Match MarioActor::updateSwingTImer

This commit is contained in:
Headpenguin 2023-07-05 11:40:49 -04:00
parent e8e15eeefc
commit 6d0bb80f18
3 changed files with 38 additions and 2 deletions

View File

@ -196,7 +196,7 @@ updateBindRatio__10MarioActorFv,MarioActor.o,Player.a,true
isInPunchTimerRange__10MarioActorCFv,MarioActor.o,Player.a,true
updatePunching__10MarioActorFv,MarioActor.o,Player.a,true
doRush__10MarioActorFv,MarioActor.o,Player.a,true
updateSwingTimer__10MarioActorFv,MarioActor.o,Player.a,false
updateSwingTimer__10MarioActorFv,MarioActor.o,Player.a,true
updateSwingAction__10MarioActorFv,MarioActor.o,Player.a,false
checkClapCatchStart__10MarioActorFv,MarioActor.o,Player.a,false
updateRealMtx__10MarioActorFv,MarioActor.o,Player.a,false

1 Symbol Name Object File Library Archive Matching
196 isInPunchTimerRange__10MarioActorCFv MarioActor.o Player.a true
197 updatePunching__10MarioActorFv MarioActor.o Player.a true
198 doRush__10MarioActorFv MarioActor.o Player.a true
199 updateSwingTimer__10MarioActorFv MarioActor.o Player.a false true
200 updateSwingAction__10MarioActorFv MarioActor.o Player.a false
201 checkClapCatchStart__10MarioActorFv MarioActor.o Player.a false
202 updateRealMtx__10MarioActorFv MarioActor.o Player.a false

View File

@ -4,6 +4,7 @@
class Color8 {
public:
Color8() {}
Color8(_GXColor);
Color8(u8 _r, u8 _g, u8 _b, u8 _a) {
@ -26,6 +27,16 @@ public:
return color;
}
inline const Color8& operator=(const Color8 &other) {
r = other.r;
g = other.g;
b = other.b;
a = other.a;
return *this;
}
void set(unsigned char _r, unsigned char _g, unsigned char _b, unsigned char _a);
union {
struct {
u8 r;
@ -47,4 +58,4 @@ public:
u16 g;
u16 b;
u16 a;
};
};

View File

@ -671,3 +671,28 @@ bool MarioActor::doRush() {
}
}
void MarioActor::updateSwingTimer() {
if(_934) stopSpinTicoEffect(false);
else {
if(_948) _948--;
if(_94c && --_94c == 6) _94e = 5;
if(_94e && --_94e == 0) {
_230 -> startPadVib((unsigned long)0);
_230 -> playSound("スピン回復終了", -1);
Color8 stack_8;
stack_8.set(0x50, 0x80, 0xc8, 0);
_1aa = 0xf;
_1ac = 1.5f;
_1b0 = stack_8;
_1b5 = true;
}
if(_946) {
if(--_946 == 0x18) {
selectAction("スピン回復エフェクト");
stopEffectForce("スピンリング");
}
if(_946 == 0xd) _94c = 0x13;
}
}
}