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https://github.com/zeldaret/mm.git
synced 2024-11-23 21:09:52 +00:00
Misc Cleanup 5 (#1294)
* quick cleanup * a few more * more * misc cleanup * PR Suggestion
This commit is contained in:
parent
bc632ac931
commit
491870c355
@ -10,7 +10,7 @@ void AudioEffects_SequenceChannelProcessSound(SequenceChannel* channel, s32 reca
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if (channel->seqPlayer->muted && (channel->muteFlags & MUTE_FLAGS_SOFTEN)) {
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channelVolume = channel->seqPlayer->muteVolumeScale * channelVolume;
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}
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channel->appliedVolume = channelVolume * channelVolume;
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channel->appliedVolume = SQ(channelVolume);
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}
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if (channel->changes.s.pan) {
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@ -884,7 +884,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
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// The first u32 in fontData is an offset to a list of offsets to the drums
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soundListOffset = fontData[0];
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if (1) {}
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// If the soundFont has drums
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if ((soundListOffset != 0) && (numDrums != 0)) {
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@ -897,20 +896,23 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
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soundOffset = ((Drum**)fontData[0])[i];
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// Some drum data entries are empty, represented by an offset of 0 in the list of drum offsets
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if (soundOffset != 0) {
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soundOffset = RELOC_TO_RAM(soundOffset);
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((Drum**)fontData[0])[i] = drum = soundOffset;
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// The drum may be in the list multiple times and already relocated
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if (!drum->isRelocated) {
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AudioLoad_RelocateSample(&drum->tunedSample, fontDataStartAddr, sampleBankReloc);
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soundOffset = drum->envelope;
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drum->envelope = RELOC_TO_RAM(soundOffset);
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drum->isRelocated = true;
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}
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if (soundOffset == 0) {
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continue;
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}
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soundOffset = RELOC_TO_RAM(soundOffset);
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((Drum**)fontData[0])[i] = drum = soundOffset;
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// The drum may be in the list multiple times and already relocated
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if (drum->isRelocated) {
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continue;
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}
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AudioLoad_RelocateSample(&drum->tunedSample, fontDataStartAddr, sampleBankReloc);
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soundOffset = drum->envelope;
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drum->envelope = RELOC_TO_RAM(soundOffset);
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drum->isRelocated = true;
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}
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}
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@ -918,7 +920,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
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// The second u32 in fontData is an offset to the first sound effect entry
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soundListOffset = fontData[1];
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if (1) {}
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// If the soundFont has sound effects
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if ((soundListOffset != 0) && (numSfx != 0)) {
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@ -932,9 +933,11 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
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soundEffect = (SoundEffect*)soundOffset;
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// Check for NULL (note: the pointer is guaranteed to be in fontData and can never be NULL)
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if ((soundEffect != NULL) && (soundEffect->tunedSample.sample != NULL)) {
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AudioLoad_RelocateSample(&soundEffect->tunedSample, fontDataStartAddr, sampleBankReloc);
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if ((soundEffect == NULL) || (soundEffect->tunedSample.sample == NULL)) {
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continue;
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}
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AudioLoad_RelocateSample(&soundEffect->tunedSample, fontDataStartAddr, sampleBankReloc);
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}
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}
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@ -1643,9 +1646,11 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
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case SEQUENCE_TABLE:
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AudioLoad_SetSeqLoadStatus(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
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break;
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case SAMPLE_TABLE:
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AudioLoad_SetSampleFontLoadStatusAndApplyCaches(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
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break;
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case FONT_TABLE:
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fontId = ASYNC_ID(retMsg);
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sampleBankId1 = gAudioCtx.soundFontList[fontId].sampleBankId1;
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@ -1659,6 +1664,9 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
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AudioLoad_SetFontLoadStatus(fontId, ASYNC_STATUS(retMsg));
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AudioLoad_RelocateFontAndPreloadSamples(fontId, asyncLoad->ramAddr, &sampleBankReloc, true);
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break;
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default:
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break;
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}
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doneMsg = asyncLoad->retMsg;
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@ -2002,24 +2010,29 @@ s32 AudioLoad_GetSamplesForFont(s32 fontId, Sample** sampleSet) {
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for (i = 0; i < numDrums; i++) {
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Drum* drum = AudioPlayback_GetDrum(fontId, i);
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if (1) {}
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if (drum != NULL) {
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numSamples = AudioLoad_AddToSampleSet(drum->tunedSample.sample, numSamples, sampleSet);
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if (drum == NULL) {
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continue;
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}
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numSamples = AudioLoad_AddToSampleSet(drum->tunedSample.sample, numSamples, sampleSet);
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}
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for (i = 0; i < numInstruments; i++) {
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Instrument* instrument = AudioPlayback_GetInstrumentInner(fontId, i);
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if (instrument != NULL) {
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if (instrument->normalRangeLo != 0) {
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numSamples = AudioLoad_AddToSampleSet(instrument->lowPitchTunedSample.sample, numSamples, sampleSet);
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}
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if (instrument->normalRangeHi != 0x7F) {
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numSamples = AudioLoad_AddToSampleSet(instrument->highPitchTunedSample.sample, numSamples, sampleSet);
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}
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numSamples = AudioLoad_AddToSampleSet(instrument->normalPitchTunedSample.sample, numSamples, sampleSet);
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if (instrument == NULL) {
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continue;
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}
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if (instrument->normalRangeLo != 0) {
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numSamples = AudioLoad_AddToSampleSet(instrument->lowPitchTunedSample.sample, numSamples, sampleSet);
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}
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if (instrument->normalRangeHi != 0x7F) {
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numSamples = AudioLoad_AddToSampleSet(instrument->highPitchTunedSample.sample, numSamples, sampleSet);
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}
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numSamples = AudioLoad_AddToSampleSet(instrument->normalPitchTunedSample.sample, numSamples, sampleSet);
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}
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// Should really also process sfx, but this method is never called
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@ -83,6 +83,9 @@ void AudioPlayback_InitSampleState(Note* note, NoteSampleState* sampleState, Not
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sampleState->bitField0.strongRight = stereoData.strongRight ^ strongRight;
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sampleState->bitField0.strongLeft = stereoData.strongLeft ^ strongLeft;
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break;
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default:
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break;
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}
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} else if (gAudioCtx.soundMode == SOUNDMODE_MONO) {
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@ -80,7 +80,8 @@ void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f
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spAC->flags |= 1;
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}
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if (spA8) {} // Necessary to match
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//! FAKE:
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if (spA8) {}
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spA8 = &this->elements[this->numElements];
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spA8->flags = 0;
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@ -6606,7 +6606,7 @@ void Interface_Update(PlayState* play) {
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case HUD_VISIBILITY_NONE:
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case HUD_VISIBILITY_NONE_ALT:
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case HUD_VISIBILITY_B:
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer << 5);
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer * 32);
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if (dimmingAlpha < 0) {
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dimmingAlpha = 0;
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}
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@ -6637,7 +6637,7 @@ void Interface_Update(PlayState* play) {
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case HUD_VISIBILITY_B_MAGIC:
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case HUD_VISIBILITY_A_B:
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case HUD_VISIBILITY_A_B_HEARTS_MAGIC_MINIMAP:
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer << 5);
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer * 32);
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if (dimmingAlpha < 0) {
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dimmingAlpha = 0;
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}
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@ -6650,7 +6650,7 @@ void Interface_Update(PlayState* play) {
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break;
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case HUD_VISIBILITY_ALL:
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer << 5);
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dimmingAlpha = 255 - (gSaveContext.hudVisibilityTimer * 32);
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if (dimmingAlpha < 0) {
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dimmingAlpha = 0;
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}
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@ -320,6 +320,7 @@ void func_80B84610(BgDblueWaterfall* this, PlayState* play) {
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player->actor.world.pos.x += sp34.x;
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player->actor.world.pos.z += sp34.z;
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//! FAKE:
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if (this && this && this) {}
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player->pushedSpeed = 8.0f;
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player->pushedYaw = this->actor.yawTowardsPlayer;
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@ -829,7 +829,7 @@ void func_80A9CE1C(BgHakuginPost* this, PlayState* play) {
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for (i = 0; i < D_80A9E028.count; i++) {
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collider = D_80A9E028.unk_0000[i].collider;
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if ((collider != NULL) && (collider->base.acFlags & AT_HIT) && (D_80A9E028.unk_0000[i].unk_34 == 1)) {
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if ((collider != NULL) && (collider->base.acFlags & AC_HIT) && (D_80A9E028.unk_0000[i].unk_34 == 1)) {
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temp_f2 = this->unk_16C;
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yDiff = ABS_ALT(BINANG_SUB(this->dyna.actor.yawTowardsPlayer, player->actor.shape.rot.y));
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temp_f0 = temp_f2 + D_80A9E028.unk_0000[i].unk_14.y;
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@ -853,7 +853,7 @@ void func_80A9CE1C(BgHakuginPost* this, PlayState* play) {
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for (i = 0; i < D_80A9E028.count; i++) {
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collider = D_80A9E028.unk_0000[i].collider;
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if (collider != NULL) {
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collider->base.acFlags &= ~AT_HIT;
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collider->base.acFlags &= ~AC_HIT;
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}
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}
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@ -225,8 +225,8 @@ void func_80C187E4(BgLastBwall* this) {
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}
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void func_80C187F8(BgLastBwall* this, PlayState* play) {
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if (this->colliderTris.base.acFlags & 2) {
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this->colliderTris.base.acFlags &= ~2;
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if (this->colliderTris.base.acFlags & AC_HIT) {
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this->colliderTris.base.acFlags &= ~AC_HIT;
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Flags_SetSwitch(play, BGLASTBWALL_GET_SWITCHFLAGS(&this->dyna.actor));
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func_80C1886C(this, play);
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} else {
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@ -521,7 +521,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->enemyCollider.base);
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}
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->interactCollider.base);
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if (this->enemyCollider.base.atFlags & AC_ON) {
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if (this->enemyCollider.base.atFlags & AT_ON) {
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this->actor.flags |= ACTOR_FLAG_1000000;
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->enemyCollider.base);
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}
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@ -688,21 +688,20 @@ void EnBigpo_BurnAwayDeath(EnBigpo* this, PlayState* play) {
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if (this->idleTimer < 8) {
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camYaw = Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x4800;
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if (this->idleTimer < 5) {
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unkTemp = (this->idleTimer << 0xC) - 0x4000;
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// 1.4.0...1 is NOT 1.4, the rodata demands it
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tempVec.y = (((Math_SinS(unkTemp) * 23.0f) + 40.0f) * 1.4000001f) + this->actor.world.pos.y;
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unkTemp = (this->idleTimer * 0x1000) - 0x4000;
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tempVec.y = (((Math_SinS(unkTemp) * 23.0f) + 40.0f) * (1400.0f * 0.001f)) + this->actor.world.pos.y;
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unkTemp2 = Math_CosS(unkTemp) * 32.2f;
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tempVec.x = (Math_SinS(camYaw) * unkTemp2) + this->actor.world.pos.x;
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tempVec.z = (Math_CosS(camYaw) * unkTemp2) + this->actor.world.pos.z;
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} else {
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tempVec.y = this->actor.world.pos.y + ((40.0f + (15.0f * (this->idleTimer - 5))) * 1.4000001f);
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tempVec.y = this->actor.world.pos.y + ((40.0f + (15.0f * (this->idleTimer - 5))) * (1400.0f * 0.001f));
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tempVec.x = (Math_SinS(camYaw) * 32.2f) + this->actor.world.pos.x;
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tempVec.z = (Math_CosS(camYaw) * 32.2f) + this->actor.world.pos.z;
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}
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// not sure what we're turning this into, but its based on the timer
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modifiedTimer = ((f32)((this->idleTimer * 10) + 80) * 1.4000001f);
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modifiedTimer = ((this->idleTimer * 10) + 80) * (1400.0f * 0.001f);
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func_800B3030(play, &tempVec, &D_80B6506C, &gZeroVec3f, modifiedTimer, 0, 2);
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tempVec.x = (2.0f * this->actor.world.pos.x) - tempVec.x;
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tempVec.z = (2.0f * this->actor.world.pos.z) - tempVec.z;
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@ -465,8 +465,8 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) {
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}
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void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) {
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if (this->collider.base.acFlags & AT_HIT) {
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this->collider.base.acFlags &= ~AT_HIT;
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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Actor_SetDropFlag(&this->actor, &this->collider.elements->info);
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if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_STUN) {
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@ -216,7 +216,7 @@ void EnElforg_MoveToTargetFairyFountain(EnElforg* this, Vec3f* homePos) {
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s16 angleAdjustment;
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s16 targetAngle;
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer * 0x200);
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EnElforg_ApproachTargetYPosition(this, homePos);
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xDifference = this->actor.world.pos.x - homePos->x;
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zDifference = this->actor.world.pos.z - homePos->z;
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@ -245,7 +245,7 @@ void EnElforg_MoveToTargetFairyFountain(EnElforg* this, Vec3f* homePos) {
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void EnElforg_MoveToTarget(EnElforg* this, Vec3f* targetPos) {
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s16 targetAngle;
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer << 9);
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this->actor.shape.yOffset += 100.0f * Math_SinS(this->timer * 0x200);
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EnElforg_ApproachTargetYPosition(this, targetPos);
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targetAngle = Math_Atan2S_XY(-(this->actor.world.pos.z - targetPos->z), -(this->actor.world.pos.x - targetPos->x));
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@ -273,7 +273,7 @@ void EnElforg_TrappedByBubble(EnElforg* this, PlayState* play) {
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EnElforg_InitializeParams(this);
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this->actionFunc = EnElforg_FreeFloating;
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} else {
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this->actor.shape.yOffset += 10.0f * Math_SinS(this->timer << 9);
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this->actor.shape.yOffset += 10.0f * Math_SinS(this->timer * 0x200);
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this->actor.world.pos = this->actor.parent->world.pos;
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this->actor.world.pos.y += 12.0f;
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}
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@ -391,8 +391,8 @@ void EnElforg_CirclePlayer(EnElforg* this, PlayState* play) {
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distanceFromPlayer = 20.0f;
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}
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this->actor.world.pos.x = (Math_SinS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.x;
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this->actor.world.pos.z = (Math_CosS(this->timer << 12) * distanceFromPlayer) + playerActor->world.pos.z;
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this->actor.world.pos.x = (Math_SinS(this->timer * 0x1000) * distanceFromPlayer) + playerActor->world.pos.x;
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this->actor.world.pos.z = (Math_CosS(this->timer * 0x1000) * distanceFromPlayer) + playerActor->world.pos.z;
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this->actor.world.pos.y = player->bodyPartsPos[PLAYER_BODYPART_WAIST].y;
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EnElforg_SpawnSparkles(this, play, 16);
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}
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@ -788,7 +788,7 @@ void EnFamos_Update(Actor* thisx, PlayState* play) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->emblemCollider.base);
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}
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if (this->collider2.base.atFlags & AC_ON) {
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if (this->collider2.base.atFlags & AT_ON) {
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Collider_UpdateCylinder(&this->actor, &this->collider2);
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this->collider2.dim.pos.y = this->actor.floorHeight;
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider2.base);
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@ -401,7 +401,7 @@ void func_80932C98(EnFz* this, PlayState* play) {
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}
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if (this->unk_BCE != 0) {
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if (ENFZ_GET_8000(&this->actor) && (this->collider1.base.atFlags & AC_HIT)) {
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if (ENFZ_GET_8000(&this->actor) && (this->collider1.base.atFlags & AT_HIT)) {
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this->unk_BCD = 0;
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this->unk_BBC = 0.0f;
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this->collider1.base.acFlags &= ~AC_HIT;
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@ -534,8 +534,6 @@ void func_80B51510(EnGk* this, PlayState* play) {
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s32 pad;
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s32 cueChannel;
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if (this) {}
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_479)) {
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cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_479);
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@ -577,6 +575,9 @@ void func_80B51510(EnGk* this, PlayState* play) {
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case 7:
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Flags_SetSwitch(play, ENGK_GET_3F00(&this->actor));
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break;
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default:
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break;
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}
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Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->unk_31A);
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}
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@ -149,40 +149,41 @@ void func_80B22FA8(EnHanabiStruct* arg0, PlayState* play2) {
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gSPDisplayList(POLY_XLU_DISP++, gSunSparkleMaterialDL);
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sp53 = 0xFF;
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if (sp53) {}
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for (i = 0; i < 400; i++, arg0++) {
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if (arg0->unk_00 == 1) {
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Matrix_Translate(arg0->unk_08.x, arg0->unk_08.y, arg0->unk_08.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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if (arg0->unk_01 < 40) {
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Matrix_Scale(arg0->unk_04 * 0.025f * arg0->unk_01, arg0->unk_04 * 0.025f * arg0->unk_01, 1.0f,
|
||||
MTXMODE_APPLY);
|
||||
} else {
|
||||
Matrix_Scale(arg0->unk_04, arg0->unk_04, 1.0f, MTXMODE_APPLY);
|
||||
}
|
||||
Matrix_RotateZS(play->gameplayFrames * 4864, MTXMODE_APPLY);
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
if (sp53 != arg0->unk_02) {
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, D_80B23C40[arg0->unk_02], D_80B23C40[arg0->unk_02 + 1],
|
||||
D_80B23C40[arg0->unk_02 + 2], 255);
|
||||
|
||||
sp53 = arg0->unk_02;
|
||||
}
|
||||
|
||||
if (arg0->unk_01 < 6) {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
|
||||
D_80B23C2C[arg0->unk_02 + 2], arg0->unk_01 * 50);
|
||||
} else {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
|
||||
D_80B23C2C[arg0->unk_02 + 2], 255);
|
||||
}
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, gSunSparkleModelDL);
|
||||
if (arg0->unk_00 != 1) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Matrix_Translate(arg0->unk_08.x, arg0->unk_08.y, arg0->unk_08.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
if (arg0->unk_01 < 40) {
|
||||
Matrix_Scale(arg0->unk_04 * 0.025f * arg0->unk_01, arg0->unk_04 * 0.025f * arg0->unk_01, 1.0f,
|
||||
MTXMODE_APPLY);
|
||||
} else {
|
||||
Matrix_Scale(arg0->unk_04, arg0->unk_04, 1.0f, MTXMODE_APPLY);
|
||||
}
|
||||
Matrix_RotateZS(play->gameplayFrames * 4864, MTXMODE_APPLY);
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
if (sp53 != arg0->unk_02) {
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, D_80B23C40[arg0->unk_02], D_80B23C40[arg0->unk_02 + 1],
|
||||
D_80B23C40[arg0->unk_02 + 2], 255);
|
||||
|
||||
sp53 = arg0->unk_02;
|
||||
}
|
||||
|
||||
if (arg0->unk_01 < 6) {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
|
||||
D_80B23C2C[arg0->unk_02 + 2], arg0->unk_01 * 50);
|
||||
} else {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
|
||||
D_80B23C2C[arg0->unk_02 + 2], 255);
|
||||
}
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, gSunSparkleModelDL);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
|
@ -315,7 +315,7 @@ void func_808DF088(EnHorseLinkChild* this, PlayState* play) {
|
||||
} else {
|
||||
phi_v0 = -1;
|
||||
}
|
||||
sp32 += (phi_v0 << 0xE);
|
||||
sp32 += (phi_v0 * 0x4000);
|
||||
} else {
|
||||
sp32 = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos) - this->actor.world.rot.y;
|
||||
}
|
||||
|
@ -621,7 +621,6 @@ void EnKakasi_TeachingSong(EnKakasi* this, PlayState* play) {
|
||||
this->unkCounter1A4 = 0;
|
||||
CutsceneManager_Stop(this->csIdList[0]);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_YASE_DEAD);
|
||||
if (this) {}
|
||||
this->unkState196 = 2;
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
this->picto.actor.textId = 0x1647;
|
||||
|
@ -610,7 +610,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
Math_ApproachS(&this->actor.shape.rot.x, this->direction << 0xE, 1, 0x2000);
|
||||
Math_ApproachS(&this->actor.shape.rot.x, this->direction * 0x4000, 1, 0x2000);
|
||||
} else {
|
||||
this->actor.shape.rot.y += this->spinVel.y;
|
||||
this->actor.shape.rot.x += this->direction * 0x7D0;
|
||||
|
@ -111,7 +111,7 @@ void func_80A5B160(EnKusa2* this, PlayState* play) {
|
||||
}
|
||||
|
||||
for (i = 1; i < ARRAY_COUNT(this->unk_194); i++) {
|
||||
temp_s1 = (i << 0xD) - 0x2000;
|
||||
temp_s1 = (i * 0x2000) - 0x2000;
|
||||
if (this->unk_194[i] == NULL) {
|
||||
ptr = &this->unk_194[i];
|
||||
actor = (EnKusa2*)Actor_SpawnAsChildAndCutscene(
|
||||
|
@ -433,7 +433,7 @@ void EnMkk_Update(Actor* thisx, PlayState* play) {
|
||||
if (this->collider.base.atFlags & AT_ON) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
if (this->collider.base.acFlags & AT_ON) {
|
||||
if (this->collider.base.acFlags & AC_ON) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
|
@ -80,7 +80,7 @@ void EnNutsball_Destroy(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
void EnNutsball_InitColliderParams(EnNutsball* this) {
|
||||
this->collider.base.atFlags &= ~AT_TYPE_ENEMY & ~AT_BOUNCED & ~AT_HIT;
|
||||
this->collider.base.atFlags &= ~(AT_HIT | AT_TYPE_ENEMY | AT_BOUNCED);
|
||||
this->collider.base.atFlags |= AT_TYPE_PLAYER;
|
||||
this->collider.info.toucher.dmgFlags = 0x400000;
|
||||
this->collider.info.toucher.damage = 2;
|
||||
|
@ -536,7 +536,7 @@ void EnOsk_Draw(Actor* thisx, PlayState* play) {
|
||||
Matrix_Translate(this->actor.focus.pos.x + sp80.x, this->actor.focus.pos.y + sp80.y,
|
||||
sp80.z = this->actor.focus.pos.z + sp80.z, MTXMODE_NEW);
|
||||
|
||||
sp80.z = Math_SinS(play->gameplayFrames << 0xE);
|
||||
sp80.z = Math_SinS(play->gameplayFrames * 0x4000);
|
||||
sp80.z = ((sp80.z + 1.0f) * 0.1f) + 2.0f;
|
||||
Matrix_Scale(this->actor.scale.x * sp80.z, this->actor.scale.y * sp80.z, this->actor.scale.z * sp80.z,
|
||||
MTXMODE_APPLY);
|
||||
|
@ -1146,21 +1146,22 @@ void func_80B5E1D8(PlayState* play, EnOtUnkStruct* arg1, s32 arg2) {
|
||||
POLY_OPA_DISP = Gfx_SetupDL66(POLY_OPA_DISP);
|
||||
|
||||
for (i = 0; i < arg2; i++, arg1++) {
|
||||
if (arg1->unk_00) {
|
||||
if (!flag) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_ot_DL_000040);
|
||||
flag = true;
|
||||
if (play) {}
|
||||
}
|
||||
|
||||
Matrix_Translate(arg1->unk_0C.x, arg1->unk_0C.y, arg1->unk_0C.z, MTXMODE_NEW);
|
||||
Matrix_RotateYS(BINANG_ROT180(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play))), MTXMODE_APPLY);
|
||||
Matrix_Scale(arg1->unk_04, arg1->unk_04, arg1->unk_04, MTXMODE_APPLY);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(gDropRecoveryHeartTex));
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_ot_DL_000078);
|
||||
if (arg1->unk_00 == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!flag) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_ot_DL_000040);
|
||||
flag = true;
|
||||
}
|
||||
|
||||
Matrix_Translate(arg1->unk_0C.x, arg1->unk_0C.y, arg1->unk_0C.z, MTXMODE_NEW);
|
||||
Matrix_RotateYS(BINANG_ROT180(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play))), MTXMODE_APPLY);
|
||||
Matrix_Scale(arg1->unk_04, arg1->unk_04, arg1->unk_04, MTXMODE_APPLY);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(gDropRecoveryHeartTex));
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_ot_DL_000078);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
|
@ -169,6 +169,9 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
this->unk_3DA = 0;
|
||||
@ -335,6 +338,9 @@ void func_8095AD54(EnOwl* this, PlayState* play) {
|
||||
Message_ContinueTextbox(play, 0x7D3);
|
||||
this->actionFunc = func_8095ABF0;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -379,6 +385,9 @@ void func_8095AF2C(EnOwl* this, PlayState* play) {
|
||||
func_8095ACEC(this);
|
||||
this->actionFunc = func_8095ABF0;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -625,6 +634,9 @@ void func_8095BA84(EnOwl* this, PlayState* play) {
|
||||
func_8019F230();
|
||||
Message_ContinueTextbox(play, 0xBEF);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -633,14 +645,20 @@ void func_8095BA84(EnOwl* this, PlayState* play) {
|
||||
case 0:
|
||||
func_8019F208();
|
||||
Message_ContinueTextbox(play, 0xBF4);
|
||||
return;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
func_8019F230();
|
||||
Message_ContinueTextbox(play, 0xBF3);
|
||||
return;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -703,9 +721,15 @@ void func_8095BA84(EnOwl* this, PlayState* play) {
|
||||
this->actionFlags |= 8;
|
||||
func_8095ACEC(this);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -897,168 +921,179 @@ void EnOwl_Update(Actor* thisx, PlayState* play) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 10.0f, UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
if (this->actor.update != NULL) {
|
||||
if ((this->skelAnime1.animation == &object_owl_Anim_001ADC) && Animation_OnFrame(&this->skelAnime1, 4.0f)) {
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OWL_FLUTTER);
|
||||
if (this->actor.update == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ((this->skelAnime1.animation == &object_owl_Anim_001ADC) && Animation_OnFrame(&this->skelAnime1, 4.0f)) {
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OWL_FLUTTER);
|
||||
}
|
||||
|
||||
if (this->actionFlags & 2) {
|
||||
this->eyeTexIndex = 2;
|
||||
} else {
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
this->blinkTimer = Rand_S16Offset(60, 60);
|
||||
}
|
||||
|
||||
if (this->actionFlags & 2) {
|
||||
this->eyeTexIndex = 2;
|
||||
} else {
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
this->blinkTimer = Rand_S16Offset(60, 60);
|
||||
}
|
||||
this->eyeTexIndex = this->blinkTimer;
|
||||
if (this->eyeTexIndex >= 3) {
|
||||
this->eyeTexIndex = 0;
|
||||
}
|
||||
this->eyeTexIndex = this->blinkTimer;
|
||||
if (this->eyeTexIndex >= 3) {
|
||||
this->eyeTexIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(this->actionFlags & 8)) {
|
||||
sp36 = 0;
|
||||
if (!(this->actionFlags & 8)) {
|
||||
sp36 = 0;
|
||||
|
||||
if (this->actionFlags & 0x10) {
|
||||
switch (this->unk_408) {
|
||||
case 0:
|
||||
this->unk_408 = 1;
|
||||
this->unk_409 = 6;
|
||||
break;
|
||||
if (this->actionFlags & 0x10) {
|
||||
switch (this->unk_408) {
|
||||
case 0:
|
||||
this->unk_408 = 1;
|
||||
this->unk_409 = 6;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
this->unk_409--;
|
||||
if (this->unk_409 != 0) {
|
||||
sp36 = Math_CosS(this->unk_409 * 0x2000) * 0x1000;
|
||||
case 1:
|
||||
this->unk_409--;
|
||||
if (this->unk_409 != 0) {
|
||||
sp36 = Math_CosS(this->unk_409 * 0x2000) * 0x1000;
|
||||
} else {
|
||||
if (this->actionFlags & 2) {
|
||||
this->unk_3DA = 0;
|
||||
} else {
|
||||
if (this->actionFlags & 2) {
|
||||
this->unk_3DA = 0;
|
||||
} else {
|
||||
this->unk_3DA = 0x20;
|
||||
}
|
||||
|
||||
if (this->actionFlags & 0x20) {
|
||||
this->unk_3DA -= 4;
|
||||
} else {
|
||||
this->unk_3DA += 4;
|
||||
}
|
||||
this->unk_408++;
|
||||
this->unk_3DA = 0x20;
|
||||
}
|
||||
|
||||
if (this->actionFlags & 0x20) {
|
||||
sp36 = -sp36;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (func_8095C510(this)) {
|
||||
this->actionFlags &= ~0x10;
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (this->unk_40A > 0) {
|
||||
this->unk_40A--;
|
||||
} else {
|
||||
if (this->unk_408 == 0) {
|
||||
if (Rand_ZeroOne() < 0.3f) {
|
||||
this->unk_408 = 4;
|
||||
this->unk_409 = 12;
|
||||
this->unk_3DA -= 4;
|
||||
} else {
|
||||
this->unk_408 = 1;
|
||||
this->unk_409 = 4;
|
||||
this->unk_3DA += 4;
|
||||
}
|
||||
}
|
||||
this->unk_409--;
|
||||
|
||||
switch (this->unk_408) {
|
||||
case 1:
|
||||
sp36 = Math_SinS((-this->unk_409 * 0x1000) + 0x4000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_409 = (s32)(Rand_ZeroFloat(15.0f) + 5.0f);
|
||||
this->unk_408 = 2;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
sp36 = 0x1388;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_408 = 3;
|
||||
this->unk_409 = 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
sp36 = Math_SinS(this->unk_409 * 0x1000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4:
|
||||
sp36 = Math_SinS(this->unk_409 * 0x2000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
this->unk_408++;
|
||||
}
|
||||
|
||||
if (this->actionFlags & 0x20) {
|
||||
sp36 = -sp36;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
if (this->unk_40D > 0) {
|
||||
this->unk_40D--;
|
||||
} else {
|
||||
this->unk_40C--;
|
||||
switch (this->unk_40B) {
|
||||
case 0:
|
||||
this->unk_3DE = (-this->unk_40C * 0x5DC) + 0x1770;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 1;
|
||||
this->unk_40C = (s8)(Rand_ZeroFloat(15.0f) + 5.0f);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (func_8095C510(this)) {
|
||||
this->actionFlags &= ~0x10;
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
this->unk_3DE = 0x1770;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 2;
|
||||
this->unk_40C = 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
this->unk_3DE = this->unk_40C * 0x5DC;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 0;
|
||||
this->unk_40C = 4;
|
||||
this->unk_40D = (s32)Rand_ZeroFloat(40.0f) + 160;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (this->unk_40A > 0) {
|
||||
this->unk_40A--;
|
||||
} else {
|
||||
if (this->unk_408 == 0) {
|
||||
if (Rand_ZeroOne() < 0.3f) {
|
||||
this->unk_408 = 4;
|
||||
this->unk_409 = 12;
|
||||
} else {
|
||||
this->unk_408 = 1;
|
||||
this->unk_409 = 4;
|
||||
}
|
||||
}
|
||||
this->unk_409--;
|
||||
|
||||
switch (this->unk_408) {
|
||||
case 1:
|
||||
sp36 = Math_SinS((-this->unk_409 * 0x1000) + 0x4000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_409 = (s32)(Rand_ZeroFloat(15.0f) + 5.0f);
|
||||
this->unk_408 = 2;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
sp36 = 0x1388;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_408 = 3;
|
||||
this->unk_409 = 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
sp36 = Math_SinS(this->unk_409 * 0x1000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4:
|
||||
sp36 = Math_SinS(this->unk_409 * 0x2000) * 5000.0f;
|
||||
if (this->unk_409 <= 0) {
|
||||
this->unk_40A = (s32)Rand_ZeroFloat(20.0f) + 60;
|
||||
this->unk_408 = 0;
|
||||
func_8095AB4C(this);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (this->actionFlags & 0x20) {
|
||||
sp36 = -sp36;
|
||||
}
|
||||
}
|
||||
|
||||
if (sp36) {}
|
||||
this->unk_3DC = (u16)((this->unk_3DA << 2) << 8) + sp36;
|
||||
this->unk_3D8 = ABS(this->unk_3DC) >> 3;
|
||||
} else {
|
||||
this->unk_3DE = 0;
|
||||
if (this->actionFlags & 2) {
|
||||
this->unk_3DC = -0x8000;
|
||||
if (this->unk_40D > 0) {
|
||||
this->unk_40D--;
|
||||
} else {
|
||||
this->unk_3DC = 0;
|
||||
}
|
||||
this->unk_40C--;
|
||||
switch (this->unk_40B) {
|
||||
case 0:
|
||||
this->unk_3DE = (-this->unk_40C * 0x5DC) + 0x1770;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 1;
|
||||
this->unk_40C = (s8)(Rand_ZeroFloat(15.0f) + 5.0f);
|
||||
}
|
||||
break;
|
||||
|
||||
this->unk_3D8 = ABS(this->unk_3DC) >> 3;
|
||||
case 1:
|
||||
this->unk_3DE = 0x1770;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 2;
|
||||
this->unk_40C = 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
this->unk_3DE = this->unk_40C * 0x5DC;
|
||||
if (this->unk_40C <= 0) {
|
||||
this->unk_40B = 0;
|
||||
this->unk_40C = 4;
|
||||
this->unk_40D = (s32)Rand_ZeroFloat(40.0f) + 160;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (sp36) {}
|
||||
this->unk_3DC = (u16)((this->unk_3DA << 2) << 8) + sp36;
|
||||
this->unk_3D8 = ABS(this->unk_3DC) >> 3;
|
||||
} else {
|
||||
this->unk_3DE = 0;
|
||||
if (this->actionFlags & 2) {
|
||||
this->unk_3DC = -0x8000;
|
||||
} else {
|
||||
this->unk_3DC = 0;
|
||||
}
|
||||
|
||||
this->unk_3D8 = ABS(this->unk_3DC) >> 3;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1117,6 +1152,9 @@ s32 EnOwl_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
|
||||
rot->y += (s16)(this->unk_3D8 * 1.5f);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -1120,7 +1120,9 @@ void EnSlime_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
if (this->collider.base.ocFlags1 & OC1_ON) {
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 20.0f, 35.0f, 40.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 20.0f, 35.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
|
||||
UPDBGCHECKINFO_FLAG_10);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(thisx, &this->collider);
|
||||
|
@ -364,14 +364,13 @@ void func_80AF14FC(PlayState* play2, EnTest7Struct2* arg1) {
|
||||
}
|
||||
|
||||
temp_v0 = Matrix_NewMtx(play->state.gfxCtx);
|
||||
if (temp_v0 != NULL) {
|
||||
gSPMatrix(POLY_OPA_DISP++, temp_v0, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_081628);
|
||||
if (temp_v0 == NULL) {
|
||||
continue;
|
||||
}
|
||||
gSPMatrix(POLY_OPA_DISP++, temp_v0, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_081628);
|
||||
}
|
||||
|
||||
if (ptr) {}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
|
@ -1285,8 +1285,8 @@ void EnWiz_UpdateDamage(EnWiz* this, PlayState* play) {
|
||||
//! colliders are effectively disabled, this doesn't cause any problems in the final
|
||||
//! game, but it becomes an issue if the ghost colliders are enabled.
|
||||
this->fightState = EN_WIZ_FIGHT_STATE_SECOND_PHASE_GHOSTS_COPY_WIZROBE;
|
||||
this->ghostColliders.base.acFlags &= ~BUMP_HIT;
|
||||
if (this->ghostPos[i].x != .0f || this->ghostPos[i].z != .0f) {
|
||||
this->ghostColliders.base.acFlags &= ~AC_HIT;
|
||||
if ((this->ghostPos[i].x != .0f) || (this->ghostPos[i].z != .0f)) {
|
||||
for (j = 0; j < 9; j++) {
|
||||
accel.x = 0.0f;
|
||||
accel.y = 1.0f;
|
||||
|
@ -573,7 +573,7 @@ void EnWizFire_Update(Actor* thisx, PlayState* play2) {
|
||||
DECR(this->steamSpawnTimer);
|
||||
DECR(this->poolTimer);
|
||||
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 5.0f, 10,
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 5.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
|
||||
UPDBGCHECKINFO_FLAG_10);
|
||||
|
||||
|
@ -509,7 +509,7 @@ void ObjSwitch_FloorSwitchUp(ObjSwitch* this, PlayState* play) {
|
||||
|
||||
if (OBJ_SWITCH_GET_TYPE(&this->dyna.actor) == OBJSWITCH_TYPE_FLOOR_RUSTY) {
|
||||
if (this->colliderTris.base.acFlags & AC_HIT) {
|
||||
this->colliderTris.base.acFlags &= ~AT_HIT;
|
||||
this->colliderTris.base.acFlags &= ~AC_HIT;
|
||||
ObjSwitch_TryPlayCutsceneInit(this, play, ObjSwitch_FloorSwitchPushDownInit, true);
|
||||
} else {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base);
|
||||
|
@ -72,7 +72,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
|
||||
vtxPtr = sEponaSongFrustumVtx;
|
||||
|
||||
if (this->timer < 32) {
|
||||
z = Math_SinS(this->timer << 9) * 1220.0f;
|
||||
z = Math_SinS(this->timer * 0x200) * 1220.0f;
|
||||
} else {
|
||||
z = 1220.0f;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user