thread -> object
iVar8 = *(int *)(param_1 + 0x30);
// thread -> instance
iVar7 = *(int *)(param_1 + 0x34);
// infinite loop?
do
{
// if current rotation is the desired rotation, then stop spinning
if ((int)*(short *)(iVar8 + 2) == (int)*(short *)(iVar8 + 10))
{
// instance->animFrame
sVar2 = *(short *)(iVar7 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar4 = FUN_80030f58(iVar7,0);
// if animation is not done
if ((int)sVar2 + 1 < iVar4) goto LAB_800b5a08;
// if animation is done
// invert velX, to reverse armadillo direction
*(short *)(iVar8 + 6) = -*(short *)(iVar8 + 6);
// unused
// numFramesSpinning
*(undefined2 *)(iVar8 + 0x12) = 0;
// invert velZ, to reverse armadillo direction
*(short *)(iVar8 + 0xe) = -*(short *)(iVar8 + 0xe);
// if direction is zero
if (*(short *)(iVar8 + 0x1a) == 0)
{
// play armadillo roll sound
FUN_8002f0dc(0x70,iVar7);
// go the other way, direction = 1
*(undefined2 *)(iVar8 + 0x1a) = 1;
}
// if direction is 1
else
{
// play armadillo roll sound
FUN_8002f0dc(0x70,iVar7);
// go the other way, direction = 0
*(undefined2 *)(iVar8 + 0x1a) = 0;
}
// set animation to 1 (rolling)
*(undefined *)(iVar7 + 0x52) = 1;
// reset animation frame
*(undefined2 *)(iVar7 + 0x54) = 0;
// Change ThTick to RB_Armadillo_ThTick_Rolling
FUN_800716ec(param_1,&FUN_800b5b74);
}
else
{
// RB_Hazard_InterpolateValue
// rotate armadillo to desired rotation
uVar3 = FUN_800ada90((int)*(short *)(iVar8 + 2),(int)*(short *)(iVar8 + 10),0x100);
*(undefined2 *)(iVar8 + 2) = uVar3;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(iVar7 + 0x30,iVar8);
LAB_800b5a08:
// increment animation frame
*(short *)(iVar7 + 0x54) = *(short *)(iVar7 + 0x54) + 1;
}
// check for collision with human drivers
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x2400);
// if there is no collision with human drivers
if (iVar4 == 0)
{
// check for collision with AI drivers
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x2400);
// if there is no collision with AI drivers
if (iVar4 == 0)
{
// check for collision with Mines (tnt, beaker, etc)
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x2400);
// if there is a collision
if (iVar4 != 0)
{
// instance -> thread -> funcThCollide
pcVar5 = *(code **)(*(int *)(iVar4 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar5)(*(int *)(iVar4 + 0x6c));
}
}
// if there is collision with an AI driver
else
{
// RB_Hazard_HurtDriver (spin out)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar4 + 0x6c) + 0x30),1,0,0);
}
}
// if there is collision with human drivers
else
{
// get driver object
iVar6 = *(int *)(*(int *)(iVar4 + 0x6c) + 0x30);
// get kart state
cVar1 = *(char *)(iVar6 + 0x376);
// RB_Hazard_HurtDriver (spin out)
iVar4 = FUN_800ac1b0(iVar6,1,0,0);
// if change state worked, and if kart was not
// already spinning out before this
if ((iVar4 != 0) && (cVar1 != '\x03'))
{
// play armadillo hit sound
FUN_80028494(0x71,1,(uint)*(ushort *)(iVar6 + 0x2ca) & 1);
}
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Armadillo_ThTick_Rolling
void FUN_800b5b74(int param_1)
{
char cVar1;
short sVar2;
int iVar3;
code *pcVar4;
int iVar5;
undefined2 *puVar6;
int iVar7;
undefined2 uStack40;
undefined2 uStack38;
undefined2 uStack36;
// thread -> object
puVar6 = *(undefined2 **)(param_1 + 0x30);
// thread -> instance
iVar7 = *(int *)(param_1 + 0x34);
// infinite loop?
do
{
// if time at edge is zero
if (puVar6[0xe] == 0)
{
// if Time Rolling < 0x500 (1.333 seconds)
if ((short)puVar6[8] < 0x500)
{
// increase Time Rolling
// add 32 milliseconds, assuming 30fps
puVar6[8] = puVar6[8] + 0x20;
// if direction is zero
if (puVar6[0xd] == 0)
{
// increase distance from spawn
sVar2 = puVar6[10] + 1;
}
// if direction is 1
else
{
// decrease distance from spawn
sVar2 = puVar6[10] + -1;
}
// set distance from spawn
puVar6[10] = sVar2;
// instance -> animationFrame
sVar2 = *(short *)(iVar7 + 0x54);
// instance -> posX += velX
*(int *)(iVar7 + 0x44) = *(int *)(iVar7 + 0x44) + (int)(short)puVar6[3];
// instance -> posZ += velZ
*(int *)(iVar7 + 0x4c) = *(int *)(iVar7 + 0x4c) + (int)(short)puVar6[7];
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar7);
// if animation is not done
if ((int)sVar2 + 1 < iVar3)
{
// increment animation frame
*(short *)(iVar7 + 0x54) = *(short *)(iVar7 + 0x54) + 1;
}
// if animation is done
else
{
// restart animation
*(undefined2 *)(iVar7 + 0x54) = 0;
}
// Check for collision with human drivers
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x2400);
// if armadillo did not collide with any human driver
if (iVar3 == 0)
{
// Check for collision with AI drivers
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x2400);
// if there is no collision with AIs
if (iVar3 == 0)
{
// Check for collision with Mines (tnts, beakers, etc)
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x2400);
// if there is a collision
if (iVar3 != 0)
{
// funcThCollide
pcVar4 = *(code **)(*(int *)(iVar3 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar4)(*(int *)(iVar3 + 0x6c));
}
}
// if there is collision with AIs
else
{
// RB_Hazard_HurtDriver (spin out)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar3 + 0x6c) + 0x30),1,0,0);
}
}
// if armadillo collided with a driver
else
{
// instance -> thread -> (Driver*) object
iVar5 = *(int *)(*(int *)(iVar3 + 0x6c) + 0x30);
// get kart state
cVar1 = *(char *)(iVar5 + 0x376);
// RB_Hazard_HurtDriver (spin out)
iVar3 = FUN_800ac1b0(iVar5,1,0,0);
// if change state worked, and if kart was not
// already spinning out before this
if ((iVar3 != 0) && (cVar1 != '\x03'))
{
// play armadillo hit sound
FUN_80028494(0x71,1,(uint)*(ushort *)(iVar5 + 0x2ca) & 1);
}
}
}
// if armadillo rolled for more than 0x500 frames
else
{
// CTR_MatrixToRot
// iVar7+30 = armadillo inst->matrix
FUN_80021edc(&uStack40,iVar7 + 0x30,0x11);
// reset rotation,
// reset timeRolling
*puVar6 = uStack38;
puVar6[1] = uStack40;
puVar6[8] = 0;
puVar6[2] = uStack36;
// set animation index to zero (jumping)
*(undefined *)(iVar7 + 0x52) = 0;
// reset animation
*(undefined2 *)(iVar7 + 0x54) = 0;
// set desired rotation, 180 degrees from current
iVar5 = (int)(short)puVar6[1] + 0x800;
iVar3 = iVar5;
if (iVar5 < 0) {
iVar3 = (int)(short)puVar6[1] + 0x17ff;
}
puVar6[5] = (short)iVar5 + (short)(iVar3 >> 0xc) * -0x1000;
// Change thread to RB_Armadillo_ThTick_TurnAround
FUN_800716ec(param_1,&FUN_800b5984);
}
}
// if you are waiting at edge
// before rolling again
else
{
// reduce by one frame
puVar6[0xe] = puVar6[0xe] + -1;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Armadillo_ThCollide
void FUN_800b5dbc(int param1, int param_2, int param_3, int param_4)
{
// check if modelID is player
// modelID is 0xc of BSP meta
return (uint)(*(short *)(param_4 + 0xc) == 0x18);
}
// RB_Armadillo_LInB
void FUN_800b5dd0(int param_1)
{
undefined2 uVar1;
undefined *puVar2;
int iVar3;
int iVar4;
undefined2 *puVar5;
undefined2 local_18;
undefined2 local_16;
undefined2 local_14;
// If this instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x20 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar3 = FUN_8004205c(0x200303,&FUN_800b5b74,s_armadillo_800b5978,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar3;
// if thread exists
if (iVar3 != 0)
{
// Set animation to 1 (rolling)
*(undefined *)(param_1 + 0x52) = 1;
// get the object created by the thread
puVar5 = *(undefined2 **)(iVar3 + 0x30);
// give instance to thread
*(int *)(iVar3 + 0x34) = param_1;
// set funcThCollide to hurt the player
*(undefined4 *)(iVar3 + 0x28) = 0x800b5dbc;
// time rolling
puVar5[8] = 0;
// unused
// numFramesSpinning
puVar5[9] = 0;
// CTR_MatrixToRot
// param1+30 = armadillo inst->matrix
FUN_80021edc(&local_18,param_1 + 0x30,0x11);
// rotX
*puVar5 = local_16;
// rotY
puVar5[1] = local_18;
// rotY + 180 degrees
iVar4 = (int)(short)puVar5[1] + 0x800;
// rotZ
puVar5[2] = local_14;
// set desired rotation, 180 degrees from current
iVar3 = iVar4;
if (iVar4 < 0) {
iVar3 = (int)(short)puVar5[1] + 0x17ff;
}
puVar5[5] = (short)iVar4 + (short)(iVar3 >> 0xc) * -0x1000;
// posX
puVar5[0xb] = *(undefined2 *)(param_1 + 0x44);
// posZ
uVar1 = *(undefined2 *)(param_1 + 0x4c);
// set direction to zero
// move away from spawn
puVar5[0xd] = 0;
// distFromSpawn
puVar5[10] = 0;
// posZ
puVar5[0xc] = uVar1;
// velX from forward direction of Instance MATRIX
puVar5[3] = *(short *)(param_1 + 0x34) >> 7;
puVar2 = PTR_DAT_8008d2ac;
// velZ from forward direction of Instance MATRIX
puVar5[7] = *(short *)(param_1 + 0x40) >> 7;
// gGT -> Level -> ptrSpawn1 -> numPointers
if (0 < **(int **)(*(int *)(puVar2 + 0x160) + 0x134))
{
// get length of instance's name
iVar3 = strlen(param_1 + 8);
// time at edge
// puts armadillos on different cycles
puVar5[0xe] = *(undefined2 *)
(*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x134) + 8) +
// armadillo ID
((uint)*(byte *)(iVar3 + param_1 + 7) - 0x30) * 2);
}
}
}
return;
}
// RB_Fireball_ThTick
void FUN_800b5f50(int param_1)
{
short sVar1;
ushort uVar2;
ushort uVar3;
undefined *puVar4;
code *pcVar5;
undefined2 uVar6;
int iVar7;
int iVar8;
int iVar9;
short *psVar10;
uint uVar11;
// get object from thread
psVar10 = *(short **)(param_1 + 0x30);
// get instance from thread
iVar9 = *(int *)(param_1 + 0x34);
// cooldown timer
uVar2 = psVar10[2];
uVar11 = 0;
// if cooldown is over
if (psVar10[2] == 0)
{
// make invisible
*(uint *)(iVar9 + 0x28) = *(uint *)(iVar9 + 0x28) | 0x80;
puVar4 = PTR_DAT_8008d2ac;
if ((int)*(short *)(*(int *)(iVar9 + 0x2c) + 0x32) + -0x440 <= *(int *)(iVar9 + 0x48))
{
// velY
uVar11 = (uint)(ushort)psVar10[6];
// Change height by elapsed time
*(int *)(iVar9 + 0x48) =
*(int *)(iVar9 + 0x48) + ((int)psVar10[6] * *(int *)(PTR_DAT_8008d2ac + 0x1d04) >> 5);
// subtract velY, which makes fireball move down
iVar7 = (uint)(ushort)psVar10[6] - (*(int *)(puVar4 + 0x1d04) * 10 >> 5);
// set new velY
psVar10[6] = (short)iVar7;
// terminal velocity
if (iVar7 * 0x10000 >> 0x10 < -200)
{
// cant fall faster
psVar10[6] = -200;
}
// Create instance in particle pool
iVar7 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x213c),&DAT_800b6344);
if (iVar7 != 0)
{
// posX and posY
*(int *)(iVar7 + 0x24) = *(int *)(iVar7 + 0x24) + *(int *)(iVar9 + 0x44) * 0x100;
*(int *)(iVar7 + 0x2c) = *(int *)(iVar7 + 0x2c) + *(int *)(iVar9 + 0x48) * 0x100;
iVar8 = *(int *)(iVar9 + 0x4c);
*(undefined2 *)(iVar7 + 0x1a) = 0x1e00;
// posZ
*(int *)(iVar7 + 0x34) = *(int *)(iVar7 + 0x34) + iVar8 * 0x100;
// velY
iVar8 = (int)psVar10[6] * -0x180;
// negative range
if (iVar8 < -0x7fff) {
iVar8 = -0x7fff;
}
uVar6 = (undefined2)iVar8;
// positive range
if (0x7fff < iVar8) {
uVar6 = 0x7fff;
}
// particle velY
*(undefined2 *)(iVar7 + 0x30) = uVar6;
}
// check for collision with players
iVar7 = FUN_800314e0(iVar9,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x10000);
// if there is no collision
if ((iVar7 == 0) &&
// check for collision with robotcars
(iVar7 = FUN_800314e0(iVar9,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x10000),
// if there is no collision
iVar7 == 0))
{
// check for collision with mines (tnt, beaker, etc)
iVar7 = FUN_800314e0(iVar9,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x10000);
// if there is a collision
if (iVar7 != 0)
{
// instance -> thread -> funcThCollide
pcVar5 = *(code **)(*(int *)(iVar7 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar5)(*(int *)(iVar7 + 0x6c));
}
}
// if you collide with any driver at all
else
{
// RB_Hazard_HurtDriver (burn)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar7 + 0x6c) + 0x30),4,0,0);
}
}
// cycle timer
*psVar10 = *psVar10 - *(short *)(PTR_DAT_8008d2ac + 0x1d04);
if (
(-1 < (int)(uVar11 << 0x10)) &&
// if fireball is far down
(psVar10[6] < 0)
)
{
// direction is now up
psVar10[7] = 1;
}
// animation index
sVar1 = *(short *)(iVar9 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar7 = FUN_80030f58(iVar9,0);
// increase frames
if ((int)sVar1 + 1 < iVar7) {
*(short *)(iVar9 + 0x54) = *(short *)(iVar9 + 0x54) + 1;
}
// reset animation to zero
else {
*(undefined2 *)(iVar9 + 0x54) = 0;
}
// if cycle is over
if (*psVar10 < 1)
{
*(int *)(iVar9 + 0x48) = (int)*(short *)(*(int *)(iVar9 + 0x2c) + 0x32) + -0x440;
// velY,
psVar10[6] = 200;
*(undefined2 *)(iVar9 + 0x54) = 0;
// direction is down
psVar10[7] = 0;
// reset cycle to 2880ms, 2.8 seconds
*psVar10 = 0xb40;
// play sound
FUN_8002f0dc(0x81, iVar9);
}
}
// if cooldown is not over
else
{
// elapsed time per frame ~32
uVar3 = *(ushort *)(PTR_DAT_8008d2ac + 0x1d04);
// reduce timer
psVar10[2] = (short)((uint)uVar2 - (uint)uVar3);
// do not go below zero
if ((int)(((uint)uVar2 - (uint)uVar3) * 0x10000) < 0) {
// set to zero
psVar10[2] = 0;
}
}
return;
}
// RB_Fireball_ThCollide
void FUN_800b625c(int param1, int param_2, int param_3, int param_4)
{
// check if modelID is player
// modelID is 0xc of BSP meta
return (uint)(*(short *)(param_4 + 0xc) == 0x18);
}
// RB_Fireball_LInB
void FUN_800b6270(int param_1)
{
int iVar1;
uint uVar2;
undefined2 *puVar3;
// If there is no thread for this instance
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x10 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar1 = FUN_8004205c(0x100303,&FUN_800b5f50,s_fireball_800b5f44,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if the thread built successfully
if (iVar1 != 0)
{
// get the object attached to the thread
puVar3 = *(undefined2 **)(iVar1 + 0x30);
// set funcThCollide to burn the player
*(undefined4 *)(iVar1 + 0x28) = 0x800b625c;
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// set scale (x, y, z) of fireball
*(undefined2 *)(param_1 + 0x1c) = 0x4000;
*(undefined2 *)(param_1 + 0x1e) = 0x4000;
*(undefined2 *)(param_1 + 0x20) = 0x4000;
// set animation to 0
*(undefined *)(param_1 + 0x52) = 0;
iVar1 = strlen(param_1 + 8);
// fireball ID
uVar2 = (uint)*(byte *)(iVar1 + param_1 + 7) - 0x30;
puVar3[1] = (short)uVar2;
puVar3[3] = 0;
// velY (96)
puVar3[6] = 0x60;
// direction is down
puVar3[7] = 0;
// reset cycle timer
*puVar3 = 0;
// set cooldown of fireball
// depending on ID
if ((uVar2 & 1) == 0) {
puVar3[2] = 0;
}
else {
puVar3[2] = 0x5a0;
}
}
}
return;
}
// RB_FlameJet_Particles
void FUN_800b64c0(int param_1,int param_2)
{
undefined2 uVar1;
undefined *puVar2;
int iVar3;
int iVar4;
int iVar5;
// Create (ordinary) instance in particle pool
iVar3 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x213c),&DAT_800b6c20);
puVar2 = PTR_DAT_8008d2ac;
// if instance created successfully
if (iVar3 != 0)
{
// position of particles
*(int *)(iVar3 + 0x24) = *(int *)(iVar3 + 0x24) + *(int *)(param_1 + 0x44) * 0x100;
*(int *)(iVar3 + 0x2c) = *(int *)(iVar3 + 0x2c) + (*(int *)(param_1 + 0x48) + 0x32) * 0x100;
*(int *)(iVar3 + 0x34) = *(int *)(iVar3 + 0x34) + *(int *)(param_1 + 0x4c) * 0x100;
// dirZ
uVar1 = *(undefined2 *)(param_2 + 4);
// velY = 0
*(undefined2 *)(iVar3 + 0x30) = 0;
// velX
*(undefined2 *)(iVar3 + 0x28) = uVar1;
// velZ = dirZ
*(undefined2 *)(iVar3 + 0x38) = *(undefined2 *)(param_2 + 8);
iVar4 = FUN_8006c684(puVar2 + 0x252c);
// Sine(angle)
iVar4 = FUN_8003d184(*(int *)(PTR_DAT_8008d2ac + 0x1cec) * 0x100 + (iVar4 >> 0x18) & 0xfff);
*(undefined2 *)(iVar3 + 0x32) = (short)(iVar4 >> 4);
*(undefined2 *)(iVar3 + 0x1a) = 0x1e00;
*(char *)(iVar3 + 0x18) = *(char *)(param_1 + 0x50) + -1;
// odd-numbered frames
if ((*(uint *)(PTR_DAT_8008d2ac + 0x1cec) & 1) != 0) {
*(int *)(iVar3 + 0x44) = -*(int *)(iVar3 + 0x44);
*(short *)(iVar3 + 0x48) = -*(short *)(iVar3 + 0x48);
}
}
// if there is one player
if (((byte)PTR_DAT_8008d2ac[0x1ca8] < 2) &&
(
// Create (heat) instance in particle pool
iVar4 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b24),&DAT_800b6a94),
iVar4 != 0
))
{
// position
*(int *)(iVar4 + 0x24) = *(int *)(iVar4 + 0x24) + *(int *)(iVar3 + 0x24);
*(int *)(iVar4 + 0x2c) = *(int *)(iVar4 + 0x2c) + 0x1000 + *(int *)(iVar3 + 0x2c);
*(int *)(iVar4 + 0x34) = *(int *)(iVar4 + 0x34) + *(int *)(iVar3 + 0x34);
// dirX
uVar1 = *(undefined2 *)(param_2 + 4);
// velY
*(undefined2 *)(iVar4 + 0x30) = 0;
// velX
*(undefined2 *)(iVar4 + 0x28) = uVar1;
// velZ = dirZ
*(undefined2 *)(iVar4 + 0x38) = *(undefined2 *)(param_2 + 8);
iVar5 = *(int *)(iVar4 + 0x3c) + -0x400;
uVar1 = *(undefined2 *)(iVar3 + 0x32);
iVar3 = *(int *)(iVar4 + 0x3c) + -0x600;
*(int *)(iVar4 + 0x44) = iVar5;
*(int *)(iVar4 + 0x4c) = iVar3;
*(undefined2 *)(iVar4 + 0x1a) = 0x1e00;
*(undefined2 *)(iVar4 + 0x32) = uVar1;
*(undefined2 *)(iVar4 + 0x40) = (short)((0x4a00 - *(int *)(iVar4 + 0x3c)) / 7);
*(undefined2 *)(iVar4 + 0x48) = (short)((0x4600 - iVar5) / 7);
*(undefined2 *)(iVar4 + 0x50) = (short)((0x4400 - iVar3) / 7);
*(undefined *)(iVar4 + 0x18) = *(undefined *)(param_1 + 0x50);
}
return;
}
// RB_FlameJet_ThTick
void FUN_800b6728(int param_1)
{
int iVar1;
int *piVar2;
int iVar3;
undefined4 local_48;
undefined4 local_44;
int local_40;
int local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
undefined4 local_20;
undefined4 local_1c;
// specular light direction?
local_48 = DAT_800b64ac;
local_44 = DAT_800b64b0;
// get object from thread
piVar2 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar3 = *(int *)(param_1 + 0x34);
// hitbox info
local_34 = DAT_800b6d40;
local_30 = DAT_800b6d44;
local_2c = DAT_800b6d48;
local_1c = 0;
local_40 = iVar3;
local_3c = param_1;
local_24 = param_1;
// if cooldown exists
while (*(short *)((int)piVar2 + 0xe) != 0)
{
// reduce cooldown
*(short *)((int)piVar2 + 0xe) = *(short *)((int)piVar2 + 0xe) + -1;
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
}
do {
iVar1 = *piVar2;
// in first 45 frames (1.5 seconds)
if (iVar1 < 0x2d)
{
// spawn particles and enable burn on collision
// PlaySound3D_Flags
// sound of fire, offset 0x10
FUN_8002f31c(piVar2 + 4,0x68,iVar3);
// offset 0xC (see asm)
*(short *)(piVar2 + 3) = *(short *)(piVar2 + 3) + 0x100;
// RB_FlameJet_Particles
FUN_800b64c0(iVar3,piVar2);
// get first Player thread
local_38 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c);
// check for collision
iVar1 = FUN_800315ac(&local_40);
// if there is no collision
if (iVar1 == 0)
{
// get first robotcar thread
local_38 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40);
// check for collision
iVar1 = FUN_800315ac(&local_40,4);
// if there is no collision
if (iVar1 == 0)
{
// get first Mine thread
local_38 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c);
// check for collision
iVar1 = FUN_800315ac(&local_40,4);
// if there is collision
if (iVar1 != 0)
{
// instance -> thread
local_28 = *(undefined4 *)(iVar1 + 0x6c);
// instance -> thread -> funcThCollide
local_20 = *(undefined4 *)(*(int *)(iVar1 + 0x6c) + 0x28);
// RB_Hazard_ThCollide_Generic_Alt
FUN_800ac3f8(&local_28);
}
goto LAB_800b6908;
}
}
// RB_Hazard_HurtDriver (burn)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar1 + 0x6c) + 0x30),4,0,0);
}
else
{
// on 45th frame (after 1.5 seconds)
if (iVar1 == 0x2d)
{
// if audioPtr is valid
if (piVar2[4] != 0)
{
// stop audio
FUN_8002e724(piVar2 + 4);
}
}
else
{
// repeat cycle every 105 (3.5 seconds)
if (0x69 < iVar1) {
*piVar2 = 0;
}
}
}
LAB_800b6908:
// increment frame
*piVar2 = *piVar2 + 1;
// Vector_SpecLightNoSpin3D
// instance, inst->instDef->rot[3], specLightDir
FUN_800576b8(iVar3,*(int *)(iVar3 + 0x2c) + 0x36,&local_48);
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_FlameJet_LInB
void FUN_800b6938(int param_1)
{
short sVar1;
int iVar2;
undefined4 *puVar3;
// Instance color: Yellow
*(undefined4 *)(param_1 + 0x24) = 0xdca6000;
// specular light
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x30000;
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x14 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = static thread bucket
iVar2 = FUN_8004205c(0x140303,FUN_800b6728,s_flamejet_800b64b4,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar2;
// if thread built correctly
if (iVar2 != 0)
{
// object from thread
puVar3 = *(undefined4 **)(iVar2 + 0x30);
// give instance to thread
*(int *)(iVar2 + 0x34) = param_1;
// cycle timer
*puVar3 = 0;
// cooldown
*(undefined2 *)((int)puVar3 + 0xe) = 0;
// dirX
puVar3[1] = (int)*(short *)(param_1 + 0x34) * -0x4b >> 5;
sVar1 = *(short *)(param_1 + 0x40);
puVar3[4] = 0;
// dirZ
puVar3[2] = (int)sVar1 * 0x4b >> 5;
// hitbox
DAT_800b6d44._2_2_ = 0x40;
DAT_800b6d40._0_2_ = 0xffc0;
DAT_800b6d40._2_2_ = 0xffc0;
DAT_800b6d48._0_2_ = 0x80;
DAT_800b6d48._2_2_ = 0x140;
DAT_800b6d44._0_2_ = 0;
// LEV -> ptrSpawn1 -> numPointers
if (0 < **(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x134)) {
// probably strlen
iVar2 = FUN_80077cc8(param_1 + 8);
// cooldown
*(undefined2 *)((int)puVar3 + 0xe) =
*(undefined2 *)
(*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x134) + 8) +
// flamejet ID from string
((uint)*(byte *)(iVar2 + param_1 + 7) - 0x30) * 2);
}
}
}
return;
}
// RB_Follower_ProcessBucket
void FUN_800b6d58(int param_1)
{
undefined *puVar1;
undefined *puVar2;
uint uVar3;
uint uVar4;
int iVar5;
int iVar6;
puVar1 = PTR_DAT_8008d2ac;
// if first thread exists
if (param_1 != 0)
{
// loop through all threads
do {
puVar2 = PTR_DAT_8008d2ac;
// if thread is not dead
if ((*(uint *)(param_1 + 0x1c) & 0x800) == 0)
{
// object
iVar6 = *(int *)(param_1 + 0x30);
// instance
iVar5 = *(int *)(param_1 + 0x34);
// follower->driver->driverID
uVar4 = (uint)*(byte *)(*(int *)(iVar6 + 4) + 0x4a);
uVar3 = 0;
// loop for number of players
if (puVar1[0x1ca9] != '\0') {
do
{
// if this camera does not belong
// to the driver that shot the weapon
if (uVar4 != uVar3) {
*(uint *)(iVar5 + 0xb8) = *(uint *)(iVar5 + 0xb8) & 0xffffffbf;
}
uVar3 = uVar3 + 1;
iVar5 = iVar5 + 0x88;
} while ((int)uVar3 < (int)(uint)(byte)puVar2[0x1ca9]);
}
// follower->mineTh->instance->idpp
iVar5 = *(int *)(*(int *)(iVar6 + 8) + 0x34) + uVar4 * 0x88;
*(uint *)(iVar5 + 0xb8) = *(uint *)(iVar5 + 0xb8) & 0xffffffbf;
}
// follower->next
param_1 = *(int *)(param_1 + 0x10);
} while (param_1 != 0);
}
return;
}
// RB_Follower_ThTick
void FUN_800b6e10(int param_1)
{
char cVar1;
int iVar2;
int *piVar3;
int iVar4;
// thread -> object
piVar3 = *(int **)(param_1 + 0x30);
// follower->driver
iVar4 = piVar3[1];
// frame count
iVar2 = *piVar3;
// driver state
cVar1 = *(char *)(iVar4 + 0x376);
// subtract one frame
*piVar3 = iVar2 + -1;
if (
(
(0 < iVar2 + -1) &&
((
// driver state (normal, or drifting)
(cVar1 == '\0' || (cVar1 == '\x02')) &&
// mineTh->timesDestroyed == obj->backup,
// determines if mine was destroyed
(*(int *)(piVar3[2] + 0x20) == piVar3[3])
))
) &&
// if driving forward
(-1 < *(short *)(iVar4 + 0x38e))
)
{
// thread -> instance
iVar2 = *(int *)(param_1 + 0x34);
// if scale is small
if (*(short *)(iVar2 + 0x1c) < 0x800)
{
// double the scale (x, y, z)
*(short *)(iVar2 + 0x1c) = *(short *)(iVar2 + 0x1c) << 1;
*(short *)(iVar2 + 0x1e) = *(short *)(iVar2 + 0x1e) << 1;
*(short *)(iVar2 + 0x20) = *(short *)(iVar2 + 0x20) << 1;
}
// Change X, Y, Z, of mine, to the
// midpoint between the current driver position,
// and the "realPos" of mine. This reduces motion sickness
*(int *)(iVar2 + 0x44) = (int)*(short *)((int)piVar3 + 0x10) + (*(int *)(iVar4 + 0x2d4) >> 8) >> 1;
*(int *)(iVar2 + 0x48) = (int)*(short *)((int)piVar3 + 0x12) + (*(int *)(iVar4 + 0x2d8) >> 8) >> 1;
*(int *)(iVar2 + 0x4c) = (int)*(short *)((int)piVar3 + 0x14) + (*(int *)(iVar4 + 0x2dc) >> 8) >> 1;
return;
}
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
return;
}
// RB_Follower_Init
void FUN_800b6f00(int param_1,int param_2)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
if (
(
// driver->speed > 0x1e00
(0x1e00 < *(short *)(param_1 + 0x38e)) &&
// if driver is not an AI
((*(uint *)(param_1 + 0x2c8) & 0x100000) == 0)
) &&
(
// cameraBuffer[driver -> index]
(*(uint *)(PTR_DAT_8008d2ac + (uint)*(byte *)(param_1 + 0x4a) * 0xdc + 0x1508) & 0x10000) == 0
)
)
{
// create a thread and an Instance
// 0x18 - Follower size
// 0x300 flag = SmallStackPool
// 0xb = "follower" thread bucket
iVar1 = FUN_800309a4((int)*(short *)(param_2 + 0x44),s_follower_800b6d4c,0x300,0xb,
&FUN_800b6e10,0x18,0);
// if that worked successfully
if (iVar1 != 0)
{
// set the scale
*(undefined2 *)(iVar1 + 0x1c) = 0x200;
*(undefined2 *)(iVar1 + 0x1e) = 0x200;
*(undefined2 *)(iVar1 + 0x20) = 0x200;
// get instance from thread
iVar3 = *(int *)(param_2 + 0x34);
// copy position and rotation from one instance to another
uVar4 = *(undefined4 *)(iVar3 + 0x34);
uVar5 = *(undefined4 *)(iVar3 + 0x38);
uVar6 = *(undefined4 *)(iVar3 + 0x3c);
*(undefined4 *)(iVar1 + 0x30) = *(undefined4 *)(iVar3 + 0x30);
*(undefined4 *)(iVar1 + 0x34) = uVar4;
*(undefined4 *)(iVar1 + 0x38) = uVar5;
*(undefined4 *)(iVar1 + 0x3c) = uVar6;
uVar4 = *(undefined4 *)(iVar3 + 0x44);
uVar5 = *(undefined4 *)(iVar3 + 0x48);
uVar6 = *(undefined4 *)(iVar3 + 0x4c);
*(undefined4 *)(iVar1 + 0x40) = *(undefined4 *)(iVar3 + 0x40);
*(undefined4 *)(iVar1 + 0x44) = uVar4;
*(undefined4 *)(iVar1 + 0x48) = uVar5;
*(undefined4 *)(iVar1 + 0x4c) = uVar6;
// Get the thread
iVar1 = *(int *)(iVar1 + 0x6c);
// set funcThDestroy to remove instance from instance pool
*(undefined4 *)(iVar1 + 0x24) = 0x80041dfc;
// get the object attached to the thread
puVar2 = *(undefined4 **)(iVar1 + 0x30);
// obj->frameCount
*puVar2 = 7;
// obj->driver
puVar2[1] = param_1;
// obj->mineTh
puVar2[2] = param_2;
// obj->backup = mineTh->timesDestroyed
puVar2[3] = *(undefined4 *)(param_2 + 0x20);
// save "real" position of mine
*(undefined2 *)((int)puVar2 + 0x10) = *(undefined2 *)(iVar3 + 0x44);
*(undefined2 *)((int)puVar2 + 0x12) = *(undefined2 *)(iVar3 + 0x48);
*(undefined2 *)((int)puVar2 + 0x14) = *(undefined2 *)(iVar3 + 0x4c);
}
}
return;
}
// RB_Fruit_ThTick
// This is useless, both thread death and pointer erasing
// happen inside RB_Fruit_ThCollide anyway
void FUN_800b706c(int param_1)
{
int iVar1;
// thread -> instance
iVar1 = *(int *)(param_1 + 0x34);
// erase (instance -> thread)
*(undefined4 *)(iVar1 + 0x6c) = 0;
do
{
// This thread is now dead
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
// erase (instance -> thread)
*(undefined4 *)(iVar1 + 0x6c) = 0;
} while( true );
}
// RB_Fruit_ThCollide
void FUN_800b70a8(int param_1,int param_2,undefined4 param_3,int param_4)
{
short sVar1;
short sVar2;
undefined4 uVar3;
MATRIX *r0;
int iVar5;
long *r0_00;
int iVar6;
int iVar7;
int *piVar8;
undefined *puVar9;
undefined auStack40 [16];
undefined2 uStack24;
undefined2 uStack22;
undefined2 uStack20;
puVar9 = auStack40;
piVar8 = *(int **)(param_1 + 0x30);
sVar1 = *(short *)(param_4 + 0xc);
iVar7 = *(int *)(param_1 + 0x34);
if ((sVar1 == 0x18) || (uVar3 = 0, sVar1 == 0x3f))
{
iVar6 = *(int *)(param_2 + 0x30);
if (sVar1 == 0x18) {
// position 3D
uStack24 = *(undefined2 *)(iVar7 + 0x44);
uStack22 = *(undefined2 *)(iVar7 + 0x48);
uStack20 = *(undefined2 *)(iVar7 + 0x4c);
// pushBuffer -> 0x28 (matrix)
r0 = (MATRIX *)(PTR_DAT_8008d2ac + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 400);
gte_SetRotMatrix(r0);
gte_SetTransMatrix(r0);
// position 3D
gte_ldv0(&uStack24);
gte_rtps();
// screen 2D result
gte_stsxy(r0_00);
// gGT
iVar5 = PTR_DAT_8008d2ac;
// screenX
*(short *)(iVar6 + 0x4bc) =
*(short *)(puVar9 + 0x18) +
*(short *)(iVar5 + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x184);
// screenY
sVar1 = *(short *)((int)r0_00 + 2);
sVar2 = *(short *)(iVar5 + (uint)*(byte *)(iVar6 + 0x4a) * 0x110 + 0x186);
// frames
*(undefined4 *)(iVar6 + 0x4b8) = 5;
// remaining HUD elements
*(int *)(iVar6 + 0x4c0) = *(int *)(iVar6 + 0x4c0) + 1;
// screenY
*(short *)(iVar6 + 0x4be) = sVar1 + sVar2 + -0x14;
}
*piVar8 = iVar6;
// set scale to 0,0,0
*(undefined2 *)(iVar7 + 0x1c) = 0;
*(undefined2 *)(iVar7 + 0x1e) = 0;
*(undefined2 *)(iVar7 + 0x20) = 0;
// erase instance->thread
*(undefined4 *)(iVar7 + 0x6c) = 0;
// play sound
FUN_8002f0dc(0x43,iVar7);
// return 1
uVar3 = 1;
// kill thread
*(uint *)(param_1 + 0x1c) = *(uint *)(param_1 + 0x1c) | 0x800;
}
return uVar3;
}
// RB_Fruit_LInB
void FUN_800b722c(int param_1)
{
// RB_Default_LInB
FUN_800b4fe4(param_1);
*(undefined *)(param_1 + 0x52) = 0;
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x10;
return;
}
// RB_Fruit_LInC
// spawns for one frame then destroys
undefined4 FUN_800b7260(int param_1,undefined4 param_2,undefined4 param_3)
{
undefined4 uVar1;
code *pcVar2;
int iVar3;
// Get thread for this instance
iVar3 = *(int *)(param_1 + 0x6c);
// if there is no thread
if (iVar3 == 0)
{
// PROC_BirthWithObject
// 0x4 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar3 = FUN_8004205c(0x40303,&FUN_800b706c,s_fruit_800b7064,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar3;
// if thread failed
if (iVar3 == 0)
{
// quit
return 0;
}
// give instance to thread
*(int *)(iVar3 + 0x34) = param_1;
// set funcThCollide
*(undefined4 *)(iVar3 + 0x28) = 0x800b70a8;
// set back to thread
iVar3 = *(int *)(param_1 + 0x6c);
}
uVar1 = 0;
if (
// if thread is valid
(iVar3 != 0) &&
(
// get funcThCollide
pcVar2 = *(code **)(iVar3 + 0x28),
// if it is a function
pcVar2 != (code *)0x0
)
)
{
// if scale is zero, and object is not drawn
if (*(short *)(param_1 + 0x1c) == 0)
{
// do nothing
uVar1 = 0;
}
// if object is drawn
else
{
// execute function pointer
uVar1 = (*pcVar2)(iVar3,param_2,pcVar2,param_3);
}
}
return uVar1;
}
// RB_Minecart_ThTick
void FUN_800b7338(int param_1)
{
ushort uVar1;
undefined *puVar2;
short sVar3;
int iVar4;
int iVar5;
undefined4 uVar6;
short *psVar7;
int iVar8;
// thread -> instance
iVar8 = *(int *)(param_1 + 0x34);
// thread -> object
psVar7 = *(short **)(param_1 + 0x30);
// instance -> animFrame
sVar3 = *(short *)(iVar8 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar4 = FUN_80030f58(iVar8,0);
// if animation is not over
if ((int)sVar3 + 1 < iVar4)
{
// increment animation frame
*(short *)(iVar8 + 0x54) = *(short *)(iVar8 + 0x54) + 1;
}
// if animation is over
else
{
// restart animation
*(undefined2 *)(iVar8 + 0x54) = 0;
}
puVar2 = PTR_DAT_8008d2ac;
// LEV -> numSpawn2
if (*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x138) != 0)
{
// if not reached next point
if (psVar7[3] < psVar7[0xf])
{
// increment interpolation to next point
psVar7[3] = psVar7[3] + 1;
}
// if reached next point
else
{
// reset interpolation between points
psVar7[3] = 1;
// position index < num positions (LEV -> ptrSpawn2)
if ((int)psVar7[10] + 1 < **(int **)(*(int *)(puVar2 + 0x160) + 0x13c)) {
// increment position index
psVar7[10] = psVar7[10] + 1;
// pos1 = pos2
*psVar7 = psVar7[4];
psVar7[1] = psVar7[5];
psVar7[2] = psVar7[6];
}
else
{
// back to first position
psVar7[10] = 1;
// Get spawn posX in LEV
sVar3 = **(short **)(*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4);
// set posX in Object
*psVar7 = sVar3;
// set posX in Instance
*(int *)(iVar8 + 0x44) = (int)sVar3;
// Get spawn posY in LEV
sVar3 = *(short *)(*(int *)(*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4) + 2);
// set posY in Object
psVar7[1] = sVar3;
// set posZ in Instance
*(int *)(iVar8 + 0x48) = (int)sVar3;
// Get spawn posZ in LEV
sVar3 = *(short *)(*(int *)(*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4) + 4);
// set posZ in Object
psVar7[2] = sVar3;
// set posZ in Instance
*(int *)(iVar8 + 0x4c) = (int)sVar3;
}
puVar2 = PTR_DAT_8008d2ac;
// index
iVar4 = (int)psVar7[10];
// position
psVar7[4] = *(short *)(iVar4 * 6 +
*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x13c) + 4));
psVar7[5] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4) +
2);
uVar1 = *(ushort *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4) + 4);
psVar7[7] = *psVar7 - psVar7[4];
psVar7[6] = uVar1;
iVar5 = (uint)(ushort)psVar7[2] - (uint)uVar1;
iVar4 = iVar5 * 0x10000 >> 0x10;
psVar7[9] = (short)iVar5;
psVar7[8] = psVar7[1] - psVar7[5];
uVar6 = FUN_8006c618((int)psVar7[7] * (int)psVar7[7] + iVar4 * iVar4);
// rotation with rtan2
sVar3 = FUN_8007173c((int)psVar7[8],uVar6);
psVar7[0x10] = sVar3;
sVar3 = FUN_8007173c((int)psVar7[7],(int)psVar7[9]);
psVar7[0x11] = sVar3 + -0x800;
if (
(psVar7[10] == 1) &&
// if instance->model->modelID == DYNAMIC_MINE_CART
(*(short *)(*(int *)(iVar8 + 0x18) + 0x10) == 0x21)
)
{
psVar7[0xc] = psVar7[0x10];
psVar7[0xd] = psVar7[0x11];
psVar7[0xe] = psVar7[0x12];
}
}
// from array
*(undefined *)(iVar8 + 0x50) = (&DAT_800b7b20)[(int)psVar7[10] * 2];
*(undefined *)(iVar8 + 0x51) = (&DAT_800b7b20)[(int)psVar7[10] * 2];
// interpolate points
iVar4 = (int)psVar7[0xf];
// safety check
if (iVar4 == 0) trap(0x1c00);
if ((iVar4 == -1) && ((int)psVar7[3] * (int)psVar7[7] == -0x80000000)) trap(0x1800);
// posX
*(int *)(iVar8 + 0x44) = (int)*psVar7 - ((int)psVar7[3] * (int)psVar7[7]) / iVar4;
// interpolate points
iVar4 = (int)psVar7[0xf];
// safety check
if (iVar4 == 0) trap(0x1c00);
if ((iVar4 == -1) && ((int)psVar7[3] * (int)psVar7[7] == -0x80000000)) trap(0x1800);
// posY
*(int *)(iVar8 + 0x48) = (int)psVar7[1] - ((int)psVar7[3] * (int)psVar7[8]) / iVar4;
// interpolate points
iVar4 = (int)psVar7[0xf];
// safety check
if (iVar4 == 0) trap(0x1c00);
if ((iVar4 == -1) && ((int)psVar7[3] * (int)psVar7[7] == -0x80000000)) trap(0x1800);
// posZ
*(int *)(iVar8 + 0x4c) = (int)psVar7[2] - ((int)psVar7[3] * (int)psVar7[9]) / iVar4;
// RB_Hazard_InterpolateValue x2
// interpolate current rotation to desired rotation
sVar3 = FUN_800ada90((int)psVar7[0xd],(int)psVar7[0x11],(int)psVar7[0x13]);
psVar7[0xd] = sVar3;
sVar3 = FUN_800ada90((int)psVar7[0xc],(int)psVar7[0x10],(int)psVar7[0x13]);
psVar7[0xc] = sVar3;
// make matrix
FUN_8006c2a4(iVar8 + 0x30,psVar7 + 0xc);
// PlaySound3D_Flags
// play minecart railroad sound
FUN_8002f31c(psVar7 + 0x14,0x72,iVar8);
// check for collision with all Players
iVar4 = FUN_800314e0(iVar8,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x10000);
// if there is collision
if ((iVar4 != 0) ||
// check for collision with all robotcars
(iVar4 = FUN_800314e0(iVar8,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x10000),
// if there is collision
iVar4 != 0))
{
// squish
uVar6 = 3;
// instance -> model -> modelID == DYNAMIC_SKUNK
if (*(short *)(*(int *)(iVar8 + 0x18) + 0x10) == 0x50)
{
// spin out
uVar6 = 1;
}
// RB_Hazard_HurtDriver (squish, or spinout)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar4 + 0x6c) + 0x30),uVar6,0,0);
}
}
return;
}
// RB_Minecart_LInB
void FUN_800b7814(int param_1)
{
undefined *puVar1;
undefined2 uVar2;
short sVar3;
int iVar4;
undefined4 uVar5;
short *psVar6;
// if there is already a thread for this instance
if (*(int *)(param_1 + 0x6c) != 0)
{
// quit
return;
}
// PROC_BirthWithObject
// 0x2c = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar4 = FUN_8004205c(0x2c0303,&FUN_800b7338,s_minecart_800b732c,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar4;
// if thread failed
if (iVar4 == 0)
{
// quit
return;
}
// get object that thread created
psVar6 = *(short **)(iVar4 + 0x30);
// give instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// clear memory in object
memset(psVar6,0,0x2c);
// minecartID
iVar4 = strlen(param_1 + 8);
// start at beginning of path
sVar3 = 1;
// not minecart[0]
if (*(char *)(iVar4 + param_1 + 7) != '0')
{
iVar4 = strlen(param_1 + 8);
// minecart[1]
if (*(char *)(iVar4 + param_1 + 7) == '1') {
iVar4 = **(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x13c);
}
// minecart[2]
else {
iVar4 = **(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x13c) << 1;
}
sVar3 = (short)(iVar4 / 3);
}
// position index
psVar6[10] = sVar3;
// set scale (x,y,z) of instance
*(undefined2 *)(param_1 + 0x1c) = 0x1000;
*(undefined2 *)(param_1 + 0x1e) = 0x1000;
*(undefined2 *)(param_1 + 0x20) = 0x1000;
// minecart speed (8 frames between points)
psVar6[0xf] = 8;
// rotation speed
psVar6[0x13] = 0x20;
// instance -> model -> modelID
sVar3 = *(short *)(*(int *)(param_1 + 0x18) + 0x10);
// if DYNAMIC_SKUNK
if (sVar3 == 0x50) {
uVar2 = 0x2000;
}
else
{
// if not DYNAMIC_VONLABASS
if (sVar3 != 0x4f) goto LAB_800b7980;
// if DYNAMIC_VONLABASS
uVar2 = 0x800;
}
// set scale again (x,y,z) of instance
*(undefined2 *)(param_1 + 0x1c) = uVar2;
*(undefined2 *)(param_1 + 0x1e) = uVar2;
*(undefined2 *)(param_1 + 0x20) = uVar2;
// speed (4 frames between points)
psVar6[0xf] = 4;
// rotation speed
psVar6[0x13] = 0x18;
LAB_800b7980:
puVar1 = PTR_DAT_8008d2ac;
// desired position index
iVar4 = (int)psVar6[10];
// betweenPoints currFrame
psVar6[3] = 0;
// pos1 = points[desired-1]
*psVar6 = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4) + -6);
psVar6[1] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4) + -4);
psVar6[2] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4) + -2);
// pos2 = points[desired]
psVar6[4] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4));
psVar6[5] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4) + 2);
psVar6[6] = *(short *)(iVar4 * 6 + *(int *)(*(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 4) + 4);
// dirX
psVar6[7] = *psVar6 - psVar6[4];
// dirZ
iVar4 = (int)(((uint)(ushort)psVar6[2] - (uint)(ushort)psVar6[6]) * 0x10000) >> 0x10;
psVar6[9] = (short)((uint)(ushort)psVar6[2] - (uint)(ushort)psVar6[6]);
// dirY
psVar6[8] = psVar6[1] - psVar6[5];
uVar5 = SquareRoot0((int)psVar6[7] * (int)psVar6[7] + iVar4 * iVar4);
// rotate X, Y, Z
sVar3 = ratan2((int)psVar6[8],uVar5);
psVar6[0x10] = sVar3;
sVar3 = ratan2((int)psVar6[7],(int)psVar6[9]);
psVar6[0x11] = sVar3 + -0x800;
psVar6[0x12] = 0;
// erase audio data
*(undefined4 *)(psVar6 + 0x14) = 0;
return;
}
// RB_Orca_ThTick
void FUN_800b7b8c(int param_1)
{
ushort uVar1;
uint uVar2;
int iVar3;
int iVar4;
int iVar5;
short *psVar6;
int iVar7;
int iVar8;
// thread -> object
psVar6 = *(short **)(param_1 + 0x30);
// thread -> instance
iVar7 = *(int *)(param_1 + 0x34);
// if cooldown
if ((int)psVar6[7] != 0)
{
// subtract one frame
uVar2 = (int)psVar6[7] - 1;
psVar6[7] = (short)uVar2;
// quit if cooldown is not done
if ((uVar2 & 0xffff) != 0) {
return;
}
// make orca visible (remove invisible flag)
*(uint *)(iVar7 + 0x28) = *(uint *)(iVar7 + 0x28) & 0xffffff7f;
return;
}
// number of frames in animation
iVar3 = (int)psVar6[0x13];
// animIndex
iVar8 = (int)psVar6[0xb];
// if less than 20 frames remain
if (iVar3 + -0x14 < (int)psVar6[0xb])
{
// total frames, minus 20
iVar8 = iVar3 + -0x14;
}
// direction
uVar1 = psVar6[0x17];
// total frames, minus 23
iVar5 = iVar3 + -0x17;
if (uVar1 == 0)
{
// subtract 26 frames
iVar3 = iVar3 + -0x1a;
if ((short)iVar8 <= iVar3) goto LAB_800b7c40;
}
else
{
iVar3 = iVar8 + -3;
}
iVar8 = iVar3;
LAB_800b7c40:
iVar3 = iVar8 << 0x10;
if (iVar8 << 0x10 < 0) {
iVar3 = 0;
}
iVar3 = iVar3 >> 0x10;
if (iVar5 == 0) {
trap(0x1c00);
}
if ((iVar5 == -1) && (iVar3 * psVar6[0x14] == -0x80000000)) {
trap(0x1800);
}
*(int *)(iVar7 + 0x44) = (int)*psVar6 - (iVar3 * psVar6[0x14]) / iVar5;
if (iVar5 == 0) {
trap(0x1c00);
}
if ((iVar5 == -1) && (iVar3 * psVar6[0x15] == -0x80000000)) {
trap(0x1800);
}
*(int *)(iVar7 + 0x48) = (int)psVar6[1] - (iVar3 * psVar6[0x15]) / iVar5;
if (iVar5 == 0) {
trap(0x1c00);
}
if ((iVar5 == -1) && (iVar3 * psVar6[0x16] == -0x80000000)) {
trap(0x1800);
}
*(int *)(iVar7 + 0x4c) = (int)psVar6[2] - (iVar3 * psVar6[0x16]) / iVar5;
// increment frame
iVar8 = (int)*(short *)(iVar7 + 0x54) + 1;
// if frame is less than number of frames in animation
if (iVar8 < psVar6[0x13])
{
if (
// if less than 2 players (1P only)
((byte)PTR_DAT_8008d2ac[0x1ca8] < 2) &&
// create splashes on specific frames
(
(
// 45 frames between entry and exit,
// 1.5 seconds
// frame 5, coming out of the water
iVar8 == 5 ||
// frame 49, back in water
(iVar8 == 0x31)
)
)
)
{
// amount of particles to spawn
iVar3 = 0xf;
// splash effect in water
do
{
// Create instance in particle pool
iVar5 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x2118),&DAT_800b80e4);
if (iVar5 != 0) {
*(int *)(iVar5 + 0x24) =
*(int *)(iVar5 + 0x24) +
*(int *)(iVar7 + 0x44) * 0x100 + (int)*(short *)(iVar5 + 0x28) * 0x10;
*(int *)(iVar5 + 0x2c) =
*(int *)(iVar5 + 0x2c) +
*(int *)(iVar7 + 0x48) * 0x100 + (int)*(short *)(iVar5 + 0x30) * 2;
iVar4 = *(int *)(iVar7 + 0x4c);
*(undefined2 *)(iVar5 + 0x1a) = 0x1000;
*(int *)(iVar5 + 0x34) =
*(int *)(iVar5 + 0x34) + iVar4 * 0x100 + (int)*(short *)(iVar5 + 0x38) * 0x10;
}
iVar3 = iVar3 + -1;
} while (iVar3 != 0);
}
// increment frame
*(undefined2 *)(iVar7 + 0x54) = (short)iVar8;
// direction
if (uVar1 == 0)
{
// return to spawn
psVar6[0xb] = psVar6[0xb] + -1;
}
// direction
else
{
// move away from spawn
psVar6[0xb] = psVar6[0xb] + 1;
}
}
// if animation is done
else
{
// make orca invisible
*(uint *)(iVar7 + 0x28) = *(uint *)(iVar7 + 0x28) | 0x80;
// 90-frame cooldown before
// jumping out of water
psVar6[7] = 0x5a;
// reset animation
*(undefined2 *)(iVar7 + 0x54) = 0;
// reverse the direction
psVar6[0x17] = uVar1 ^ 1;
// alter rotation 180 degrees
psVar6[9] = psVar6[9] + 0x800;
// turn rotation into matrix
FUN_8006c2a4(iVar7 + 0x30,psVar6 + 8);
}
return;
}
// RB_Orca_ThCollide
void FUN_800b7eb8(int param1, int param_2, int param_3, int param_4)
{
// check if modelID is player
// modelID is 0xc of BSP meta
return (uint)(*(short *)(param_4 + 0xc) == 0x18);
}
// RB_Orca_LInB
// This was the beta Whale on Polar Pass
void FUN_800b7ecc(int param_1)
{
undefined *puVar1;
undefined *puVar2;
short sVar3;
int iVar4;
undefined4 *puVar5;
undefined4 *puVar6;
// orca would be out of water for 45 frames,
// which is 1.5 seconds, and then a 3-second cooldown
// If there is no thread for this instance
if (*(int *)(param_1 + 0x6c) == 0)
{
// b7b84
// "orca"
// PROC_BirthWithObject
// 0x30 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar4 = FUN_8004205c(0x300303,&FUN_800b7b8c,&DAT_800b7b84,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar4;
// If the thread built properly
if (iVar4 != 0)
{
// get object created with thread
puVar6 = *(undefined4 **)(iVar4 + 0x30);
// set funcThCollide, RB_Orca_ThCollide
*(undefined4 *)(iVar4 + 0x28) = 0x800b7eb8;
// give instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// set scale (x, y, z)
*(undefined2 *)(param_1 + 0x1c) = 0xc00;
*(undefined2 *)(param_1 + 0x1e) = 0xc00;
*(undefined2 *)(param_1 + 0x20) = 0xc00;
// draw huge
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x8000000;
// animFrame (negative?)
*(short *)((int)puVar6 + 0x16) = -10;
// direction, move away from spawn
*(short *)((int)puVar6 + 0x2e) = 1;
// instance->instDef->rot[3]
*(short *)(puVar6 + 4) = *(short *)(*(int *)(param_1 + 0x2c) + 0x36);
*(short *)((int)puVar6 + 0x12) = *(short *)(*(int *)(param_1 + 0x2c) + 0x38);
*(short *)(puVar6 + 5) = *(short *)(*(int *)(param_1 + 0x2c) + 0x3a);
// orcaID
iVar4 = strlen(param_1 + 8);
puVar1 = PTR_DAT_8008d2ac;
iVar4 = (uint)*(byte *)(iVar4 + param_1 + 7) - 0x30;
*(short *)((int)puVar6 + 6) = (short)iVar4;
puVar2 = PTR_DAT_8008d2ac;
// LEV -> numSpawn2
if (*(int *)(*(int *)(puVar1 + 0x160) + 0x138) != 0)
{
// start position
puVar5 = *(undefined4 **)(iVar4 * 8 + *(int *)(*(int *)(puVar1 + 0x160) + 0x13c) + 0x24);
sVar3 = *(short *)(puVar5 + 1);
*puVar6 = *puVar5;
*(short *)(puVar6 + 1) = sVar3;
// end position
iVar4 = *(int *)((int)*(short *)((int)puVar6 + 6) * 8 +
*(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 0x24);
sVar3 = *(short *)(iVar4 + 10);
puVar6[2] = *(undefined4 *)(iVar4 + 6);
*(short *)(puVar6 + 3) = sVar3;
}
// midpoint?
*(short *)(puVar6 + 0xa) = *(short *)puVar6 - *(short *)(puVar6 + 2);
*(short *)((int)puVar6 + 0x2a) = *(short *)((int)puVar6 + 2) - *(short *)((int)puVar6 + 10);
*(short *)(puVar6 + 0xb) = *(short *)(puVar6 + 1) - *(short *)(puVar6 + 3);
// INSTANCE_GetNumAnimFrames
sVar3 = FUN_80030f58(param_1,0);
puVar1 = PTR_DAT_8008d2ac;
// set number of frames in animation
*(short *)((int)puVar6 + 0x26) = sVar3;
if (
// LEV -> ptrSpawn1 -> numPointers
(0 < **(int **)(*(int *)(puVar1 + 0x160) + 0x134)) &&
// get data depending on orcaID
(sVar3 = *(short *)((*(int **)(*(int *)(puVar1 + 0x160) + 0x134))[2] +
(int)*(short *)((int)puVar6 + 6) * 2),
// if value is not zero, make invisible
*(short *)((int)puVar6 + 0xe) = sVar3, sVar3 != 0)
)
{
// make invisible
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x80;
}
}
}
return;
}
// RB_Plant_ThTick_Eat
void FUN_800b81e8(int param_1)
{
char cVar1;
short sVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
short *psVar7;
// get object from thread
psVar7 = *(short **)(param_1 + 0x30);
// get instance from thread
iVar6 = *(int *)(param_1 + 0x34);
do
{
// get animation
cVar1 = *(char *)(iVar6 + 0x52);
// if animation is 5
if (cVar1 == '\x05')
{
// get animation frame
sVar2 = *(short *)(iVar6 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar6,5);
// if animation is not finished
if ((int)sVar2 + 1 < iVar3)
{
// increment animation frame
*(short *)(iVar6 + 0x54) = *(short *)(iVar6 + 0x54) + 1;
}
// if animation is finished
else
{
// reset frame
*(undefined2 *)(iVar6 + 0x54) = 0;
// change animation to 6
*(undefined *)(iVar6 + 0x52) = 6;
DAT_800b82bc:
if (psVar7[3] != 0)
{
// Play PlantChew sound
FUN_80028468(0x6e,0);
}
}
}
// if animation is not 5
else {
if (cVar1 == '\x06')
{
// get animation frame
sVar2 = *(short *)(iVar6 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar6,6);
// if animation is not done
if ((int)sVar2 + 1 < iVar3)
{
// advance animation by one frame
sVar2 = *(short *)(iVar6 + 0x54) + 1;
*(short *)(iVar6 + 0x54) = sVar2;
// on a particular frame, play sound???
if (sVar2 == 0xf) goto DAT_800b82bc;
}
// if animation is done
else
{
// reset animation frame
*(undefined2 *)(iVar6 + 0x54) = 0;
// increment number of times animation finished
sVar2 = *psVar7;
*psVar7 = sVar2 + 1;
// if animation finished once
if ((short)(sVar2 + 1) == 1)
{
// reset counter
*psVar7 = 0;
// reset animation
*(undefined2 *)(iVar6 + 0x54) = 0;
// change animation to 7
*(undefined *)(iVar6 + 0x52) = 7;
}
}
}
// if anim is not 6
else
{
// if animation is 7, spitting
if (cVar1 == '\a')
{
// get animation frame
sVar2 = *(short *)(iVar6 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar6,7);
// if animation is not finished
if ((int)sVar2 + 1 < iVar3)
{
// increase animation frame
sVar2 = *(short *)(iVar6 + 0x54) + 1;
*(short *)(iVar6 + 0x54) = sVar2;
// on particular animation frame,
// make the plant spit
if (sVar2 == 0x19)
{
if (psVar7[3] != 0)
{
// Play PlantSpit sound
FUN_80028468(0x6f,0);
}
// loop counter
iVar3 = 0;
// Spawn 4 tires being spat out
// for iVar3 = 0; iVar3 < 4; iVar3++
do
{
// 2114 is group of textures for tireAnim
iVar4 = FUN_80040308(0,*(undefined4 *)(PTR_DAT_8008d2ac + 0x2114),
&DAT_800b8acc);
if (iVar4 != 0) {
*(int *)(iVar4 + 0x24) =
*(int *)(iVar4 + 0x24) +
(*(int *)(iVar6 + 0x44) + ((int)*(short *)(iVar6 + 0x34) * 9 >> 7)) * 0x100;
*(int *)(iVar4 + 0x2c) =
*(int *)(iVar4 + 0x2c) + (*(int *)(iVar6 + 0x48) + 0x20) * 0x100;
*(int *)(iVar4 + 0x34) =
*(int *)(iVar4 + 0x34) +
(*(int *)(iVar6 + 0x4c) + ((int)*(short *)(iVar6 + 0x40) * 9 >> 7)) * 0x100;
iVar5 = FUN_8003ea28();
*(short *)(iVar4 + 0x28) =
*(short *)(iVar4 + 0x28) +
(short)((iVar5 % 10 + 0x10) * (int)*(short *)(iVar6 + 0x34) >> 0xc) * 0x100;
iVar5 = FUN_8003ea28();
sVar2 = *(short *)(iVar6 + 0x40);
// Particle_FuncPtr_SpitTire
*(undefined4 *)(iVar4 + 0x1c) = 0x8003ec18;
*(int *)(iVar4 + 0x20) = iVar6;
*(short *)(iVar4 + 0x38) =
*(short *)(iVar4 + 0x38) +
(short)((iVar5 % 10 + 0x10) * (int)sVar2 >> 0xc) * 0x100;
}
// next tire
iVar3 = iVar3 + 1;
} while (iVar3 < 4);
}
}
// if spitting animation is done
else {
// Change animatino to rest, and reset animation
*(undefined2 *)(iVar6 + 0x54) = 0;
*(undefined *)(iVar6 + 0x52) = 0;
// not eating anymore
psVar7[3] = 0;
// Change state to
// RB_Plant_ThTick_Rest
FUN_800716ec(param_1,&FUN_800b88a8);
}
}
}
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Plant_ThTick_Grab
void FUN_800b84f0(int param_1)
{
short sVar1;
int iVar2;
undefined *puVar3;
int iVar4;
int iStack56;
int iStack52;
undefined4 uStack48;
undefined4 uStack44;
undefined4 uStack40;
undefined4 uStack36;
undefined4 uStack32;
int iStack28;
undefined4 uStack24;
undefined4 uStack20;
// thread -> instance
iVar4 = *(int *)(param_1 + 0x34);
uStack44 = DAT_800b8bec;
uStack40 = DAT_800b8bf0;
uStack36 = DAT_800b8bf4;
uStack20 = 0;
// instance
iStack56 = iVar4;
// thread
iStack52 = param_1;
iStack28 = param_1;
do
{
// if grabbing driver
if (*(char *)(iVar4 + 0x52) == '\x03') {
// instance -> animFrame
sVar1 = *(short *)(iVar4 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar4,3);
puVar3 = PTR_DAT_8008d2ac;
if ((int)sVar1 + 1 < iVar2) {
*(short *)(iVar4 + 0x54) = *(short *)(iVar4 + 0x54) + 1;
// mine thread bucket
uStack48 = *(undefined4 *)(puVar3 + 0x1b7c);
// get collision with thread bucket
iVar2 = FUN_800315ac(&iStack56);
// if collision
if (iVar2 != 0)
{
// instance->thread
uStack32 = *(undefined4 *)(iVar2 + 0x6c);
// instance->thread->funcThCollide
uStack24 = *(undefined4 *)(*(int *)(iVar2 + 0x6c) + 0x28);
// RB_Hazard_ThCollide_Generic_Alt
FUN_800ac3f8(&uStack32);
}
}
else
{
// RB_Plant_ThTick_Eat
puVar3 = &DAT_800b81e8;
*(undefined2 *)(iVar4 + 0x54) = 0;
*(undefined *)(iVar4 + 0x52) = 5;
DAT_800b8638:
FUN_800716ec(param_1,puVar3);
}
}
// if grabbing mine (unused)
else {
if (*(char *)(iVar4 + 0x52) == '\x04') {
// instance -> animFrame
sVar1 = *(short *)(iVar4 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar4,4);
if (iVar2 <= (int)sVar1 + 1)
{
// Change state to
// RB_Plant_ThTick_Rest
puVar3 = &FUN_800b88a8;
// Change animation to Rest, restart animation
*(undefined2 *)(iVar4 + 0x54) = 0;
// Set animation to rest
*(undefined *)(iVar4 + 0x52) = 0;
goto DAT_800b8638;
}
*(short *)(iVar4 + 0x54) = *(short *)(iVar4 + 0x54) + 1;
}
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Plant_ThTick_Transition_HungryToRest
void FUN_800b8650(int param_1)
{
int iVar1;
// get instance from thread
iVar1 = *(int *)(param_1 + 0x34);
do
{
// If animation finished rewinding
if ((int)*(short *)(iVar1 + 0x54) + -1 < 1)
{
// Reset animation
*(undefined2 *)(iVar1 + 0x54) = 0;
// Set animation to rest
*(undefined *)(iVar1 + 0x52) = 0;
// Change state to
// RB_Plant_ThTick_Rest
FUN_800716ec(param_1,&FUN_800b88a8);
}
// if animation is not done
else
{
// play backwards
*(short *)(iVar1 + 0x54) = *(short *)(iVar1 + 0x54) + -1;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Plant_ThTick_Hungry
// Mouth near ground, ready to eat
void FUN_800b86b4(int param_1)
{
short sVar1;
undefined2 uVar2;
int iVar3;
int iVar4;
int iVar5;
short *psVar6;
int iStack48;
int iStack44;
undefined4 uStack40;
undefined4 uStack36;
undefined4 uStack32;
undefined4 uStack28;
psVar6 = *(short **)(param_1 + 0x30);
iVar5 = *(int *)(param_1 + 0x34);
uStack36 = DAT_800b8bec;
uStack32 = DAT_800b8bf0;
uStack28 = DAT_800b8bf4;
iStack48 = iVar5;
iStack44 = param_1;
do {
if (*(char *)(iVar5 + 0x52) == '\x02') {
// get animation frame
sVar1 = *(short *)(iVar5 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar5,2);
// if animation is not done
if ((int)sVar1 + 1 < iVar3)
{
// advance animation by one frame
*(short *)(iVar5 + 0x54) = *(short *)(iVar5 + 0x54) + 1;
}
// if animation is done
else
{
// reset animation
*(undefined2 *)(iVar5 + 0x54) = 0;
// get number of times animation finished
sVar1 = *psVar6;
// increment counter by one
*psVar6 = sVar1 + 1;
// if animation finished 4 times
if ((short)(sVar1 + 1) == 4)
{
// INSTANCE_GetNumAnimFrames
uVar2 = FUN_80030f58(iVar5,1);
// set animation to the last frame,
// the animation will play backwards
*(undefined2 *)(iVar5 + 0x54) = uVar2;
// change animation to TransitionRestToHungry,
// which will play backwards
*(undefined *)(iVar5 + 0x52) = 1;
// reset cycle counter
*psVar6 = 0;
// Change state to
// RB_Plant_ThTick_Transition_HungryToRest
FUN_800716ec(param_1,&FUN_800b8650);
}
}
// Check for collision with human players
uStack40 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c);
iVar3 = FUN_800315ac(&iStack48);
// if no collision is found
if (iVar3 == 0)
{
// If this is not Boss mode (papu is immune)
if (-1 < *(int *)PTR_DAT_8008d2ac)
{
// Check for collision with robot cars
uStack40 = *(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40);
iVar3 = FUN_800315ac(&iStack48,5);
// if there is a collision
if (iVar3 != 0)
{
// RB_Hazard_HurtDriver (mask grab)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar3 + 0x6c) + 0x30),5,0,0);
// driver->plantEatingMe = "this"
*(int *)(*(int *)(*(int *)(iVar3 + 0x6c) + 0x30) + 0x4a8) = param_1;
// Reset animation
*(undefined2 *)(iVar5 + 0x54) = 0;
// Change animation to GrabDriver
*(undefined *)(iVar5 + 0x52) = 3;
*psVar6 = 0;
// Change plant state to EndHunger (grab)
goto DAT_800b8890;
}
}
}
// if player collides with plant
else
{
// get pointer to Driver object
iVar4 = *(int *)(*(int *)(iVar3 + 0x6c) + 0x30);
// RB_Hazard_HurtDriver (mask grab)
iVar3 = FUN_800ac1b0(iVar4,5,0,0);
if (iVar3 != 0)
{
// Play PlantGrab sound
FUN_80028468(0x6d,0);
*(int *)(iVar4 + 0x4a8) = param_1;
// Change animation to GrabDriver
*(undefined *)(iVar5 + 0x52) = 3;
// Reset animation
*(undefined2 *)(iVar5 + 0x54) = 0;
*psVar6 = 0;
// plant is now eating
psVar6[3] = 1;
DAT_800b8890:
// Change plant state to
// RB_Plant_ThTick_Grab (grab or rest)
FUN_800716ec(param_1,&FUN_800b84f0);
}
}
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Plant_ThTick_Rest
// Standing tall, not trying to eat
void FUN_800b88a8(int param_1)
{
short sVar1;
int iVar2;
int iVar3;
short *psVar4;
// get plant object from thread
psVar4 = *(short **)(param_1 + 0x30);
// get instance from thread
iVar3 = *(int *)(param_1 + 0x34);
do
{
// cooldown
if (psVar4[1] == 0)
{
// Set animation to rest
if (*(char *)(iVar3 + 0x52) == '\0')
{
// Get animation frame
sVar1 = *(short *)(iVar3 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar3,0);
// if animation is not finished
if ((int)sVar1 + 1 < iVar2)
{
DAT_800b8968:
// Advance animation by one frame
*(short *)(iVar3 + 0x54) = *(short *)(iVar3 + 0x54) + 1;
}
// if animation is done
else
{
// reset animation
*(undefined2 *)(iVar3 + 0x54) = 0;
// get number of times this animation finished
sVar1 = *psVar4;
// increment number of times animation finished
*psVar4 = sVar1 + 1;
// if animation finished 3 times
if ((short)(sVar1 + 1) == 3)
{
// change animation to TransitionRestToHungry
*(undefined *)(iVar3 + 0x52) = 1;
// reset animation counter
*psVar4 = 0;
}
}
}
else
{
// If animation is TransitionRestToHungry
if (*(char *)(iVar3 + 0x52) == '\x01')
{
// get animation frame
sVar1 = *(short *)(iVar3 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar2 = FUN_80030f58(iVar3,1);
// if animation is not done, advance frame
if ((int)sVar1 + 1 < iVar2) goto DAT_800b8968;
// When transition is over, make the plant hungry
// Set animation frame to zero
*(undefined2 *)(iVar3 + 0x54) = 0;
// Set animation to Hungry
*(undefined *)(iVar3 + 0x52) = 2;
// Change state to
// RB_Plant_ThTick_Hungry
FUN_800716ec(param_1,&FUN_800b86b4);
}
}
}
// cooldown
else
{
psVar4[1] = psVar4[1] + -1;
}
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Plant_LInB
void FUN_800b89a4(int param_1)
{
int iVar1;
undefined2 *puVar2;
undefined2 *puVar3;
// if instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar1 = FUN_8004205c(0x80303,FUN_800b88a8,s_plant_800b81e0,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if thread is valid
if (iVar1 != 0)
{
// get object attached to thread
puVar3 = *(undefined2 **)(iVar1 + 0x30);
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// set scale (x, y, z)
*(undefined2 *)(param_1 + 0x1c) = 0x2800;
*(undefined2 *)(param_1 + 0x1e) = 0x2800;
*(undefined2 *)(param_1 + 0x20) = 0x2800;
// initialize plant data
// frame timer
*puVar3 = 0;
// not eating
puVar3[3] = 0;
// initialize animation to frame zero of anim zero
*(undefined2 *)(param_1 + 0x54) = 0;
*(undefined *)(param_1 + 0x52) = 0;
DAT_800b8bf0._2_2_ = 0x40;
DAT_800b8bec._0_2_ = 0xffc0;
DAT_800b8bec._2_2_ = 0xffc0;
DAT_800b8bf4._0_2_ = 0x80;
DAT_800b8bf4._2_2_ = 0x1e0;
DAT_800b8bf0._0_2_ = 0;
// LEV -> ptrSpawn1 -> numPointers
if (0 < **(int **)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x134))
{
// strlen
iVar1 = FUN_80077cc8(param_1 + 8);
puVar2 = (undefined2 *)
(*(int *)(*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x134) + 8) +
// plantID from string
((uint)*(byte *)(iVar1 + param_1 + 7) - 0x30) * 4);
// position X and Y
puVar3[1] = *puVar2;
puVar3[2] = puVar2[1];
}
}
}
return;
}
// RB_Seal_ThTick_TurnAround
void FUN_800b8c00(int param_1)
{
char cVar1;
short sVar2;
undefined2 uVar3;
int iVar4;
code *pcVar5;
int iVar6;
int iVar7;
// thread -> instance
iVar7 = *(int *)(param_1 + 0x34);
// thread -> object
iVar6 = *(int *)(param_1 + 0x30);
// instance -> animFrame
sVar2 = *(short *)(iVar7 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar4 = FUN_80030f58(iVar7,0);
// if animation is not done
if ((int)sVar2 + 2 < iVar4)
{
// increment animation
*(short *)(iVar7 + 0x54) = *(short *)(iVar7 + 0x54) + 2;
}
// if animation is over
else
{
// restart animation
*(undefined2 *)(iVar7 + 0x54) = 0;
// play sound of seal bark
FUN_8002f0dc(0x77,iVar7);
}
// if current rotation is desired rotation
if ((int)*(short *)(iVar6 + 0x12) == (int)*(short *)(iVar6 + 0x22))
{
// reset numFramesSpinning
*(undefined2 *)(iVar6 + 0x26) = 0;
// set spawn rotation to desired rotation (why?)
*(undefined2 *)(iVar6 + 0x18) = *(undefined2 *)(iVar6 + 0x10);
*(undefined2 *)(iVar6 + 0x1a) = *(undefined2 *)(iVar6 + 0x12);
*(undefined2 *)(iVar6 + 0x1c) = *(undefined2 *)(iVar6 + 0x14);
// make a matrix
FUN_8006c2a4(iVar7 + 0x30,iVar6 + 0x10);
// ThTick_SetAndExec RB_Seal_ThTick_Move
FUN_800716ec(param_1,FUN_800b8e1c);
}
// if desired rotation is not met yet
else
{
// RB_Hazard_InterpolateValue x3
// rotCurrY to rotDesiredY
uVar3 = FUN_800ada90((int)*(short *)(iVar6 + 0x12),(int)*(short *)(iVar6 + 0x22),0x80);
*(undefined2 *)(iVar6 + 0x12) = uVar3;
// rotCurrX to rotDesiredAltX
uVar3 = FUN_800ada90((int)*(short *)(iVar6 + 0x10),(int)-*(short *)(iVar6 + 0x18),0x14);
*(undefined2 *)(iVar6 + 0x10) = uVar3;
// rotCurrZ to rotDesiredAltZ
uVar3 = FUN_800ada90((int)*(short *)(iVar6 + 0x14),(int)-*(short *)(iVar6 + 0x1c),0x14);
*(undefined2 *)(iVar6 + 0x14) = uVar3;
// increase numFramesSpinning
*(short *)(iVar6 + 0x26) = *(short *)(iVar6 + 0x26) + 1;
// make a matrix
FUN_8006c2a4(iVar7 + 0x30,iVar6 + 0x10);
}
// check for collision with all players
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x4000);
// if no collision
if (iVar4 == 0)
{
// check for collision with all robotcars
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x4000);
// if no collision
if (iVar4 == 0)
{
// check for collision with all mines (tnts, beakers, etc)
iVar4 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x4000);
// if there is a collision
if (iVar4 != 0)
{
// instance -> thread -> funcThCollide
pcVar5 = *(code **)(*(int *)(iVar4 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar5)(*(int *)(iVar4 + 0x6c));
}
}
// if there is a collision with robotcar
else
{
// RB_Hazard_HurtDriver (spin out)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar4 + 0x6c) + 0x30),1,0,0);
}
}
// if there is a collision with player
else {
iVar6 = *(int *)(*(int *)(iVar4 + 0x6c) + 0x30);
cVar1 = *(char *)(iVar6 + 0x376);
// RB_Hazard_HurtDriver (spin out)
iVar4 = FUN_800ac1b0(iVar6,1,0,0);
// if change state worked, and if kart was not
// already spinning out before this
if ((iVar4 != 0) && (cVar1 != '\x03'))
{
// play sound
FUN_80028494(0x78,1,(uint)*(ushort *)(iVar6 + 0x2ca) & 1);
}
}
return;
}
// RB_Seal_ThTick_Move
void FUN_800b8e1c(int param_1)
{
char cVar1;
short sVar2;
int iVar3;
code *pcVar4;
int iVar5;
short *psVar6;
int iVar7;
// get instance from thread
iVar7 = *(int *)(param_1 + 0x34);
// get object from thread
psVar6 = *(short **)(param_1 + 0x30);
// instance -> animationFrame
sVar2 = *(short *)(iVar7 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar7,0);
// if animation is not done
if ((int)sVar2 + 2 < iVar3)
{
// increase animation frame
*(short *)(iVar7 + 0x54) = *(short *)(iVar7 + 0x54) + 2;
}
// if animation is done
else
{
// restart animation
*(undefined2 *)(iVar7 + 0x54) = 0;
}
// Position =
// SpawnPosition - (Distance*Velocity) >> 5
// >> 5 is the same as / 0x2d
*(int *)(iVar7 + 0x44) = (int)*psVar6 - ((int)psVar6[7] * (int)psVar6[0x14]) / 0x2d;
*(int *)(iVar7 + 0x48) = (int)psVar6[1] - ((int)psVar6[7] * (int)psVar6[0x15]) / 0x2d;
*(int *)(iVar7 + 0x4c) = (int)psVar6[2] - ((int)psVar6[7] * (int)psVar6[0x16]) / 0x2d;
// If direction is zero
if (psVar6[0xf] == 0)
{
// if you have not returned to spawn
if (0 < psVar6[7])
{
// reduce frame counter
psVar6[7] = psVar6[7] + -1;
// dont turn around
goto LAB_800b8fdc;
}
// if you have not returned to spawn, dont turn around
if (psVar6[7] != 0) goto LAB_800b8fdc;
// === end of Move state ===
// rotDesiredAlt_Y
sVar2 = psVar6[9];
// change direction
psVar6[0xf] = 1;
}
// if direction is 1
else
{
// if you have not travelled far from spawn,
// 0x2d = 45 frames = 1.5 seconds
if (psVar6[7] < 0x2d)
{
// keep moving away from spawn
psVar6[7] = psVar6[7] + 1;
// dont turn around
goto LAB_800b8fdc;
}
// if you have not reached max distance, dont turn around,
// 0x2d = 45 frames = 1.5 seconds
if (psVar6[7] != 0x2d) goto LAB_800b8fdc;
// === end of Move state ===
// rotCurr_Y
sVar2 = psVar6[9];
// change direction
psVar6[0xf] = 0;
}
// === end of Move state ===
// turn around 180 degrees
iVar5 = (int)sVar2 + 0x800;
iVar3 = iVar5;
if (iVar5 < 0) {
iVar3 = (int)sVar2 + 0x17ff;
}
// 0x22, rotDesired
psVar6[0x11] = (short)iVar5 + (short)(iVar3 >> 0xc) * -0x1000;
// ThTick_SetAndExec RB_Seal_ThTick_TurnAround
FUN_800716ec(param_1,&FUN_800b8c00);
LAB_800b8fdc:
// check for collision with all Players
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x4000);
// if there is no collision
if (iVar3 == 0)
{
// check for collision with all robotcars
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x4000);
// if there is no collision
if (iVar3 == 0) {
// check collision with all Mines (tnt, beaker, etc)
iVar3 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x4000);
// if there is a collision
if (iVar3 != 0)
{
// instance -> thread -> funcThCollide
pcVar4 = *(code **)(*(int *)(iVar3 + 0x6c) + 0x28);
// execute funcThCollide
(*pcVar4)(*(int *)(iVar3 + 0x6c));
}
}
// if there is a collision with robotcar
else
{
// RB_Hazard_HurtDriver (spin out)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar3 + 0x6c) + 0x30),1,0,0);
}
}
// if there is a collision with Player
else
{
// instance -> thread -> object
iVar7 = *(int *)(*(int *)(iVar3 + 0x6c) + 0x30);
// kart -> state
cVar1 = *(char *)(iVar7 + 0x376);
// RB_Hazard_HurtDriver (spin out)
iVar3 = FUN_800ac1b0(iVar7,1,0,0);
// if change state worked, and if kart was not
// already spinning out before this
if ((iVar3 != 0) && (cVar1 != '\x03'))
{
// play sound of seal collision
FUN_80028494(0x78,1,(uint)*(ushort *)(iVar7 + 0x2ca) & 1);
}
}
return;
}
// RB_Seal_ThCollide
void FUN_800b90d8(int param1, int param_2, int param_3, int param_4)
{
// check if modelID is player
// modelID is 0xc of BSP meta
return (uint)(*(short *)(param_4 + 0xc) == 0x18);
}
// RB_Seal_LInB
void FUN_800b90ec(int param_1)
{
short sVar1;
undefined *puVar2;
undefined *puVar3;
int iVar4;
undefined4 *puVar5;
undefined4 *puVar6;
// If this instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// b8bf8
// "seal"
// PROC_BirthWithObject
// 0x30 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar4 = FUN_8004205c(0x300303,FUN_800b8e1c,&DAT_800b8bf8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar4;
// if thread initialized successfully
if (iVar4 != 0)
{
// Get object created with thread
puVar6 = *(undefined4 **)(iVar4 + 0x30);
// set funcThCollide
*(undefined4 *)(iVar4 + 0x28) = 0x800b90d8;
// give instance to thread
*(int *)(iVar4 + 0x34) = param_1;
// set scale (x,y,z)
*(undefined2 *)(param_1 + 0x1c) = 0x2000;
*(undefined2 *)(param_1 + 0x1e) = 0x2000;
*(undefined2 *)(param_1 + 0x20) = 0x2000;
// no distance from spawn
*(short *)((int)puVar6 + 0xe) = 0;
// direction moves away from spawn
*(short *)((int)puVar6 + 0x1e) = 1;
iVar4 = strlen(param_1 + 8);
puVar2 = PTR_DAT_8008d2ac;
// character minus '0', ascii index to int index
iVar4 = (uint)*(byte *)(iVar4 + param_1 + 7) - 0x30;
// sealID
*(short *)((int)puVar6 + 6) = (short)iVar4;
puVar3 = PTR_DAT_8008d2ac;
// LEV -> numSpawn2
if (*(int *)(*(int *)(puVar2 + 0x160) + 0x138) != 0)
{
// use sealID to get spawn position of this seal
puVar5 = *(undefined4 **)(iVar4 * 8 + *(int *)(*(int *)(puVar2 + 0x160) + 0x13c) + 4);
sVar1 = *(short *)(puVar5 + 1);
// spawnPosX, spawnPosY
*puVar6 = *puVar5;
// spawnPosZ
*(short *)(puVar6 + 1) = sVar1;
// use sealID to get spawnPosY
iVar4 = *(int *)((int)*(short *)((int)puVar6 + 6) * 8 +
*(int *)(*(int *)(puVar3 + 0x160) + 0x13c) + 4);
// endPosZ
sVar1 = *(short *)(iVar4 + 10);
// endPosX, endPosY
puVar6[2] = *(undefined4 *)(iVar4 + 6);
// endPosZ
*(short *)(puVar6 + 3) = sVar1;
}
// distance between spawnPos and endPos, used for velocity
*(short *)(puVar6 + 10) = *(short *)puVar6 - *(short *)(puVar6 + 2);
*(short *)((int)puVar6 + 0x2a) = *(short *)((int)puVar6 + 2) - *(short *)((int)puVar6 + 10);
*(short *)(puVar6 + 0xb) = *(short *)(puVar6 + 1) - *(short *)(puVar6 + 3);
// rotCurr (0x10) = instance->instDef->rot
*(short *)(puVar6 + 4) = *(short *)(*(int *)(param_1 + 0x2c) + 0x36);
*(short *)(puVar6 + 5) = *(short *)(*(int *)(param_1 + 0x2c) + 0x3a);
sVar1 = *(short *)(*(int *)(param_1 + 0x2c) + 0x38);
*(short *)((int)puVar6 + 0x12) = sVar1;
// rotDesiredAlt (0x18)
*(short *)(puVar6 + 6) = *(short *)(puVar6 + 4);
*(short *)((int)puVar6 + 0x26) = 0;
*(short *)((int)puVar6 + 0x1a) = sVar1;
*(short *)(puVar6 + 7) = *(short *)(puVar6 + 5);
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(param_1 + 0x30,puVar6 + 4);
}
}
return;
}
// RB_Snowball_ThTick
void FUN_800b92ac(int param_1)
{
short sVar1;
undefined *puVar2;
int iVar3;
undefined4 uVar4;
int iVar5;
int iVar6;
int iVar7;
undefined2 uStack32;
undefined2 uStack30;
undefined2 uStack28;
// get object from thread
iVar6 = *(int *)(param_1 + 0x30);
// get instance from thread
iVar7 = *(int *)(param_1 + 0x34);
do {
if (*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x140) != 0)
{
// instance -> model -> modelID
sVar1 = *(short *)(*(int *)(iVar7 + 0x18) + 0x10);
// Naughty Dog bug, the boulder has modelID:
// TEMP_SNOWBALL (0x22), so the sound never plays,
// set 1-byte 800b9304 to 0x22 to hear the sound
// DYNAMIC_SNOWBALL
if (sVar1 == 0x20)
{
// snowball roll
uVar4 = 0x73;
DAT_800b9328:
// PlaySound3D_Flags
FUN_8002f31c(iVar6 + 0xc,uVar4,iVar7);
}
else
{
// sewer speedway barrel
if (sVar1 == 0x4e)
{
// barrel roll
uVar4 = 0x74;
goto DAT_800b9328;
}
}
// get position index
iVar5 = (int)*(short *)(iVar6 + 6);
// if path is complete
if ((int)*(short *)(iVar6 + 8) < iVar5)
{
// go backwards on the path
iVar5 = (int)*(short *)(iVar6 + 8) * 2 - iVar5;
}
// Convert index to byte index,
// 3 ints per position (x, y, z)
iVar5 = iVar5 * 0xc;
// RotX
uStack32 = *(undefined2 *)
(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 6);
// RotY
uStack30 = *(undefined2 *)
(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 8);
// RotZ
uStack28 = *(undefined2 *)
(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(PTR_DAT_8008d2ac + 0x160) + 0x144) + 4) + 10);
// Make rotation matrix
FUN_8006c2a4(iVar7 + 0x30,&uStack32);
puVar2 = PTR_DAT_8008d2ac;
// posX
*(int *)(iVar7 + 0x44) =
(int)*(short *)(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(puVar2 + 0x160) + 0x144) + 4) + 0);
// posY
*(int *)(iVar7 + 0x48) =
(int)*(short *)(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(puVar2 + 0x160) + 0x144) + 4) + 2);
// posZ
*(int *)(iVar7 + 0x4c) =
(int)*(short *)(iVar5 + *(int *)((int)*(short *)(iVar6 + 10) * 8 +
*(int *)(*(int *)(puVar2 + 0x160) + 0x144) + 4) + 4);
// Check for collision with Human drivers
iVar5 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(puVar2 + 0x1b2c),0x10000);
if ((iVar5 != 0) ||
// Check for collision with AI drivers
(iVar5 = FUN_800314e0(iVar7,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x10000),
iVar5 != 0))
{
// RB_Hazard_HurtDriver (squish)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar5 + 0x6c) + 0x30),3,0,0);
}
}
// increment position index
iVar3 = (int)*(short *)(iVar6 + 6) + 1;
// double amount of points on path, which is
// number of points in a full cycle
iVar5 = (int)*(short *)(iVar6 + 8) << 1;
if (iVar5 == 0) {
trap(0x1c00);
}
if ((iVar5 == -1) && (iVar3 == -0x80000000)) {
trap(0x1800);
}
// get next position index
*(undefined2 *)(iVar6 + 6) = (short)(iVar3 % iVar5);
// this skips $RA backup/restore, faster than JR $RA
FUN_80071694(param_1);
} while( true );
}
// RB_Snowball_LInB
void FUN_800b950c(int param_1)
{
short sVar1;
undefined *puVar2;
int iVar3;
undefined2 *puVar4;
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0x10 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar3 = FUN_8004205c(0x100303,FUN_800b92ac,s_snowball_800b92a0,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar3;
// if thread built properly
if (iVar3 != 0)
{
// thread -> object
puVar4 = *(undefined2 **)(iVar3 + 0x30);
// give instance to thread
*(int *)(iVar3 + 0x34) = param_1;
// rotX (unused)
*puVar4 = 0;
// probably strlen
iVar3 = FUN_80077cc8(param_1 + 8);
// gGT
puVar2 = PTR_DAT_8008d2ac;
// snowball ID
iVar3 = (uint)*(byte *)(iVar3 + param_1 + 7) - 0x30;
puVar4[5] = (short)iVar3;
// number of points on path
puVar4[4] = *(short *)(iVar3 * 8 + *(int *)(*(int *)(puVar2 + 0x160) + 0x144)) + -1;
// Set scale (x, y, z)
*(undefined2 *)(param_1 + 0x1c) = 0x1000;
*(undefined2 *)(param_1 + 0x1e) = 0x1000;
*(undefined2 *)(param_1 + 0x20) = 0x1000;
// rotY (unused)
puVar4[1] = *(short *)(param_1 + 0x34) >> 2;
// rotZ (unused)
sVar1 = *(short *)(param_1 + 0x40);
// reset point index, beginning of path
*(undefined4 *)(puVar4 + 6) = 0;
// rotZ (unused)
puVar4[2] = sVar1 >> 2;
}
}
return;
}
// RB_Spider_DrawWebs
// param_1 - threadbucket
// param_2 - ptr first pushBuffer
void FUN_800b95fc(int param_1,int param_2)
{
short sVar1;
ushort uVar2;
int iVar3;
int iVar4;
MATRIX *r0;
uint uVar5;
uint *puVar6;
int iVar7;
uint *puVar8;
int *piVar9;
uint *puVar10;
int iVar11;
int iVar12;
int iVar13;
uint uVar14;
uint uVar15;
int iVar16;
uint uVar17;
uint uVar18;
int iVar19;
// if first thread is valid
if (param_1 != 0)
{
iVar12 = 0;
puVar10 = &DAT_1f800000;
piVar9 = &DAT_1f800008;
// all threads
do
{
// thread -> instance -> instDef
iVar3 = *(int *)(*(int *)(param_1 + 0x34) + 0x2c);
// count number of spiders
iVar12 = iVar12 + 1;
// instDef->posZ
sVar1 = *(short *)(iVar3 + 0x34);
// instDef->posX
uVar2 = *(ushort *)(iVar3 + 0x30);
// thread -> instance -> posY
iVar4 = *(int *)(*(int *)(param_1 + 0x34) + 0x48);
// scratchpad meta data for generating Prims
// puVar10 holds instDef->posY + 0x540,
// piVar9 holds posX, posY, and posZ
*puVar10 = (uint)uVar2 | (*(short *)(iVar3 + 0x32) + 0x540) * 0x10000;
piVar9[-1] = (uint)uVar2 | (iVar4 + 0x60) * 0x10000;
*piVar9 = (int)sVar1;
// advance in scratchpad
piVar9 = piVar9 + 3;
// thread = thread -> sibling
param_1 = *(int *)(param_1 + 0x10);
// advance in scratchpad
puVar10 = puVar10 + 3;
} while (param_1 != 0);
// backBuffer->primMem.curr
puVar10 = *(uint **)(*(int *)(PTR_DAT_8008d2ac + 0x10) + 0x80);
// if (primMem.curr + (numSpiders * numPlyrCurrGame * 6)) < primMem.endMin100
if (puVar10 + iVar12 * (uint)(byte)PTR_DAT_8008d2ac[0x1ca8] * 6 <
*(uint **)(*(int *)(PTR_DAT_8008d2ac + 0x10) + 0x84))
{
// loop through all players
iVar3 = (byte)PTR_DAT_8008d2ac[0x1ca8] - 1;
iVar4 = 0x1200;
// if there are players
if (-1 < iVar3)
{
uVar17 = 0xe1000a20;
// 0x40 - LineF2
uVar15 = 0x42000000;
// LineF2 length (prim header)
uVar18 = 0x5000000;
// bit mask for writing OT header
uVar14 = 0xffffff;
iVar11 = 0x1f800000;
// loop through all players
do
{
// pushBuffer->0x28 (matrix)
r0 = (MATRIX *)(param_2 + 0x28);
// store on GTE
gte_SetRotMatrix(r0);
gte_SetTransMatrix(r0);
// loop count, numSpiders
iVar13 = iVar12;
// scratchpad pointer
iVar16 = iVar11;
// if numSpiders != 0
if (iVar12 != 0)
{
// primMem offset 0xC
puVar8 = puVar10 + 3;
// loop through spiders
do
{
// point0
gte_ldVXY0(iVar11);
gte_ldVZ0(iVar11 + 8);
// point1
gte_ldVXY1(iVar11 + 4);
gte_ldVZ1(iVar11 + 8);
// perspective projection
gte_rtpt();
gte_stsxy01c((long *)(puVar10 + 4));
// depth of vertex on screen
iVar7 = gte_stSZ1();
// color (gray)
uVar5 = 0x3f;
// if line is close enough to the screen
// to be seen, then generate primitives
if (iVar7 - 1U < 0x11ff)
{
puVar8[-2] = uVar17;
puVar8[-1] = 0;
if (0xa00 < iVar7) {
iVar19 = (iVar4 - iVar7) * 0x3f;
uVar5 = iVar19 >> 0xb;
if (iVar19 < 0) {
uVar5 = iVar19 + 0x7ff >> 0xb;
}
}
// prim offset 0x4,
// R,G,B,code(0x42) LINE_F2
*puVar8 = uVar5 | uVar5 << 8 | uVar5 << 0x10 | uVar15;
iVar7 = iVar7 >> 6;
if (0x3ff < iVar7) {
iVar7 = 0x3ff;
}
// pushBuffer 0xf4, ptrOT
puVar6 = (uint *)(*(int *)(param_2 + 0xf4) + iVar7 * 4);
puVar8 = puVar8 + 6;
// prim header, OT and prim len
*puVar10 = *puVar6 | uVar18;
// ot header = prim address, without top byte
uVar5 = (uint)puVar10 & uVar14;
puVar10 = puVar10 + 6;
// store OT
*puVar6 = uVar5;
}
// next spider
iVar12 = iVar12 + -1;
// advance scratchpad
iVar11 = iVar11 + 0xc;
} while (iVar12 != 0);
}
// next player
iVar3 = iVar3 + -1;
// next pushBuffer
param_2 = param_2 + 0x110;
// reset spider loop count,
// reset scratchpad pointer
iVar12 = iVar13;
iVar11 = iVar16;
} while (-1 < iVar3);
}
// backBuffer->primMem.curr
*(uint **)(*(int *)(PTR_DAT_8008d2ac + 0x10) + 0x80) = puVar10;
}
}
return;
}
// RB_Spider_ThTick
void FUN_800b9848(int param_1)
{
char cVar1;
short sVar2;
int iVar3;
code *pcVar4;
int iVar5;
short *psVar6;
// get object from thread
psVar6 = *(short **)(param_1 + 0x30);
// get instance from thread
iVar5 = *(int *)(param_1 + 0x34);
// delay cycle by varying frames
if (psVar6[2] != 0) {
psVar6[2] = psVar6[2] + -1;
return;
}
psVar6[4] = psVar6[4] + 1;
// If spider is on ground
if (psVar6[3] == 0)
{
// if animation finished more than 4 times
if (4 < *psVar6)
{
// Play animation backwards
sVar2 = *(short *)(iVar5 + 0x54) + -1;
// if animation is at beginning
if ((int)*(short *)(iVar5 + 0x54) + -1 < 1)
{
// reset animation frame
*(undefined2 *)(iVar5 + 0x54) = 0;
// reset counter
*psVar6 = 0;
// spider is now at ceiling
psVar6[3] = 1;
// set animation to WiggleLegsAndTeeth
goto LAB_800b9a14;
}
// set new animation frame
*(short *)(iVar5 + 0x54) = sVar2;
// last frame of last animation
if (sVar2 == 0xc)
{
// play sound: spider move up
FUN_8002f0dc(0x79,iVar5);
}
goto LAB_800b9a1c;
}
// instance -> animation frame
sVar2 = *(short *)(iVar5 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar5);
// if animation is done
if (iVar3 <= (int)sVar2 + 1)
{
// restart animation
*(undefined2 *)(iVar5 + 0x54) = 0;
// increment number of times animation finishes
sVar2 = *psVar6;
*psVar6 = sVar2 + 1;
// if animation finishes 5 times
if ((short)(sVar2 + 1) == 5)
{
// set animation to zero
*(undefined *)(iVar5 + 0x52) = 0;
// INSTANCE_GetNumAnimFrames
sVar2 = FUN_80030f58(iVar5,0);
// set animation frame to last frame
*(short *)(iVar5 + 0x54) = sVar2 + -1;
}
goto LAB_800b9aa8;
}
}
// if spider is near ceiling
else
{
// if spider animation played more than 4 times
if (4 < *psVar6)
{
// instance -> animationFrame
sVar2 = *(short *)(iVar5 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar5,0);
// if animation is not done
if ((int)sVar2 + 1 < iVar3)
{
// increment number of frames
*(short *)(iVar5 + 0x54) = *(short *)(iVar5 + 0x54) + 1;
}
// if animation finished
else
{
// reset animation counter
*psVar6 = 0;
// move spider to ground
psVar6[3] = 0;
LAB_800b9a14:
// set animation to WiggleLegsAndTeeth
*(undefined *)(iVar5 + 0x52) = 1;
}
LAB_800b9a1c:
// set posY, based on InstDef posY
*(int *)(iVar5 + 0x48) =
(int)*(short *)(*(int *)(iVar5 + 0x2c) + 0x32) +
(int)*(short *)(&DAT_800b9da4 + (int)*(short *)(iVar5 + 0x54) * 2);
// if animation frame is less than 11
if ((int)*(short *)(iVar5 + 0x54) < 0xb)
{
// change spider scaleX and scaleZ based on animation frame
// scaleX
*(short *)(*(int *)(psVar6 + 6) + 0x1c) =
(short)(((int)*(short *)(iVar5 + 0x54) << 0xc) / 10) + 0x1800;
// scaleZ
*(short *)(*(int *)(psVar6 + 6) + 0x20) =
(short)(((int)*(short *)(iVar5 + 0x54) << 0xc) / 10) + 0x1800;
}
goto LAB_800b9aa8;
}
// get animation frame
sVar2 = *(short *)(iVar5 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar5);
// if animation is finished
if (iVar3 <= (int)sVar2 + 1)
{
// restart animation to frame zero
*(undefined2 *)(iVar5 + 0x54) = 0;
// increment number of times animation finishes
sVar2 = *psVar6;
*psVar6 = sVar2 + 1;
// if animation finishes 5 times
if ((short)(sVar2 + 1) == 5)
{
// set animation to ChangePosition
*(undefined *)(iVar5 + 0x52) = 0;
// set animation frame to zero
*(undefined2 *)(iVar5 + 0x54) = 0;
// play sound: spider move down
FUN_8002f0dc(0x7a,iVar5);
}
goto LAB_800b9aa8;
}
}
// increment animation frame
*(short *)(iVar5 + 0x54) = *(short *)(iVar5 + 0x54) + 1;
LAB_800b9aa8:
// check for collision with all Players
iVar3 = FUN_800314e0(iVar5,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),0x9000);
// if there is no collision
if (iVar3 == 0)
{
// check for collision with all robot cars
iVar3 = FUN_800314e0(iVar5,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b40),0x9000);
// if there is no collision
if (iVar3 == 0)
{
// check for collision with all Mines (tnts, beakers, etc)
iVar5 = FUN_800314e0(iVar5,param_1,*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),0x9000);
// if there is a collision
if (iVar5 != 0)
{
// instance -> thread -> funcThCollide
pcVar4 = *(code **)(*(int *)(iVar5 + 0x6c) + 0x28);
// execute collison pointer
(*pcVar4)(*(int *)(iVar5 + 0x6c));
}
}
// if you collide with robotcar
else
{
// RB_Hazard_HurtDriver (spin out)
FUN_800ac1b0(*(undefined4 *)(*(int *)(iVar3 + 0x6c) + 0x30),1,0,0);
}
}
// if you collide with player
else
{
// instance -> thread -> object
iVar3 = *(int *)(*(int *)(iVar3 + 0x6c) + 0x30);
// kart state
cVar1 = *(char *)(iVar3 + 0x376);
// RB_Hazard_HurtDriver (spin out)
iVar5 = FUN_800ac1b0(iVar3,1,0,0);
if ((iVar5 != 0) && (cVar1 != '\x03'))
{
// Play sound
FUN_80028468(0x7b,1);
// === Naughty Dog Bug ===
// voiceline is already handled in RB_Hazard_HurtDriver,
// which calls VehPickState_NewState, which calls Voiceline_RequestPlay.
// calling it here makes the driver talk twice
// make driver talk
FUN_8002cbe8(1,(int)(short)(&DAT_80086e84)[*(byte *)(iVar3 + 0x4a)],0x10);
}
}
return;
}
// RB_Spider_ThCollide (unused?)
void FUN_800b9bc0(int param1, int param_2, int param_3, int param_4)
{
// check if modelID is player
// modelID is 0xc of BSP meta
return (uint)(*(short *)(param_4 + 0xc) == 0x18);
}
// RB_Spider_LInB
void FUN_800b9bd4(int param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined2 *puVar6;
undefined2 local_18;
undefined2 local_16;
undefined2 local_14;
// If this instance has no thread
if (*(int *)(param_1 + 0x6c) == 0)
{
// b95e4
// "spider"
// PROC_BirthWithObject
// 0x10 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0xa = "spider" thread bucket
iVar1 = FUN_8004205c(0x10030a,FUN_800b9848,0x800b95e4,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if thread built successfully
if (iVar1 != 0)
{
// get object created with thread
puVar6 = *(undefined2 **)(iVar1 + 0x30);
// set funcThCollide, to make player spin out
*(undefined4 *)(iVar1 + 0x28) = 0x800b9bc0;
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// set scale (x,y,z)
*(undefined2 *)(param_1 + 0x1c) = 0x1c00;
*(undefined2 *)(param_1 + 0x1e) = 0x1c00;
*(undefined2 *)(param_1 + 0x20) = 0x1c00;
// set animation to 1
*(undefined *)(param_1 + 0x52) = 1;
// spiderID
iVar2 = strlen(param_1 + 8);
puVar6[1] = (ushort)*(byte *)(iVar2 + param_1 + 7) - 0x30;
// spider is near roof
puVar6[3] = 1;
// reset animation loop counter
*puVar6 = 0;
// depending on spiderID, set delay,
// three different cycles total
if (puVar6[1] == 3) {
puVar6[2] = 0x5b;
}
else {
if (puVar6[1] == 2) {
puVar6[2] = 0x45;
}
else {
puVar6[2] = 0;
}
}
// INSTANCE_Birth3D -- ptrModel, name, thread
iVar1 = FUN_8003086c(*(undefined4 *)(PTR_DAT_8008d2ac + 0x22ac),
s_spidershadow_800b95ec,iVar1);
// save instance
*(int *)(puVar6 + 6) = iVar1;
// copy position and rotation from one instance to another
uVar3 = *(undefined4 *)(param_1 + 0x34);
uVar4 = *(undefined4 *)(param_1 + 0x38);
uVar5 = *(undefined4 *)(param_1 + 0x3c);
*(undefined4 *)(iVar1 + 0x30) = *(undefined4 *)(param_1 + 0x30);
*(undefined4 *)(iVar1 + 0x34) = uVar3;
*(undefined4 *)(iVar1 + 0x38) = uVar4;
*(undefined4 *)(iVar1 + 0x3c) = uVar5;
uVar3 = *(undefined4 *)(param_1 + 0x44);
uVar4 = *(undefined4 *)(param_1 + 0x48);
uVar5 = *(undefined4 *)(param_1 + 0x4c);
*(undefined4 *)(iVar1 + 0x40) = *(undefined4 *)(param_1 + 0x40);
// Set position of spider shadow
*(undefined4 *)(iVar1 + 0x44) = uVar3;
*(undefined4 *)(iVar1 + 0x48) = uVar4;
*(undefined4 *)(iVar1 + 0x4c) = uVar5;
// X, Y, Z
*(undefined4 *)(*(int *)(puVar6 + 6) + 0x44) = *(undefined4 *)(param_1 + 0x44);
*(int *)(*(int *)(puVar6 + 6) + 0x48) = *(int *)(param_1 + 0x48) + -8;
*(undefined4 *)(*(int *)(puVar6 + 6) + 0x4c) = *(undefined4 *)(param_1 + 0x4c);
// Scale (x, y, z)
*(undefined2 *)(*(int *)(puVar6 + 6) + 0x1c) = 0x2000;
*(undefined2 *)(*(int *)(puVar6 + 6) + 0x1e) = 0x2000;
*(undefined2 *)(*(int *)(puVar6 + 6) + 0x20) = 0x2000;
local_18 = 0;
local_14 = 0;
local_16 = 0x200;
// convert 3 rotation shorts into rotation matrix
FUN_8006c2a4(*(int *)(puVar6 + 6) + 0x30,&local_18);
*(int *)(param_1 + 0x48) = *(int *)(param_1 + 0x48) + 0x4c0;
}
}
return;
}
// RB_StartText_ProcessBucket
void FUN_800b9dd8()
{
// intentionally empty,
// JR RA + NOP, 8 bytes large
return;
}
// RB_StartText_LInB
void FUN_800b9de0()
{
// intentionally empty
// JR RA + NOP, 8 bytes large
return;
}
// RB_Teeth_LInB
void FUN_800b9df0(undefined4 param_1,int param_2)
{
// Do not make a thread for time trial, or relic.
// Time Trial will be forever closed
// Relic will be forever open
*(char *)(param_2 + 0x50) = *(char *)(param_2 + 0x50) + '\x02';
// If in relic race
if ((*(uint *)PTR_DAT_8008d2ac & 0x4000000) != 0)
{
// enable access through a door (disable collision)
DAT_8008d728 = DAT_8008d728 | 1;
// Make invisible
*(uint *)(param_2 + 0x28) = *(uint *)(param_2 + 0x28) | 0x80;
}
return;
}
// RB_Teeth_BSP_Callback
void FUN_800b9e44(short *param_1,int param_2)
{
short sVar1;
int iVar2;
int iVar3;
int iVar4;
sVar1 = *(short *)(param_2 + 0x44);
// if not driver
if (sVar1 != 0x18)
{
if (sVar1 < 0x19)
{
// if not nitro
if (sVar1 != 6) {
return;
}
}
else
{
// if not potion or tnt
if ((sVar1 != 0x1d) && (sVar1 != 0x27)) {
return;
}
}
}
// thread on ScratchpadStruct
iVar2 = *(int *)(param_1 + 0xc);
// another instance
iVar3 = *(int *)(param_2 + 0x34);
// thread instance
iVar4 = *(int *)(iVar2 + 0x34);
if ((iVar3 != 0) && (iVar4 != 0)) {
iVar2 = ((int)param_1[0] - *(int *)(iVar3 + 0x44)) * (int)*(short *)(iVar4 + 0x34) +
((int)param_1[2] - *(int *)(iVar3 + 0x4c)) * (int)*(short *)(iVar4 + 0x40);
if (iVar2 < 0) {
iVar2 = -iVar2;
}
if (0x100 < iVar2 >> 0xc) {
return;
}
// thread (again)
iVar2 = *(int *)(param_1 + 0xc);
}
// door is open
**(undefined4 **)(iVar2 + 0x30) = 1;
return;
}
// RB_Teeth_ThTick
void FUN_800b9f0c(int param_1)
{
int iVar1;
uint uVar2;
int *piVar3;
int iVar4;
// get object from thread
piVar3 = *(int **)(param_1 + 0x30);
// get instance from thread
iVar4 = *(int *)(param_1 + 0x34);
// if door is not moving
if (*piVar3 == 0)
{
// if timer is zero
if (piVar3[1] == 0) goto LAB_800b9ff8;
// reduce timer by milliseconds
iVar1 = piVar3[1] - *(int *)(PTR_DAT_8008d2ac + 0x1d04);
// set new timer
piVar3[1] = iVar1;
// if timer is up
if (iVar1 < 1)
{
// play sound
// teeth closing
FUN_8002f0dc(0x75,iVar4);
// timer is zero
piVar3[1] = 0;
// door is closing
*piVar3 = -1;
goto LAB_800b9fe8;
}
}
// if door is moving
else
{
// modify animation idex by direction
*(short *)(iVar4 + 0x54) = *(short *)(iVar4 + 0x54) + *(short *)piVar3;
// get number of frames in animation
iVar1 = FUN_8005b0f4(iVar4,0);
// if animation is not on last frame
if ((int)*(short *)(iVar4 + 0x54) < iVar1)
{
// if animation when backwards past beginning
if ((int)*(short *)(iVar4 + 0x54) < 0)
{
// set animation to beginning
*(undefined2 *)(iVar4 + 0x54) = 0;
// door is not moving
*piVar3 = 0;
// timer is zero
piVar3[1] = 0;
// remove access (enable collision)
DAT_8008d728 = DAT_8008d728 & 0xfffffffe;
}
}
// if animation is on last frame (or past)
else
{
// set animation to last frame
*(short *)(iVar4 + 0x54) = (short)iVar1 + -1;
// door is not moving (fully open)
*piVar3 = 0;
// timer, 2 seconds
piVar3[1] = 0x780;
}
LAB_800b9fe8:
if (piVar3[1] == 0) {
LAB_800b9ff8:
if (-1 < *piVar3) goto LAB_800ba084;
}
}
// Teeth instance position
DAT_1f800108 = *(undefined2 *)(iVar4 + 0x44);
DAT_1f80010a = *(undefined2 *)(iVar4 + 0x48);
DAT_1f80010c = *(undefined2 *)(iVar4 + 0x4c);
// hitRadius and hitRadiusSquared
DAT_1f80010e = 0x300;
_DAT_1f800110 = 0x90000;
// RB_Teeth_BSP_Callback
// not a BSP callback, ThreadBucket collision callback
DAT_1f800130 = &FUN_800b9e44;
DAT_1f800114 = 0x70;
DAT_1f800120 = param_1;
// If door wants to close, but Player or Mine
// is in the way, then do not force the doors to close
// pointer to first Player thread
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b2c),&DAT_1f800108,0);
// pointer to first Mine thread (tnt, beaker, etc)
FUN_800425d4(*(undefined4 *)(PTR_DAT_8008d2ac + 0x1b7c),&DAT_1f800108,0);
LAB_800ba084:
// if no timer exists
// (opening, closing, or full closed)
if (piVar3[1] == 0)
{
// make visible
uVar2 = *(uint *)(iVar4 + 0x28) & 0xffffff7f;
}
// if a timer is active
// (fully open)
else
{
// make invisible
uVar2 = *(uint *)(iVar4 + 0x28) | 0x80;
}
// set flags
*(uint *)(iVar4 + 0x28) = uVar2;
return;
}
// RB_Teeth_LInC
undefined4 FUN_800ba0c8(int param_1,int param_2,short *param_3)
{
int iVar1;
undefined4 *puVar2;
// This is the door you can shoot in tiger temple
// Only continue if not in relic race
if ((*(uint *)PTR_DAT_8008d2ac & 0x4000000) == 0)
{
// get thread for this instance
iVar1 = *(int *)(param_1 + 0x6c);
// if there is no thread
if (iVar1 == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 = SmallStackPool
// 0x3 = "static" thread bucket
iVar1 = FUN_8004205c(0x80303,FUN_800b9f0c,s_teeth_800b9de8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if thread failed
if (iVar1 == 0)
{
// quit
return 2;
}
// get object created with thread
puVar2 = *(undefined4 **)(iVar1 + 0x30);
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
// door not moving
*puVar2 = 0;
// timer is zero
puVar2[1] = 0;
}
// get object created by thread
iVar1 = *(int *)(iVar1 + 0x30);
// if collided object is a player
if (param_3[6] == 0x18)
{
// if driver is using mask weapon
if ((*(uint *)(*(int *)(param_2 + 0x30) + 0x2c8) & 0x800000) != 0)
{
// RB_Teeth_OpenDoor
FUN_800ba220(param_1);
}
// if collided object is a player
if (param_3[6] == 0x18) {
return 2;
}
}
// If collide with something
// that is not a player
// teeth->timeOpen == 0 (time to close)
if (*(int *)(iVar1 + 4) == 0)
{
iVar1 =
// (collObj.x - teethInst.x) * teethInst.matrix[0][2]
((int)*param_3 - *(int *)(param_1 + 0x44)) * (int)*(short *)(param_1 + 0x34) +
// (collObj.z - teethInst.z) * teethInst.matrix[2][2]
((int)param_3[2] - *(int *)(param_1 + 0x4c)) * (int)*(short *)(param_1 + 0x40);
if (iVar1 < 0) {
iVar1 = -iVar1;
}
if (iVar1 >> 0xc < 0x81)
{
return 1;
}
return 2;
}
}
return 2;
}
// RB_Teeth_OpenDoor
void FUN_800ba220(int param_1)
{
int iVar1;
// get thread for object
iVar1 = *(int *)(param_1 + 0x6c);
// if there is no thread,
// just in case it wasn't initialized
if (iVar1 == 0)
{
// PROC_BirthWithObject
// 0x8 = size
// 0 = no relation to param4
// 0x300 flag = SmallStackPool
// 0x3 = "static" thread bucket
iVar1 = FUN_8004205c(0x80303,FUN_800b9f0c,s_teeth_800b9de8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar1;
// if thread failed
if (iVar1 == 0)
{
// quit
return;
}
// give instance to thread
*(int *)(iVar1 + 0x34) = param_1;
*(undefined4 *)(*(int *)(iVar1 + 0x30) + 4) = 0;
}
// play sound,
// teeth opening
FUN_8002f0dc(0x75,param_1);
// door is open
**(undefined4 **)(iVar1 + 0x30) = 1;
// enable access through a door (disable collision)
DAT_8008d728 = DAT_8008d728 | 1;
return;
}
// RB_Turtle_ThTick
void FUN_800ba2c0(int param_1)
{
short sVar1;
short sVar2;
int iVar3;
short *psVar4;
int iVar5;
// thread -> object
psVar4 = *(short **)(param_1 + 0x30);
// thread -> instance
iVar5 = *(int *)(param_1 + 0x34);
// 0 from moment it hits bottom to moment it hits top
if (psVar4[1] == 0) {
sVar1 = *psVar4;
// if less than 1.0 seconds
// wait for rise
if (*psVar4 < 0x3c0)
{
// get elapsed ms per frame ~32
sVar2 = *(short *)(PTR_DAT_8008d2ac + 0x1d04);
// add milliseconds
*psVar4 = sVar1 + sVar2;
// Naughty Dog bug, should have just been:
// if (0x3c0 < sVar1+sVar2)
// *psVar4 = 0x3c0
// play sound
// Then the original "if < 0x3c0"
// goes to "else" next frame
// if more than 1.5 seconds passed
if (0x5a0 < (short)(sVar1 + sVar2))
{
// lock to 1.5s
*psVar4 = 0x5a0;
}
// if 1.5s passed
if (*psVar4 == 0x5a0)
{
// play water sound
FUN_8002f0dc(0x7d,iVar5);
}
}
// if more than one second has passed
// time to rise
else
{
// turtle not fully down,
// impacts jumping
psVar4[4] = 1;
// end of animation
if ((int)*(short *)(iVar5 + 0x54) + -1 < 1)
{
// reset direction
psVar4[1] = 1;
// reset timer to zero
*psVar4 = 0;
}
// playing animation
else
{
// decrement frame (make turtle rise)
*(short *)(iVar5 + 0x54) = *(short *)(iVar5 + 0x54) + -1;
}
}
}
// 1 from moment it hits top to moment it hits bottom
else
{
// get timer
sVar1 = *psVar4;
// if less than 1.0 seconds
// wait for time to fall
if (*psVar4 < 0x3c0)
{
// get elaped time
sVar2 = *(short *)(PTR_DAT_8008d2ac + 0x1d04);
// add milliseconds
*psVar4 = sVar1 + sVar2;
// Naughty Dog bug, should be 0x3c0
// if more than 1.5s
if (0x5a0 < (short)(sVar1 + sVar2))
{
// lock to 1.5s
*psVar4 = 0x5a0;
}
}
// if more than 1.0s
// time to fall
else
{
// get animation frame
sVar1 = *(short *)(iVar5 + 0x54);
// INSTANCE_GetNumAnimFrames
iVar3 = FUN_80030f58(iVar5,0);
// if animation is not done
if ((int)sVar1 + 1 < iVar3)
{
// increment frame (make turtle fall)
*(short *)(iVar5 + 0x54) = *(short *)(iVar5 + 0x54) + 1;
}
// if animation is done
else
{
// reset direction
psVar4[1] = 0;
// reset timer
*psVar4 = 0;
// turtle is fully down
psVar4[4] = 0;
}
}
}
return;
}
// RB_Turtle_LInC
undefined4 FUN_800ba420(int param_1,int param_2)
{
int iVar1;
undefined uVar2;
// get driver speed
iVar1 = (int)*(short *)(*(int *)(param_2 + 0x30) + 0x38e);
// absolute value
if (iVar1 < 0) {
iVar1 = -iVar1;
}
// if driver has high speed
if (0x1400 < iVar1)
{
// small jump
uVar2 = 1;
// if turtleInst->thread->object->state != FullyDown
if (*(short *)(*(int *)(*(int *)(param_1 + 0x6c) + 0x30) + 8) != 0) {
// big jump
uVar2 = 2;
}
// make the player jump
*(undefined *)(*(int *)(param_2 + 0x30) + 0x366) = uVar2;
return 2;
}
return 1;
}
// RB_Turtle_LInB
void FUN_800ba470(int param_1)
{
undefined2 uVar1;
int iVar2;
undefined2 *puVar3;
*(uint *)(param_1 + 0x28) = *(uint *)(param_1 + 0x28) | 0x2000;
// if there is no thread for this instance
if (*(int *)(param_1 + 0x6c) == 0)
{
// PROC_BirthWithObject
// 0xc = size
// 0 = no relation to param4
// 0x300 flag = SmallStackPool
// 0x3 = "static" thread bucket
iVar2 = FUN_8004205c(0xc0303,&FUN_800ba2c0,s_turtle_800ba2b8,0);
// give thread to instance
*(int *)(param_1 + 0x6c) = iVar2;
// if the thread built successfully
if (iVar2 != 0)
{
// get object created with thread
puVar3 = *(undefined2 **)(iVar2 + 0x30);
// give instance to thread
*(int *)(iVar2 + 0x34) = param_1;
// set scale (x,y,z)
*(undefined2 *)(param_1 + 0x1c) = 0x1000;
*(undefined2 *)(param_1 + 0x1e) = 0x1000;
*(undefined2 *)(param_1 + 0x20) = 0x1000;
// get length of string attached to instance
iVar2 = strlen(param_1 + 8);
// turtleID
puVar3[2] = (ushort)*(byte *)(iVar2 + param_1 + 7) - 0x30;
// default direction (waste)
puVar3[1] = 1;
// reset timer
*puVar3 = 0;
// restart animation, set frame to zero
*(undefined2 *)(param_1 + 0x54) = 0;
// put turtles on different cycles, based on turtleID
if ((puVar3[2] & 1) == 0)
{
// turtle is fully up
puVar3[1] = 1;
puVar3[4] = 1;
}
else
{
// turtle is fully down
puVar3[1] = 0;
puVar3[4] = 0;
// INSTANCE_GetNumAnimFrames
// last frame of fall animation
uVar1 = FUN_80030f58(param_1,0);
*(undefined2 *)(param_1 + 0x54) = uVar1;
}
}
}
return;
}