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improve coconut
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cad79eebda
commit
51dbb6e5d7
@ -37,6 +37,12 @@ typedef struct Vec3f {
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/* 0x08 */ f32 z;
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} Vec3f; // size = 0x0C
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typedef struct Vec3i {
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/* 0x00 */ s32 x;
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/* 0x04 */ s32 y;
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/* 0x08 */ s32 z;
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} Vec3i; // size = 0x0C
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typedef struct Vec2s {
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/* 0x00 */ s16 x;
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/* 0x02 */ s16 y;
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@ -100,6 +100,7 @@ Trigger* get_trigger_by_id(s32 triggerID);
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Actor* get_actor(ActorID actorID);
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ActorPart* get_actor_part(Actor* actor, s32 partIndex);
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s32 add_coins(s32 amt);
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s32 func_800494C0(Npc* npc, s32 arg1, s32 arg2);
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@ -121,6 +122,9 @@ s32 func_80055464(s32, s32);
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void func_800561A4(s32);
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s32 osGetId();
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s32* create_icon(s32 iconIndex);
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void set_icon_render_pos(s32 iconIndex, s32 posX, s32 posY);
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void set_curtain_scale_goal(f32 scale);
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void set_curtain_fade(f32 scale);
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@ -24,6 +24,7 @@
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#define STATIC_ASSERT(condition) enum { static_assert_fail = 1/(!!(condition)) } // Causes division by zero ("not integer constant") if false
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#define BATTLE_STATUS (&gBattleStatus)
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#define PLAYER (gBattleStatus.playerActor)
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#define GAME_STATUS (*gGameStatusPtr)
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#define PLAYER_STATUS (&gPlayerStatus)
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#define UI_STATUS (&gUIStatus)
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@ -4,54 +4,67 @@
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MenuIcon* D_802A1E80;
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void* D_80108A64; // an image
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// TODO
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#ifdef NON_MATCHING
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ApiStatus func_802A1000_72F720(ScriptInstance* script, s32 isInitialCall) {
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MenuIcon *temp_a0;
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f32 playerTop;
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s32 sellValue;
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s32 temp_s0;
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s32 numCoins;
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s32 temp_v0;
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BattleStatus* battleStatus;
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Actor* player;
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Actor* player2;
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s32 sellValue;
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s32 numCoins;
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s32 pickupDelay;
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f32 facingAngleSign;
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s32 phi_s0;
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s32 i = 0;
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s32 phi_s0_2;
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s32 i;
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f32 posX;
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f32 posY;
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f32 posZ;
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s32 iconX;
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s32 iconY;
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s32 iconZ;
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BattleStatus* battleStatus = BATTLE_STATUS;
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i = 0;
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facingAngleSign = 0.0f;
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player = &battleStatus->playerActor;
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battleStatus = BATTLE_STATUS;
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sellValue = gItemTable[battleStatus->selectedItemID].sellValue;
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playerTop = player->currentPos.y + (f32) player->size.y;
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posY = battleStatus->playerActor->currentPos.y + battleStatus->playerActor->size.y;
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player = PLAYER;
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// If Refund is equipped, the player gets
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if (heroes_is_ability_active(player, Ability_REFUND)) {
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if (heroes_is_ability_active(battleStatus->playerActor, Ability_REFUND)) {
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//player2 = player;
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if (sellValue > 0) {
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// 75% of the item's sell value, rounded up
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numCoins = (sellValue * 75 + 99) / 100;
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sellValue = (sellValue * 75 + 99) / 100;
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if (numCoins > 0) {
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pickupDelay = 1;
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facingAngleSign = 0.0f;
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pickupDelay = 1;
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player2 = player;
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for (i = 0; i < numCoins; i++) {
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make_item_entity(ItemId_COIN, player->currentPos.x, playerTop, player->currentPos.z, 0x17, pickupDelay, facingAngleSign, 0);
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add_coins(1);
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while (i < sellValue) {
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posX = player2->currentPos.x;
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posZ = player2->currentPos.z;
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pickupDelay += 3;
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facingAngleSign += 30.0f;
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}
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make_item_entity(ItemId_COIN, posX, posY, posZ, 0x17, pickupDelay, facingAngleSign, 0);
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add_coins(1);
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pickupDelay += 3;
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facingAngleSign += 30.0f;
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i++;
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}
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get_screen_coords(gCurrentCameraID, player->currentPos.x, player->currentPos.y, player->currentPos.z, &iconX, &iconY, &iconZ);
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i = (i * 3) + 30;
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//player2 = player;
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posX = player2->currentPos.x;
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posY = player2->currentPos.y;
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posZ = player2->currentPos.z;
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get_screen_coords(gCurrentCameraID, posX, posY, posZ, &iconX, &iconY, &iconZ);
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D_802A1E80 = create_icon(&D_80108A64);
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set_icon_render_pos(D_802A1E80, iconX + 0x24, iconY - 0x3F);
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i = (i * 2) + i + 0x1E;
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set_icon_render_pos(D_802A1E80, iconX + 36, iconY - 63);
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}
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}
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@ -59,7 +72,9 @@ ApiStatus func_802A1000_72F720(ScriptInstance* script, s32 isInitialCall) {
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return ApiStatus_DONE2;
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}
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//INCLUDE_ASM(ApiStatus, "battle/item/coconut", func_802A1000_72F720, ScriptInstance* script, s32 isInitialCall);
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#else
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INCLUDE_ASM(ApiStatus, "battle/item/coconut", func_802A1000_72F720, ScriptInstance* script, s32 isInitialCall);
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#endif
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ApiStatus func_802A11D4_72F8F4(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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@ -1088,7 +1088,7 @@ s32 is_partner_ability_active(void) {
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return 0;
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}
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s16 add_coins(s32 amt) {
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s32 add_coins(s32 amt) {
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PlayerData* playerData = &gPlayerData;
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s16 newCoins = playerData->coins + amt;
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@ -21,8 +21,7 @@ void get_cam_viewport(s32 camID, u16* x, u16* y, u16* width, u16* height) {
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*y = CAM(camID)->viewportStartY;
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}
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INCLUDE_ASM(void, "code_8560", get_screen_coords, Cam camID, f32 x, f32 y, f32 z, f32* outX, f32* outY,
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f32* outZ);
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INCLUDE_ASM(void, "code_8560", get_screen_coords, Cam camID, f32 x, f32 y, f32 z, f32* outX, f32* outY, f32* outZ);
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s32 func_8002E754(s32 camID, s32 x, s32 y) {
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s32 startX = CAM(camID)->viewportStartX;
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@ -29,7 +29,7 @@ INCLUDE_ASM(s32, "code_d5a50_len_5fd0", init_menu_icon_list);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", func_801413F8);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", create_icon);
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INCLUDE_ASM(s32*, "code_d5a50_len_5fd0", create_icon, s32 iconIndex);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", update_menu_icons);
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@ -69,7 +69,7 @@ INCLUDE_ASM(s32, "code_d5a50_len_5fd0", get_menu_icon);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", free_icon);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", set_icon_render_pos);
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INCLUDE_ASM(void, "code_d5a50_len_5fd0", set_icon_render_pos, s32 iconIndex, s32 posX, s32 posY);
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INCLUDE_ASM(s32, "code_d5a50_len_5fd0", get_icon_render_pos);
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@ -1 +1,3 @@
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build_system = "ninja"
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[preserve_macros]
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SCRIPT = "void"
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