mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-07-08 22:45:20 -04:00
pull decomp changes: actor functions, z_en_horse.c (#6877)
This commit is contained in:
+51
-51
@@ -371,8 +371,8 @@ void ActorShadow_DrawHorse(Actor* actor, Lights* lights, PlayState* play);
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void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play);
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void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
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Vec3f* rightFootPos);
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void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
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void func_8002C124(TargetContext* targetCtx, PlayState* play);
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void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
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void Attention_Draw(TargetContext* targetCtx, PlayState* play);
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s32 Flags_GetSwitch(PlayState* play, s32 flag);
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void Flags_SetSwitch(PlayState* play, s32 flag);
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void Flags_UnsetSwitch(PlayState* play, s32 flag);
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@@ -393,7 +393,7 @@ void TitleCard_InitBossName(PlayState* play, TitleCardContext* titleCtx, void* t
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u8 height, s16 hasTranslation);
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void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y,
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s32 width, s32 height, s32 delay);
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s32 func_8002D53C(PlayState* play, TitleCardContext* titleCtx);
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s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx);
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void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetScale(Actor* actor, f32 scale);
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@@ -421,12 +421,12 @@ s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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s32 func_8002DDE4(PlayState* play);
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s32 func_8002DDF4(PlayState* play);
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void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB);
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void func_8002DE74(PlayState* play, Player* player);
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void Actor_SwapHookshotAttachment(PlayState* play, Actor* actorA, Actor* actorB);
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void Actor_RequestHorseCameraSetting(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 func_8002DEEC(Player* player);
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void func_8002DF18(PlayState* play, Player* player);
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode);
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void Actor_InitPlayerHorse(PlayState* play, Player* player);
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s32 Player_SetCsAction(PlayState* play, Actor* actor, u8 csMode);
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 arg2);
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void func_8002DF90(DynaPolyActor* dynaActor);
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void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
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@@ -445,14 +445,14 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
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PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
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s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2);
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s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 arg2);
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u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play);
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s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4);
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s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 arg3);
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s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2);
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s32 func_8002F2F4(Actor* actor, PlayState* play);
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s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 arg2, u32 arg3);
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s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 arg2);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
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u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
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s8 func_8002F368(PlayState* play);
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s8 Actor_GetPlayerExchangeItemId(PlayState* play);
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
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u32 Actor_HasParent(Actor* actor, PlayState* play);
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// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename Actor_OfferGetItem and Actor_OfferGetItemNearby.
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@@ -464,30 +464,30 @@ void Actor_OfferGetItemNearby(Actor* actor, PlayState* play, s32 getItemId);
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void Actor_OfferCarry(Actor* actor, PlayState* play);
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u32 Actor_HasNoParent(Actor* actor, PlayState* play);
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void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play);
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void func_8002F5F0(Actor* actor, PlayState* play);
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void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
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s32 Actor_IsMounted(PlayState* play, Actor* horse);
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u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 arg2);
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s32 Actor_NotMounted(PlayState* play, Actor* horse);
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void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Actor* actor, u16 sfxId);
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void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
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void func_8002F850(PlayState* play, Actor* actor);
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void func_8002F8F0(Actor* actor, u16 sfxId);
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void func_8002F91C(Actor* actor, u16 sfxId);
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void func_8002F948(Actor* actor, u16 sfxId);
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void func_8002F974(Actor* actor, u16 sfxId);
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void func_8002F994(Actor* actor, s32 arg1);
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void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
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void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 arg1);
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s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos);
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void Actor_DisableLens(PlayState* play);
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void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx);
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s32 func_800314D4(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3);
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void func_800315AC(PlayState* play, ActorContext* actorCtx);
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void func_80031A28(PlayState* play, ActorContext* actorCtx);
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s32 Actor_CullingVolumeTest(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3);
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void Actor_DrawAll(PlayState* play, ActorContext* actorCtx);
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void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx);
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void func_80031B14(PlayState* play, ActorContext* actorCtx);
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void func_80031C3C(ActorContext* actorCtx, PlayState* play);
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Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
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@@ -497,10 +497,10 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx);
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Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
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Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player);
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Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player);
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Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
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void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
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s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
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s16 FaceChange_UpdateBlinking(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
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void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
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s16 objectId);
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@@ -519,9 +519,9 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor);
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s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor);
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f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void func_80033DB8(PlayState* play, s16 arg1, s16 arg2);
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void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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void Actor_RequestQuake(PlayState* play, s16 arg1, s16 arg2);
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void Actor_RequestQuakeWithSpeed(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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f32 Rand_ZeroFloat(f32 f);
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f32 Rand_CenteredFloat(f32 f);
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void Actor_DrawDoorLock(PlayState* play, s32 arg1, s32 arg2);
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@@ -539,7 +539,7 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 arg2, f32 arg3);
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void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index);
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void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_UpdateFidgetTables(PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_Noop(Actor* actor, PlayState* play);
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void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
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void Gfx_DrawDListXlu(PlayState* play, Gfx* dlist);
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@@ -572,7 +572,7 @@ void Flags_SetRandomizerInf(RandomizerInf flag);
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void Flags_UnsetRandomizerInf(RandomizerInf flag);
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u16 func_80037C30(PlayState* play, s16 arg1);
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s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3);
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s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
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s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
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// ? func_80038600(?);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
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@@ -678,7 +678,7 @@ u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32
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Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId);
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Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D94(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@@ -1379,7 +1379,7 @@ void Sram_InitSram(GameState* gameState);
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void SsSram_ReadWrite(uintptr_t addr, void* dramAddr, size_t size, s32 direction);
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void func_800A9F30(PadMgr*, s32);
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void func_800A9F6C(f32, u8, u8, u8);
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void func_800AA000(f32, u8, u8, u8);
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void Rumble_Request(f32, u8, u8, u8);
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void func_800AA0B4();
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void func_800AA0F0(void);
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u32 func_800AA148();
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@@ -2092,14 +2092,14 @@ void Audio_ClearSariaBgm(void);
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void Audio_ClearSariaBgmAtPos(Vec3f* pos);
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void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax);
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void Audio_ClearSariaBgm2(void);
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void func_800F5510(u16 seqId);
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void func_800F5550(u16 seqId);
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void func_800F574C(f32 arg0, u8 arg2);
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void func_800F5718(void);
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void func_800F5918(void);
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void func_800F595C(u16);
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void func_800F59E8(u16);
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s32 func_800F5A58(u8);
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void Audio_PlayMorningSceneSequence(u16 seqId);
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void Audio_PlaySceneSequence(u16 seqId);
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void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2);
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void Audio_PlayWindmillBgm(void);
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void Audio_SetFastTempoForTimedMinigame(void);
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void Audio_PlaySequenceInCutscene(u16);
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void Audio_StopSequenceInCutscene(u16);
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s32 Audio_IsSequencePlaying(u8);
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void func_800F5ACC(u16 seqId);
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void PreviewSequence(u16 seqId);
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void func_800F5B58(void);
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@@ -2107,21 +2107,21 @@ void func_800F5BF0(u8 natureAmbienceId);
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void Audio_PlayFanfare(u16);
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void Audio_PlayFanfare_Rando(GetItemEntry getItem);
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void func_800F5C2C(void);
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void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void Audio_PlaySequenceWithSeqPlayerIO(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void Audio_SetSequenceMode(u8 seqMode);
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void Audio_SetBgmEnemyVolume(f32 dist);
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void func_800F6268(f32 dist, u16);
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void Audio_UpdateMalonSinging(f32 dist, u16);
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void func_800F64E0(u8 arg0);
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void func_800F6584(u8 arg0);
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void Audio_ToggleMalonSinging(u8 arg0);
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void Audio_SetEnvReverb(s8 reverb);
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void Audio_SetCodeReverb(s8 reverb);
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void func_800F6700(s8 outputMode);
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void Audio_SetSoundOutputMode(s8 outputMode);
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void Audio_SetBaseFilter(u8);
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void Audio_SetExtraFilter(u8);
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void Audio_SetCutsceneFlag(s8 flag);
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void Audio_PlaySoundIfNotInCutscene(u16 sfxId);
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void func_800F6964(u16);
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void func_800F6AB0(u16);
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void Audio_StopBgmAndFanfare(u16);
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// ? Audio_DisableAllSeq(?);
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// ? func_800F6BB8(?);
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void Audio_PreNMI();
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@@ -15,7 +15,7 @@ static void MakeLinkFocusOnPot() {
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BgSpot18Basket* bgSpot18 =
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(BgSpot18Basket*)Actor_Find(&gPlayState->actorCtx, ACTOR_BG_SPOT18_BASKET, ACTORCAT_PROP);
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if (bgSpot18 != NULL) {
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func_8002DF38(gPlayState, &bgSpot18->dyna.actor, 1);
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Player_SetCsAction(gPlayState, &bgSpot18->dyna.actor, 1);
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}
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}
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||||
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@@ -834,7 +834,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
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*should = false;
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if (!Flags_GetEventChkInf(EVENTCHKINF_RAINBOW_BRIDGE_BUILT)) {
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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Audio_PlaySequenceInCutscene(NA_BGM_BRIDGE_TO_GANONS);
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// This would have been set 2 frames later, but we're skipping now so the sound doesn't play twice
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||||
Flags_SetEventChkInf(EVENTCHKINF_RAINBOW_BRIDGE_BUILT);
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||||
}
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||||
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||||
@@ -398,7 +398,7 @@ void DrawDynapoly(std::vector<Gfx>& dl, CollisionHeader* col, int32_t bgId) {
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||||
} else if (SurfaceType_GetSceneExitIndex(&gPlayState->colCtx, poly, bgId) ||
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||||
func_80041E80(&gPlayState->colCtx, poly, bgId) == 0x05) {
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||||
color = CVarGetColor(CVAR_DEVELOPER_TOOLS("ColViewer.ColorEntrance.Value"), { 0, 255, 0, 255 });
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} else if (func_80041D4C(&gPlayState->colCtx, poly, bgId) != 0 ||
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} else if (SurfaceType_GetFloorType(&gPlayState->colCtx, poly, bgId) != 0 ||
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||||
SurfaceType_IsWallDamage(&gPlayState->colCtx, poly, bgId)) {
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||||
color = CVarGetColor(CVAR_DEVELOPER_TOOLS("ColViewer.ColorSpecialSurface.Value"), { 192, 255, 192, 255 });
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||||
} else if (SurfaceType_GetSlope(&gPlayState->colCtx, poly, bgId) == 0x01) {
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||||
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||||
@@ -123,7 +123,8 @@ void GameInteractor::RawAction::ElectrocutePlayer() {
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||||
|
||||
void GameInteractor::RawAction::KnockbackPlayer(float strength) {
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||||
Player* player = GET_PLAYER(gPlayState);
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||||
func_8002F71C(gPlayState, &player->actor, strength * 5, player->actor.world.rot.y + 0x8000, strength * 5);
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Actor_SetPlayerKnockbackLargeNoDamage(gPlayState, &player->actor, strength * 5, player->actor.world.rot.y + 0x8000,
|
||||
strength * 5);
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||||
}
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||||
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||||
void GameInteractor::RawAction::SetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag) {
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||||
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||||
@@ -1607,7 +1607,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
|
||||
bool hasShieldHoldingR = (CHECK_BTN_ANY(input.cur.button, BTN_R) &&
|
||||
CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) > EQUIP_VALUE_SHIELD_NONE);
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||||
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||||
if (func_8002F368(gPlayState) == EXCH_ITEM_PRESCRIPTION ||
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||||
if (Actor_GetPlayerExchangeItemId(gPlayState) == EXCH_ITEM_PRESCRIPTION ||
|
||||
(hasShieldHoldingR && INV_CONTENT(ITEM_TRADE_ADULT) < ITEM_FROG)) {
|
||||
Flags_SetRandomizerInf(RAND_INF_ADULT_TRADES_ZD_TRADE_PRESCRIPTION);
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||||
Flags_UnsetRandomizerInf(RAND_INF_ADULT_TRADES_HAS_PRESCRIPTION);
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||||
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||||
@@ -159,7 +159,7 @@ bool Scene_CommandObjectList(PlayState* play, SOH::ISceneCommand* cmd) {
|
||||
for (j = i; j < play->objectCtx.num; j++) {
|
||||
play->objectCtx.status[j].id = OBJECT_INVALID;
|
||||
}
|
||||
func_80031A28(play, &play->actorCtx);
|
||||
Actor_KillAllWithMissingObject(play, &play->actorCtx);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@ void func_800A9F6C(f32 a, u8 b, u8 c, u8 d) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800AA000(f32 a, u8 b, u8 c, u8 d) {
|
||||
void Rumble_Request(f32 a, u8 b, u8 c, u8 d) {
|
||||
s32 temp1;
|
||||
s32 temp2;
|
||||
s32 i;
|
||||
|
||||
@@ -1261,7 +1261,7 @@ s32 sAudioUpdateTaskEnd;
|
||||
void PadMgr_RequestPadData(PadMgr* padmgr, Input* inputs, s32 mode);
|
||||
|
||||
void Audio_StepFreqLerp(FreqLerp* lerp);
|
||||
void func_800F56A8(void);
|
||||
void Audio_UpdateSceneSequenceResumePoint(void);
|
||||
void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId);
|
||||
s32 Audio_SetGanonDistVol(u8 targetVol);
|
||||
void Audio_PlayFanfare_Rando(GetItemEntry getItem);
|
||||
@@ -3081,7 +3081,7 @@ void AudioDebug_ProcessInput_SndCont(void) {
|
||||
&gSfxDefaultReverb);
|
||||
break;
|
||||
case 4:
|
||||
func_800F6700(sAudioSndContWork[sAudioSndContSel]);
|
||||
Audio_SetSoundOutputMode(sAudioSndContWork[sAudioSndContSel]);
|
||||
break;
|
||||
case 5:
|
||||
Audio_SeqCmdE01(SEQ_PLAYER_BGM_MAIN, sAudioSndContWork[sAudioSndContSel]);
|
||||
@@ -3123,7 +3123,7 @@ void AudioDebug_ProcessInput_SndCont(void) {
|
||||
|
||||
if (CHECK_BTN_ANY(sDebugPadPress, BTN_CDOWN)) {
|
||||
if (sAudioSndContSel == 0) {
|
||||
func_800F595C(sAudioSndContWork[sAudioSndContSel]);
|
||||
Audio_PlaySequenceInCutscene(sAudioSndContWork[sAudioSndContSel]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3607,7 +3607,7 @@ void AudioDebug_ProcessInput(void) {
|
||||
}
|
||||
|
||||
void func_800F4A70(void);
|
||||
void func_800F5CF8(void);
|
||||
void Audio_UpdateFanfare(void);
|
||||
|
||||
void func_800F3054(void) {
|
||||
if (func_800FAD34() == 0) {
|
||||
@@ -3617,8 +3617,8 @@ void func_800F3054(void) {
|
||||
Audio_StepFreqLerp(&sRiverFreqScaleLerp);
|
||||
Audio_StepFreqLerp(&sWaterfallFreqScaleLerp);
|
||||
func_800F4A70();
|
||||
func_800F56A8();
|
||||
func_800F5CF8();
|
||||
Audio_UpdateSceneSequenceResumePoint();
|
||||
Audio_UpdateFanfare();
|
||||
if (gAudioSpecId == 7) {
|
||||
Audio_ClearSariaBgm();
|
||||
}
|
||||
@@ -4475,7 +4475,7 @@ void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax) {
|
||||
dist = sqrtf(SQ(pos->z) + SQ(pos->x));
|
||||
if (sSariaBgmPtr == NULL) {
|
||||
sSariaBgmPtr = pos;
|
||||
func_800F5E18(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2);
|
||||
} else {
|
||||
prevDist = sqrtf(SQ(sSariaBgmPtr->z) + SQ(sSariaBgmPtr->x));
|
||||
if (dist < prevDist) {
|
||||
@@ -4511,12 +4511,12 @@ void Audio_ClearSariaBgm2(void) {
|
||||
sSariaBgmPtr = NULL;
|
||||
}
|
||||
|
||||
void func_800F5510(u16 seqId) {
|
||||
func_800F5550(seqId);
|
||||
func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1);
|
||||
void Audio_PlayMorningSceneSequence(u16 seqId) {
|
||||
Audio_PlaySceneSequence(seqId);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1);
|
||||
}
|
||||
|
||||
void func_800F5550(u16 seqId) {
|
||||
void Audio_PlaySceneSequence(u16 seqId) {
|
||||
u8 sp27 = 0;
|
||||
u16 nv;
|
||||
|
||||
@@ -4532,12 +4532,12 @@ void func_800F5550(u16 seqId) {
|
||||
sp27 = 0x1E;
|
||||
}
|
||||
|
||||
func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C);
|
||||
|
||||
D_8013062C = 0;
|
||||
} else {
|
||||
nv = (Audio_GetSeqFlags((seqId & 0xFF) & 0xFF) & 0x40) ? 1 : 0xFF;
|
||||
func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv);
|
||||
if (!(Audio_GetSeqFlags(seqId) & 0x20)) {
|
||||
D_8013062C = 0xC0;
|
||||
}
|
||||
@@ -4546,7 +4546,7 @@ void func_800F5550(u16 seqId) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F56A8(void) {
|
||||
void Audio_UpdateSceneSequenceResumePoint(void) {
|
||||
u16 temp_v0;
|
||||
u8 bvar;
|
||||
|
||||
@@ -4561,13 +4561,13 @@ void func_800F56A8(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F5718(void) {
|
||||
void Audio_PlayWindmillBgm(void) {
|
||||
if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) != NA_BGM_WINDMILL) {
|
||||
Audio_StartSeq(SEQ_PLAYER_BGM_MAIN, 0, NA_BGM_WINDMILL);
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F574C(f32 arg0, u8 arg2) {
|
||||
void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2) {
|
||||
if (arg0 == 1.0f) {
|
||||
Audio_SeqCmdB40(SEQ_PLAYER_BGM_MAIN, arg2, 0);
|
||||
} else {
|
||||
@@ -4576,13 +4576,13 @@ void func_800F574C(f32 arg0, u8 arg2) {
|
||||
Audio_SeqCmdC(SEQ_PLAYER_FANFARE, 0xA0, arg2, arg0 * 100.0f);
|
||||
}
|
||||
|
||||
void func_800F5918(void) {
|
||||
void Audio_SetFastTempoForTimedMinigame(void) {
|
||||
if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_TIMED_MINI_GAME && func_800FA11C(0, 0xF0000000)) {
|
||||
Audio_SeqCmdB(SEQ_PLAYER_BGM_MAIN, 5, 0, 0xD2);
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F595C(u16 arg0) {
|
||||
void Audio_PlaySequenceInCutscene(u16 arg0) {
|
||||
u8 arg0b = arg0 & 0xFF;
|
||||
|
||||
if (Audio_GetSeqFlags(arg0b) & 2) {
|
||||
@@ -4591,12 +4591,12 @@ void func_800F595C(u16 arg0) {
|
||||
Audio_StartSeq(SEQ_PLAYER_FANFARE, 0, arg0);
|
||||
|
||||
} else {
|
||||
func_800F5E18(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1);
|
||||
Audio_SeqCmd1(SEQ_PLAYER_FANFARE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F59E8(u16 arg0) {
|
||||
void Audio_StopSequenceInCutscene(u16 arg0) {
|
||||
u8 arg0b = arg0 & 0xFF;
|
||||
|
||||
if (Audio_GetSeqFlags(arg0b) & 2) {
|
||||
@@ -4608,7 +4608,7 @@ void func_800F59E8(u16 arg0) {
|
||||
}
|
||||
}
|
||||
|
||||
s32 func_800F5A58(u8 arg0) {
|
||||
s32 Audio_IsSequencePlaying(u8 arg0) {
|
||||
u8 phi_a1 = 0;
|
||||
|
||||
if (Audio_GetSeqFlags(arg0 & 0xFF) & 2) {
|
||||
@@ -4727,7 +4727,7 @@ void Audio_PlayFanfare(u16 seqId) {
|
||||
D_8016B9F6 = seqId;
|
||||
}
|
||||
|
||||
void func_800F5CF8(void) {
|
||||
void Audio_UpdateFanfare(void) {
|
||||
u16 sp26;
|
||||
u16 pad;
|
||||
u16 sp22;
|
||||
@@ -4759,7 +4759,7 @@ void func_800F5CF8(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4) {
|
||||
void Audio_PlaySequenceWithSeqPlayerIO(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4) {
|
||||
Audio_SeqCmd7(playerIdx, arg3, arg4);
|
||||
Audio_StartSeq(playerIdx, fadeTimer, seqId);
|
||||
}
|
||||
@@ -4863,7 +4863,7 @@ void Audio_SetBgmEnemyVolume(f32 dist) {
|
||||
sAudioEnemyDist = dist;
|
||||
}
|
||||
|
||||
void func_800F6268(f32 dist, u16 arg1) {
|
||||
void Audio_UpdateMalonSinging(f32 dist, u16 arg1) {
|
||||
s8 pad;
|
||||
s8 phi_v1;
|
||||
s16 temp_a0;
|
||||
@@ -4893,7 +4893,7 @@ void func_800F6268(f32 dist, u16 arg1) {
|
||||
} else if ((temp_a0 == NA_BGM_NATURE_AMBIENCE) && ((arg1 & 0xFF) == NA_BGM_LONLON)) {
|
||||
temp_a0 = (s8)(func_800FA0B4(SEQ_PLAYER_BGM_SUB) & 0xFF);
|
||||
if ((temp_a0 != (arg1 & 0xFF)) && (D_8016B9D8 < 10)) {
|
||||
func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
|
||||
Audio_SeqCmdA(SEQ_PLAYER_BGM_SUB, 0xFFFC);
|
||||
D_8016B9D8 = 10;
|
||||
}
|
||||
@@ -4929,7 +4929,7 @@ void func_800F64E0(u8 arg0) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F6584(u8 arg0) {
|
||||
void Audio_ToggleMalonSinging(u8 arg0) {
|
||||
u8 playerIdx;
|
||||
u16 sp34;
|
||||
|
||||
@@ -4952,7 +4952,7 @@ void func_800F6584(u8 arg0) {
|
||||
}
|
||||
} else {
|
||||
if (playerIdx == SEQ_PLAYER_BGM_SUB) {
|
||||
func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
|
||||
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
|
||||
}
|
||||
Audio_SeqCmd6(playerIdx, 1, 0, 0x7F);
|
||||
Audio_SeqCmd6(playerIdx, 1, 1, 0x7F);
|
||||
@@ -4972,7 +4972,7 @@ void Audio_SetCodeReverb(s8 reverb) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800F6700(s8 arg0) {
|
||||
void Audio_SetSoundOutputMode(s8 arg0) {
|
||||
s8 sp1F = 0;
|
||||
|
||||
switch (arg0) {
|
||||
@@ -5076,7 +5076,7 @@ void func_800F6964(u16 arg0) {
|
||||
Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, (arg0 * 3) / 2);
|
||||
}
|
||||
|
||||
void func_800F6AB0(u16 arg0) {
|
||||
void Audio_StopBgmAndFanfare(u16 arg0) {
|
||||
Audio_SeqCmd1(SEQ_PLAYER_BGM_MAIN, arg0);
|
||||
Audio_SeqCmd1(SEQ_PLAYER_FANFARE, arg0);
|
||||
Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, arg0);
|
||||
|
||||
+94
-94
@@ -292,7 +292,7 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef
|
||||
}
|
||||
}
|
||||
|
||||
void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
|
||||
void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg1, arg2, arg3);
|
||||
*arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
|
||||
}
|
||||
@@ -326,14 +326,14 @@ Gfx D_80115FF0[] = {
|
||||
gsSPEndDisplayList(),
|
||||
};
|
||||
|
||||
void func_8002BE64(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) {
|
||||
void Attention_SetReticlePos(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) {
|
||||
targetCtx->arr_50[index].pos.x = arg2;
|
||||
targetCtx->arr_50[index].pos.y = arg3;
|
||||
targetCtx->arr_50[index].pos.z = arg4;
|
||||
targetCtx->arr_50[index].unk_0C = targetCtx->unk_44;
|
||||
}
|
||||
|
||||
void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play) {
|
||||
void Attention_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* play) {
|
||||
TargetContextEntry* entry;
|
||||
NaviColor* naviColor;
|
||||
s32 i;
|
||||
@@ -346,7 +346,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play)
|
||||
|
||||
entry = &targetCtx->arr_50[0];
|
||||
for (i = 0; i < ARRAY_COUNT(targetCtx->arr_50); i++) {
|
||||
func_8002BE64(targetCtx, i, 0.0f, 0.0f, 0.0f);
|
||||
Attention_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
|
||||
entry->color.r = naviColor->inner.r;
|
||||
entry->color.g = naviColor->inner.g;
|
||||
entry->color.b = naviColor->inner.b;
|
||||
@@ -354,7 +354,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play)
|
||||
}
|
||||
}
|
||||
|
||||
void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
|
||||
void Attention_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
|
||||
if (CVarGetInteger(CVAR_COSMETIC("Navi.IdlePrimary.Changed"), 0)) {
|
||||
sNaviColorList[ACTORCAT_PLAYER].inner =
|
||||
CVarGetColor(CVAR_COSMETIC("Navi.IdlePrimary.Value"), defaultIdlePrimaryColor);
|
||||
@@ -427,7 +427,7 @@ void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, Pl
|
||||
targetCtx->naviOuter.a = naviColor->outer.a;
|
||||
}
|
||||
|
||||
void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) {
|
||||
void Attention_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
|
||||
targetCtx->arrowPointedActor = NULL;
|
||||
targetCtx->targetedActor = NULL;
|
||||
targetCtx->unk_40 = 0.0f;
|
||||
@@ -435,11 +435,11 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) {
|
||||
targetCtx->bgmEnemy = NULL;
|
||||
targetCtx->unk_4B = 0;
|
||||
targetCtx->unk_4C = 0;
|
||||
func_8002BF60(targetCtx, actor, actor->category, play);
|
||||
func_8002BE98(targetCtx, actor->category, play);
|
||||
Attention_SetNaviState(targetCtx, actor, actor->category, play);
|
||||
Attention_InitReticle(targetCtx, actor->category, play);
|
||||
}
|
||||
|
||||
void func_8002C124(TargetContext* targetCtx, PlayState* play) {
|
||||
void Attention_Draw(TargetContext* targetCtx, PlayState* play) {
|
||||
Actor* actor = targetCtx->targetedActor;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
@@ -481,7 +481,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
|
||||
spCE = targetCtx->unk_48;
|
||||
}
|
||||
|
||||
func_8002BE04(play, &targetCtx->targetCenterPos, &spBC, &spB4);
|
||||
Actor_ProjectPos(play, &targetCtx->targetCenterPos, &spBC, &spB4);
|
||||
|
||||
spBC.x = (160 * (spBC.x * spB4)) * var1;
|
||||
spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
|
||||
@@ -496,7 +496,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
|
||||
targetCtx->unk_4C = 2;
|
||||
}
|
||||
|
||||
func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
|
||||
Attention_SetReticlePos(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
|
||||
|
||||
if ((!(player->stateFlags1 & PLAYER_STATE1_TALKING)) || (actor != player->focusActor)) {
|
||||
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, 0x39);
|
||||
@@ -558,7 +558,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) {
|
||||
void Attention_Update(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) {
|
||||
s32 pad;
|
||||
Actor* unkActor;
|
||||
s32 actorCategory;
|
||||
@@ -577,7 +577,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
|
||||
if ((player->focusActor != NULL) && (player->controlStickDirections[player->controlStickDataIndex] == 2)) {
|
||||
targetCtx->unk_94 = NULL;
|
||||
} else {
|
||||
func_80032AF0(play, &play->actorCtx, &unkActor, player);
|
||||
Attention_FindActor(play, &play->actorCtx, &unkActor, player);
|
||||
targetCtx->unk_94 = unkActor;
|
||||
}
|
||||
|
||||
@@ -613,11 +613,11 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
|
||||
targetCtx->naviRefPos.y += temp3 * temp1;
|
||||
targetCtx->naviRefPos.z += temp4 * temp1;
|
||||
} else {
|
||||
func_8002BF60(targetCtx, unkActor, actorCategory, play);
|
||||
Attention_SetNaviState(targetCtx, unkActor, actorCategory, play);
|
||||
}
|
||||
|
||||
if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
|
||||
func_8002BE04(play, &actorArg->focus.pos, &sp50, &sp4C);
|
||||
Actor_ProjectPos(play, &actorArg->focus.pos, &sp50, &sp4C);
|
||||
if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) {
|
||||
actorArg = NULL;
|
||||
}
|
||||
@@ -625,7 +625,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
|
||||
|
||||
if (actorArg != NULL) {
|
||||
if (actorArg != targetCtx->targetedActor) {
|
||||
func_8002BE98(targetCtx, actorArg->category, play);
|
||||
Attention_InitReticle(targetCtx, actorArg->category, play);
|
||||
targetCtx->targetedActor = actorArg;
|
||||
|
||||
if (actorArg->id == ACTOR_EN_BOOM) {
|
||||
@@ -834,7 +834,7 @@ void Flags_SetCollectible(PlayState* play, s32 flag) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_8002CDE4(PlayState* play, TitleCardContext* titleCtx) {
|
||||
void TitleCard_Init(PlayState* play, TitleCardContext* titleCtx) {
|
||||
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityR = titleCtx->alpha = 0;
|
||||
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityG = titleCtx->alpha = 0;
|
||||
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityB = titleCtx->alpha = 0;
|
||||
@@ -1188,7 +1188,7 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
|
||||
}
|
||||
}
|
||||
|
||||
s32 func_8002D53C(PlayState* play, TitleCardContext* titleCtx) {
|
||||
s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx) {
|
||||
if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) {
|
||||
titleCtx->durationTimer = 0;
|
||||
titleCtx->delayTimer = 0;
|
||||
@@ -1444,7 +1444,7 @@ s32 func_8002DDF4(PlayState* play) {
|
||||
return player->stateFlags2 & PLAYER_STATE2_STATIONARY_LADDER;
|
||||
}
|
||||
|
||||
void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) {
|
||||
void Actor_SwapHookshotAttachment(PlayState* play, Actor* actorA, Actor* actorB) {
|
||||
ArmsHook* hookshot = (ArmsHook*)Actor_Find(&play->actorCtx, ACTOR_ARMS_HOOK, ACTORCAT_ITEMACTION);
|
||||
|
||||
hookshot->grabbed = actorB;
|
||||
@@ -1455,7 +1455,7 @@ void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) {
|
||||
actorA->flags &= ~ACTOR_FLAG_HOOKSHOT_ATTACHED;
|
||||
}
|
||||
|
||||
void func_8002DE74(PlayState* play, Player* player) {
|
||||
void Actor_RequestHorseCameraSetting(PlayState* play, Player* player) {
|
||||
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && func_800C0CB8(play)) {
|
||||
Camera_ChangeSetting(Play_GetCamera(play, MAIN_CAM), CAM_SET_HORSE);
|
||||
}
|
||||
@@ -1471,11 +1471,11 @@ s32 func_8002DEEC(Player* player) {
|
||||
return (player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE)) || (player->csAction != 0);
|
||||
}
|
||||
|
||||
void func_8002DF18(PlayState* play, Player* player) {
|
||||
void Actor_InitPlayerHorse(PlayState* play, Player* player) {
|
||||
Horse_InitPlayerHorse(play, player);
|
||||
}
|
||||
|
||||
s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
|
||||
s32 Player_SetCsAction(PlayState* play, Actor* actor, u8 csAction) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
player->csAction = csAction;
|
||||
@@ -1488,7 +1488,7 @@ s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
|
||||
s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 csAction) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
func_8002DF38(play, actor, csAction);
|
||||
Player_SetCsAction(play, actor, csAction);
|
||||
player->cv.haltActorsDuringCsAction = true;
|
||||
|
||||
return true;
|
||||
@@ -1881,7 +1881,7 @@ PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor) {
|
||||
return arg0;
|
||||
}
|
||||
|
||||
f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
|
||||
f32 Attention_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 arg2) {
|
||||
s16 yawTemp = (s16)(actor->yawTowardsPlayer - 0x8000) - arg2;
|
||||
s16 yawTempAbs = ABS(yawTemp);
|
||||
|
||||
@@ -1917,11 +1917,11 @@ TargetRangeParams D_80115FF8[] = {
|
||||
TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000),
|
||||
};
|
||||
|
||||
u32 func_8002F090(Actor* actor, f32 arg1) {
|
||||
u32 Attention_ActorIsInRange(Actor* actor, f32 arg1) {
|
||||
return arg1 < D_80115FF8[actor->targetMode].rangeSq;
|
||||
}
|
||||
|
||||
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
|
||||
s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 flag) {
|
||||
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED)) {
|
||||
return true;
|
||||
}
|
||||
@@ -1937,7 +1937,7 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
|
||||
dist = actor->xyzDistToPlayerSq;
|
||||
}
|
||||
|
||||
return !func_8002F090(actor, D_80115FF8[actor->targetMode].leashScale * dist);
|
||||
return !Attention_ActorIsInRange(actor, D_80115FF8[actor->targetMode].leashScale * dist);
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -1952,7 +1952,7 @@ u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play) {
|
||||
return false;
|
||||
}
|
||||
|
||||
s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId) {
|
||||
s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
// This is convoluted but it seems like it must be a single if statement to match
|
||||
@@ -1970,18 +1970,18 @@ s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchang
|
||||
return true;
|
||||
}
|
||||
|
||||
s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId) {
|
||||
return func_8002F1C4(actor, play, arg2, arg2, exchangeItemId);
|
||||
s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId) {
|
||||
return Actor_OfferTalkExchange(actor, play, arg2, arg2, exchangeItemId);
|
||||
}
|
||||
|
||||
s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2) {
|
||||
return func_8002F298(actor, play, arg2, EXCH_ITEM_NONE);
|
||||
s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 arg2) {
|
||||
return Actor_OfferTalkExchangeEquiCylinder(actor, play, arg2, EXCH_ITEM_NONE);
|
||||
}
|
||||
|
||||
s32 func_8002F2F4(Actor* actor, PlayState* play) {
|
||||
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play) {
|
||||
f32 var1 = 50.0f + actor->colChkInfo.cylRadius;
|
||||
|
||||
return func_8002F2CC(actor, play, var1);
|
||||
return Actor_OfferTalk(actor, play, var1);
|
||||
}
|
||||
|
||||
u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) {
|
||||
@@ -1992,7 +1992,7 @@ u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
s8 func_8002F368(PlayState* play) {
|
||||
s8 Actor_GetPlayerExchangeItemId(PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
return player->exchangeItemId;
|
||||
@@ -2002,7 +2002,7 @@ void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
|
||||
Vec3f projectedPos;
|
||||
f32 w;
|
||||
|
||||
func_8002BE04(play, &actor->focus.pos, &projectedPos, &w);
|
||||
Actor_ProjectPos(play, &actor->focus.pos, &projectedPos, &w);
|
||||
*x = projectedPos.x * w * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
|
||||
*y = projectedPos.y * w * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
|
||||
}
|
||||
@@ -2173,7 +2173,7 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play) {
|
||||
actorA->parent = NULL;
|
||||
}
|
||||
|
||||
void func_8002F5F0(Actor* actor, PlayState* play) {
|
||||
void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (actor->xyzDistToPlayerSq < player->closestSecretDistSq) {
|
||||
@@ -2212,7 +2212,7 @@ s32 Actor_NotMounted(PlayState* play, Actor* horse) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
|
||||
void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
player->knockbackDamage = arg6;
|
||||
@@ -2222,20 +2222,20 @@ void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4,
|
||||
player->knockbackYVelocity = arg4;
|
||||
}
|
||||
|
||||
void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
|
||||
func_8002F698(play, actor, arg2, arg3, arg4, 2, arg5);
|
||||
void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
|
||||
Actor_SetPlayerKnockback(play, actor, arg2, arg3, arg4, 2, arg5);
|
||||
}
|
||||
|
||||
void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
|
||||
func_8002F6D4(play, actor, arg2, arg3, arg4, 0);
|
||||
void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
|
||||
Actor_SetPlayerKnockbackLarge(play, actor, arg2, arg3, arg4, 0);
|
||||
}
|
||||
|
||||
void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
|
||||
func_8002F698(play, actor, arg2, arg3, arg4, 1, arg5);
|
||||
void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
|
||||
Actor_SetPlayerKnockback(play, actor, arg2, arg3, arg4, 1, arg5);
|
||||
}
|
||||
|
||||
void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
|
||||
func_8002F758(play, actor, arg2, arg3, arg4, 0);
|
||||
void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
|
||||
Actor_SetPlayerKnockbackSmall(play, actor, arg2, arg3, arg4, 0);
|
||||
}
|
||||
|
||||
void Player_PlaySfx(Actor* actor, u16 sfxId) {
|
||||
@@ -2262,7 +2262,7 @@ void Audio_PlayActorSound2(Actor* actor, u16 sfxId) {
|
||||
Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId);
|
||||
}
|
||||
|
||||
void func_8002F850(PlayState* play, Actor* actor) {
|
||||
void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor) {
|
||||
s32 sfxId;
|
||||
|
||||
if (actor->bgCheckFlags & 0x20) {
|
||||
@@ -2279,31 +2279,31 @@ void func_8002F850(PlayState* play, Actor* actor) {
|
||||
Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_8002F8F0(Actor* actor, u16 sfxId) {
|
||||
void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId) {
|
||||
actor->sfx = sfxId;
|
||||
actor->flags |= ACTOR_FLAG_SFX_ACTOR_POS_2;
|
||||
actor->flags &= ~(ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER);
|
||||
}
|
||||
|
||||
void func_8002F91C(Actor* actor, u16 sfxId) {
|
||||
void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId) {
|
||||
actor->sfx = sfxId;
|
||||
actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_1;
|
||||
actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER);
|
||||
}
|
||||
|
||||
void func_8002F948(Actor* actor, u16 sfxId) {
|
||||
void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId) {
|
||||
actor->sfx = sfxId;
|
||||
actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_2;
|
||||
actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_FLAG_SFX_TIMER);
|
||||
}
|
||||
|
||||
void func_8002F974(Actor* actor, u16 sfxId) {
|
||||
void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId) {
|
||||
actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 |
|
||||
ACTOR_FLAG_SFX_TIMER);
|
||||
actor->sfx = sfxId;
|
||||
}
|
||||
|
||||
void func_8002F994(Actor* actor, s32 arg1) {
|
||||
void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 arg1) {
|
||||
actor->flags |= ACTOR_FLAG_SFX_TIMER;
|
||||
actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2);
|
||||
if (arg1 < 40) {
|
||||
@@ -2317,7 +2317,7 @@ void func_8002F994(Actor* actor, s32 arg1) {
|
||||
|
||||
// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
|
||||
s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
|
||||
if (func_80041D4C(&play->colCtx, poly, bgId) == 8) {
|
||||
if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == 8) {
|
||||
play->roomCtx.unk_74[0] = 1;
|
||||
CollisionCheck_BlueBlood(play, NULL, pos);
|
||||
Audio_PlayActorSound2(actor, NA_SE_IT_WALL_HIT_BUYO);
|
||||
@@ -2531,8 +2531,7 @@ void Actor_DisableLens(PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
// Actor_InitContext
|
||||
void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) {
|
||||
void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) {
|
||||
SavedSceneFlags* savedSceneFlags;
|
||||
s32 i;
|
||||
|
||||
@@ -2548,12 +2547,12 @@ void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEnt
|
||||
actorCtx->flags.clear = savedSceneFlags->clear;
|
||||
actorCtx->flags.collect = savedSceneFlags->collect;
|
||||
|
||||
func_8002CDE4(play, &actorCtx->titleCtx);
|
||||
TitleCard_Init(play, &actorCtx->titleCtx);
|
||||
|
||||
actorCtx->absoluteSpace = NULL;
|
||||
|
||||
Actor_SpawnEntry(actorCtx, actorEntry, play);
|
||||
func_8002C0C0(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play);
|
||||
Attention_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play);
|
||||
func_8002FA60(play);
|
||||
}
|
||||
|
||||
@@ -2721,7 +2720,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
|
||||
}
|
||||
}
|
||||
|
||||
func_8002C7BC(&actorCtx->targetCtx, player, actor, play);
|
||||
Attention_Update(&actorCtx->targetCtx, player, actor, play);
|
||||
TitleCard_Update(play, &actorCtx->titleCtx);
|
||||
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
|
||||
}
|
||||
@@ -2817,7 +2816,7 @@ void Actor_Draw(PlayState* play, Actor* actor) {
|
||||
Fault_RemoveClient(&faultClient);
|
||||
}
|
||||
|
||||
void func_80030ED8(Actor* actor) {
|
||||
void Actor_UpdateFlaggedAudio(Actor* actor) {
|
||||
if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) {
|
||||
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
@@ -2945,11 +2944,11 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
s32 func_800314B0(PlayState* play, Actor* actor) {
|
||||
return func_800314D4(play, actor, &actor->projectedPos, actor->projectedW);
|
||||
s32 Actor_CullingCheck(PlayState* play, Actor* actor) {
|
||||
return Actor_CullingVolumeTest(play, actor, &actor->projectedPos, actor->projectedW);
|
||||
}
|
||||
|
||||
s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
|
||||
s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
|
||||
f32 var;
|
||||
|
||||
if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
|
||||
@@ -2972,7 +2971,7 @@ s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projected
|
||||
f32 clampedProjectedW;
|
||||
|
||||
// Check if the actor passes its original/vanilla culling requirements
|
||||
if (func_800314D4(play, actor, projectedPos, projectedW)) {
|
||||
if (Actor_CullingVolumeTest(play, actor, projectedPos, projectedW)) {
|
||||
*shouldUpdate = true;
|
||||
*shouldDraw = true;
|
||||
return true;
|
||||
@@ -3039,7 +3038,7 @@ s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projected
|
||||
}
|
||||
// #endregion
|
||||
|
||||
void func_800315AC(PlayState* play, ActorContext* actorCtx) {
|
||||
void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
|
||||
s32 invisibleActorCounter;
|
||||
Actor* invisibleActors[INVISIBLE_ACTOR_MAX];
|
||||
ActorListEntry* actorListEntry;
|
||||
@@ -3070,7 +3069,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
|
||||
|
||||
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) {
|
||||
if (actor->sfx != 0) {
|
||||
func_80030ED8(actor);
|
||||
Actor_UpdateFlaggedAudio(actor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3089,7 +3088,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
|
||||
actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME;
|
||||
}
|
||||
} else {
|
||||
if (func_800314B0(play, actor)) {
|
||||
if (Actor_CullingCheck(play, actor)) {
|
||||
actor->flags |= ACTOR_FLAG_INSIDE_CULLING_VOLUME;
|
||||
} else {
|
||||
actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME;
|
||||
@@ -3157,7 +3156,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void func_80031A28(PlayState* play, ActorContext* actorCtx) {
|
||||
void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) {
|
||||
Actor* actor;
|
||||
s32 i;
|
||||
|
||||
@@ -3534,7 +3533,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
|
||||
return newHead;
|
||||
}
|
||||
|
||||
s32 func_80032880(PlayState* play, Actor* actor) {
|
||||
s32 Attention_ActorOnScreen(PlayState* play, Actor* actor) {
|
||||
s16 sp1E;
|
||||
s16 sp1C;
|
||||
|
||||
@@ -3550,7 +3549,7 @@ f32 sbgmEnemyDistSq;
|
||||
s32 D_8015BBF8;
|
||||
s16 D_8015BBFC;
|
||||
|
||||
void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) {
|
||||
void Attention_FindActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) {
|
||||
f32 var;
|
||||
Actor* actor;
|
||||
Actor* sp84;
|
||||
@@ -3578,8 +3577,9 @@ void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32
|
||||
}
|
||||
|
||||
if (actor != sp84) {
|
||||
var = func_8002EFC0(actor, player, D_8015BBFC);
|
||||
if ((var < D_8015BBF0) && func_8002F090(actor, var) && func_80032880(play, actor) &&
|
||||
var = Attention_WeightedDistToPlayerSq(actor, player, D_8015BBFC);
|
||||
if ((var < D_8015BBF0) && Attention_ActorIsInRange(actor, var) &&
|
||||
Attention_ActorOnScreen(play, actor) &&
|
||||
(!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &sp70, &sp80,
|
||||
1, 1, 1, 1, &sp7C) ||
|
||||
SurfaceType_IsIgnoredByProjectiles(&play->colCtx, sp80, sp7C))) {
|
||||
@@ -3605,7 +3605,7 @@ u8 D_801160A0[] = {
|
||||
ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH,
|
||||
};
|
||||
|
||||
Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player) {
|
||||
Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player) {
|
||||
s32 i;
|
||||
u8* entry;
|
||||
|
||||
@@ -3620,13 +3620,13 @@ Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr,
|
||||
D_8015BBFC = player->actor.shape.rot.y;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
func_800328D4(play, actorCtx, player, *entry);
|
||||
Attention_FindActorInCategory(play, actorCtx, player, *entry);
|
||||
entry++;
|
||||
}
|
||||
|
||||
if (D_8015BBE8 == NULL) {
|
||||
for (; i < ARRAY_COUNT(D_801160A0); i++) {
|
||||
func_800328D4(play, actorCtx, player, *entry);
|
||||
Attention_FindActorInCategory(play, actorCtx, player, *entry);
|
||||
entry++;
|
||||
}
|
||||
}
|
||||
@@ -3666,7 +3666,7 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
|
||||
}
|
||||
|
||||
s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
||||
s16 FaceChange_UpdateBlinking(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
||||
if (DECR(arg0[1]) == 0) {
|
||||
arg0[1] = Rand_S16Offset(arg1, arg2);
|
||||
}
|
||||
@@ -3682,7 +3682,7 @@ s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
||||
return arg0[0];
|
||||
}
|
||||
|
||||
s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
||||
s16 FaceChange_UpdateRandomSet(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
||||
if (DECR(arg0[1]) == 0) {
|
||||
arg0[1] = Rand_S16Offset(arg1, arg2);
|
||||
arg0[0]++;
|
||||
@@ -4139,7 +4139,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void func_80033DB8(PlayState* play, s16 arg1, s16 arg2) {
|
||||
void Actor_RequestQuake(PlayState* play, s16 arg1, s16 arg2) {
|
||||
s16 var = Quake_Add(&play->mainCamera, 3);
|
||||
|
||||
Quake_SetSpeed(var, 20000);
|
||||
@@ -4147,7 +4147,7 @@ void func_80033DB8(PlayState* play, s16 arg1, s16 arg2) {
|
||||
Quake_SetCountdown(var, arg2);
|
||||
}
|
||||
|
||||
void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3) {
|
||||
void Actor_RequestQuakeWithSpeed(PlayState* play, s16 arg1, s16 arg2, s16 arg3) {
|
||||
s16 var = Quake_Add(&play->mainCamera, 3);
|
||||
|
||||
Quake_SetSpeed(var, arg3);
|
||||
@@ -4155,14 +4155,14 @@ void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3) {
|
||||
Quake_SetCountdown(var, arg2);
|
||||
}
|
||||
|
||||
void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3) {
|
||||
void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 arg2, s16 arg3) {
|
||||
if (arg2 >= 5) {
|
||||
func_800AA000(actor->xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(actor->xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
} else {
|
||||
func_800AA000(actor->xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
Rumble_Request(actor->xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
}
|
||||
|
||||
func_80033DB8(play, arg2, arg3);
|
||||
Actor_RequestQuake(play, arg2, arg3);
|
||||
}
|
||||
|
||||
f32 Rand_ZeroFloat(f32 f) {
|
||||
@@ -4316,7 +4316,7 @@ s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interac
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!func_8002F2CC(actor, play, interactRange)) {
|
||||
if (!Actor_OfferTalk(actor, play, interactRange)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -4646,7 +4646,7 @@ void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo,
|
||||
frameCount, animationInfo->mode, animationInfo->morphFrames);
|
||||
}
|
||||
|
||||
void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3) {
|
||||
void Actor_UpdateFidgetTables(PlayState* play, s16* arg1, s16* arg2, s32 arg3) {
|
||||
u32 frames = play->gameplayFrames;
|
||||
s32 i;
|
||||
|
||||
@@ -6383,11 +6383,11 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) {
|
||||
}
|
||||
|
||||
if (actor->xyzDistToPlayerSq <= SQ(80.0f)) {
|
||||
if (func_8002F2CC(actor, play, 80.0f)) {
|
||||
if (Actor_OfferTalk(actor, play, 80.0f)) {
|
||||
actor->textId = func_80037C30(play, arg2);
|
||||
}
|
||||
} else {
|
||||
if (func_8002F2F4(actor, play)) {
|
||||
if (Actor_OfferTalkNearColChkInfoCylinder(actor, play)) {
|
||||
actor->textId = func_80037C30(play, arg2);
|
||||
}
|
||||
}
|
||||
@@ -6395,7 +6395,7 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) {
|
||||
return false;
|
||||
}
|
||||
|
||||
s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) {
|
||||
s32 Actor_TrackNone(Vec3s* arg0, Vec3s* arg1) {
|
||||
Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100);
|
||||
Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100);
|
||||
Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100);
|
||||
@@ -6403,7 +6403,7 @@ s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) {
|
||||
return true;
|
||||
}
|
||||
|
||||
s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
|
||||
s32 Actor_TrackPoint(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
|
||||
s16 sp36;
|
||||
s16 sp34;
|
||||
s16 var;
|
||||
@@ -6427,7 +6427,7 @@ s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
|
||||
return true;
|
||||
}
|
||||
|
||||
s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
|
||||
s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 pad;
|
||||
Vec3f sp2C;
|
||||
@@ -6442,7 +6442,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
|
||||
var = actor->yawTowardsPlayer - actor->shape.rot.y;
|
||||
abs_var = ABS(var);
|
||||
if (abs_var >= 0x4300) {
|
||||
func_80037F30(arg2, arg3);
|
||||
Actor_TrackNone(arg2, arg3);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -6454,12 +6454,12 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
|
||||
sp2C = player->actor.focus.pos;
|
||||
}
|
||||
|
||||
func_80037FC8(actor, &sp2C, arg2, arg3);
|
||||
Actor_TrackPoint(actor, &sp2C, arg2, arg3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) {
|
||||
s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 pad;
|
||||
Vec3f sp24;
|
||||
@@ -6473,7 +6473,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
|
||||
var = actor->yawTowardsPlayer - actor->shape.rot.y;
|
||||
abs_var = ABS(var);
|
||||
if (abs_var >= 0x4300) {
|
||||
func_80037F30(arg2, arg3);
|
||||
Actor_TrackNone(arg2, arg3);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -6485,7 +6485,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
|
||||
sp24 = player->actor.focus.pos;
|
||||
}
|
||||
|
||||
func_80037FC8(actor, &sp24, arg2, arg3);
|
||||
Actor_TrackPoint(actor, &sp24, arg2, arg3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -3990,7 +3990,7 @@ u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly,
|
||||
/**
|
||||
* SurfaceType Get ? Property (& 0x0003 E000)
|
||||
*/
|
||||
u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
||||
u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
||||
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F;
|
||||
}
|
||||
|
||||
|
||||
@@ -430,7 +430,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
|
||||
norm->z = 0.0f;
|
||||
floorY = BGCHECK_Y_MIN;
|
||||
break;
|
||||
} else if (func_80041D4C(colCtx, floorPoly, *bgId) == 1) {
|
||||
} else if (SurfaceType_GetFloorType(colCtx, floorPoly, *bgId) == 1) {
|
||||
// floor is not solid, check below that floor.
|
||||
pos->y = floorY - 10.0f;
|
||||
continue;
|
||||
@@ -5272,11 +5272,11 @@ s32 Camera_Unique9(Camera* camera) {
|
||||
Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8));
|
||||
} else if (camera->player->stateFlags1 & PLAYER_STATE1_IN_WATER &&
|
||||
player->currentBoots != PLAYER_BOOTS_IRON) {
|
||||
func_8002DF38(camera->play, camera->target, 8);
|
||||
Player_SetCsAction(camera->play, camera->target, 8);
|
||||
osSyncPrintf("camera: demo: player demo set WAIT\n");
|
||||
} else {
|
||||
osSyncPrintf("camera: demo: player demo set %d\n", anim->curKeyFrame->unk_01);
|
||||
func_8002DF38(camera->play, camera->target, anim->curKeyFrame->unk_01);
|
||||
Player_SetCsAction(camera->play, camera->target, anim->curKeyFrame->unk_01);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
||||
@@ -202,7 +202,7 @@ void func_8006390C(Input* input) {
|
||||
}
|
||||
if (iREG(0)) {
|
||||
iREG(0) = 0;
|
||||
func_800AA000(0, iREG(1), iREG(2), iREG(3));
|
||||
Rumble_Request(0, iREG(1), iREG(2), iREG(3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,14 +444,14 @@ void Cutscene_Command_SetLighting(PlayState* play, CutsceneContext* csCtx, CsCmd
|
||||
// Command 0x56: Play Background Music
|
||||
void Cutscene_Command_PlayBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusicChange* cmd) {
|
||||
if (csCtx->frames == cmd->startFrame) {
|
||||
func_800F595C(cmd->sequence - 1);
|
||||
Audio_PlaySequenceInCutscene(cmd->sequence - 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Command 0x57: Stop Background Music
|
||||
void Cutscene_Command_StopBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusicChange* cmd) {
|
||||
if (csCtx->frames == cmd->startFrame) {
|
||||
func_800F59E8(cmd->sequence - 1);
|
||||
Audio_StopSequenceInCutscene(cmd->sequence - 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -473,7 +473,7 @@ void Cutscene_Command_FadeBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusi
|
||||
// Command 9: ?
|
||||
void Cutscene_Command_09(PlayState* play, CutsceneContext* csCtx, CsCmdUnknown9* cmd) {
|
||||
if (csCtx->frames == cmd->startFrame) {
|
||||
func_800AA000(0.0f, cmd->unk_06, cmd->unk_07, cmd->unk_08);
|
||||
Rumble_Request(0.0f, cmd->unk_06, cmd->unk_07, cmd->unk_08);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -219,7 +219,7 @@ void EnAObj_WaitTalk(EnAObj* this, PlayState* play) {
|
||||
if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) {
|
||||
EnAObj_SetupAction(this, EnAObj_WaitFinishedTalking);
|
||||
} else {
|
||||
func_8002F2F4(&this->dyna.actor, play);
|
||||
Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -86,8 +86,8 @@ void GameOver_Update(PlayState* play) {
|
||||
v91 = VREG(91);
|
||||
v92 = VREG(92);
|
||||
|
||||
func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
|
||||
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
|
||||
Rumble_Request(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
|
||||
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
|
||||
|
||||
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
|
||||
break;
|
||||
@@ -120,8 +120,8 @@ void GameOver_Update(PlayState* play) {
|
||||
v91 = VREG(91);
|
||||
v92 = VREG(92);
|
||||
|
||||
func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
|
||||
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
|
||||
Rumble_Request(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
|
||||
((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
|
||||
break;
|
||||
|
||||
case GAMEOVER_REVIVE_WAIT_GROUND:
|
||||
|
||||
@@ -59,7 +59,7 @@ void Horse_SetupInGameplay(PlayState* play, Player* player) {
|
||||
assert(player->rideActor != NULL);
|
||||
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
func_8002DE74(play, player);
|
||||
Actor_RequestHorseCameraSetting(play, player);
|
||||
gSaveContext.horseData.scene = play->sceneNum;
|
||||
|
||||
if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
|
||||
@@ -166,7 +166,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) {
|
||||
assert(player->rideActor != NULL);
|
||||
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
func_8002DE74(play, player);
|
||||
Actor_RequestHorseCameraSetting(play, player);
|
||||
gSaveContext.horseData.scene = play->sceneNum;
|
||||
} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
|
||||
(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) == 0) && (DREG(1) == 0)) {
|
||||
@@ -175,7 +175,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) {
|
||||
assert(player->rideActor != NULL);
|
||||
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
func_8002DE74(play, player);
|
||||
Actor_RequestHorseCameraSetting(play, player);
|
||||
gSaveContext.horseData.scene = play->sceneNum;
|
||||
|
||||
if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
|
||||
@@ -209,7 +209,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) {
|
||||
assert(player->rideActor != NULL);
|
||||
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
func_8002DE74(play, player);
|
||||
Actor_RequestHorseCameraSetting(play, player);
|
||||
} else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) {
|
||||
Vec3f sp54;
|
||||
s32 temp = 0;
|
||||
@@ -230,7 +230,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) {
|
||||
player->actor.shape.rot.y = D_8011F9B8[i].angle;
|
||||
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
func_8002DE74(play, player);
|
||||
Actor_RequestHorseCameraSetting(play, player);
|
||||
|
||||
sp54.x = player->actor.world.pos.x - 200.0f;
|
||||
sp54.y = player->actor.world.pos.y + 100.0f;
|
||||
|
||||
@@ -2011,11 +2011,11 @@ void Environment_PlaySceneSequence(PlayState* play) {
|
||||
osSyncPrintf("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n", play->sequenceCtx.seqId,
|
||||
((void)0, gSaveContext.seqId));
|
||||
if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) {
|
||||
func_800F5550(play->sequenceCtx.seqId);
|
||||
Audio_PlaySceneSequence(play->sequenceCtx.seqId);
|
||||
}
|
||||
} else if (((void)0, gSaveContext.dayTime) > 0x4AAA && ((void)0, gSaveContext.dayTime) < 0xB71D) {
|
||||
if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) {
|
||||
func_800F5550(play->sequenceCtx.seqId);
|
||||
Audio_PlaySceneSequence(play->sequenceCtx.seqId);
|
||||
}
|
||||
|
||||
play->envCtx.unk_E0 = 1;
|
||||
@@ -2050,7 +2050,7 @@ void func_80075B44(PlayState* play) {
|
||||
CHANNEL_IO_PORT_1, 0);
|
||||
if (play->envCtx.unk_EE[0] == 0 && play->envCtx.unk_F2[0] == 0) {
|
||||
osSyncPrintf("\n\n\nNa_StartMorinigBgm\n\n");
|
||||
func_800F5510(play->sequenceCtx.seqId);
|
||||
Audio_PlayMorningSceneSequence(play->sequenceCtx.seqId);
|
||||
}
|
||||
play->envCtx.unk_E0++;
|
||||
break;
|
||||
|
||||
@@ -345,7 +345,7 @@ void Lights_GlowCheckPrepare(PlayState* play) {
|
||||
pos.x = params->x;
|
||||
pos.y = params->y;
|
||||
pos.z = params->z;
|
||||
func_8002BE04(play, &pos, &multDest, &wDest);
|
||||
Actor_ProjectPos(play, &pos, &multDest, &wDest);
|
||||
wX = multDest.x * wDest;
|
||||
wY = multDest.y * wDest;
|
||||
|
||||
@@ -385,7 +385,7 @@ void Lights_GlowCheck(PlayState* play) {
|
||||
pos.x = params->x;
|
||||
pos.y = params->y;
|
||||
pos.z = params->z;
|
||||
func_8002BE04(play, &pos, &multDest, &wDest);
|
||||
Actor_ProjectPos(play, &pos, &multDest, &wDest);
|
||||
params->drawGlow = false;
|
||||
wX = multDest.x * wDest;
|
||||
wY = multDest.y * wDest;
|
||||
|
||||
@@ -516,7 +516,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
|
||||
csCam->roll = 0x50;
|
||||
csCam->fov = 55.0f;
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
break;
|
||||
case 3170:
|
||||
Actor_GetWorld(&spA0, actor);
|
||||
@@ -532,7 +532,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CopyCamera(play, MAIN_CAM, camIdx);
|
||||
csCam->roll = -1;
|
||||
csCam->fov = 55.0f;
|
||||
func_8002DF38(play, actor, 1);
|
||||
Player_SetCsAction(play, actor, 1);
|
||||
break;
|
||||
case 3160:
|
||||
Actor_GetWorld(&spA0, actor);
|
||||
@@ -545,7 +545,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
|
||||
csCam->roll = 0;
|
||||
csCam->fov = 55.0f;
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
break;
|
||||
case 3180:
|
||||
Actor_GetWorldPosShapeRot(&spA0, actor);
|
||||
@@ -559,12 +559,12 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
|
||||
csCam->roll = 0;
|
||||
csCam->fov = 60.0f;
|
||||
func_8002DF38(play, actor, 1);
|
||||
Player_SetCsAction(play, actor, 1);
|
||||
break;
|
||||
case 3190:
|
||||
Play_CameraChangeSetting(play, camIdx, CAM_SET_FOREST_DEFEAT_POE);
|
||||
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
|
||||
func_8002DF38(play, actor, 0xC);
|
||||
Player_SetCsAction(play, actor, 0xC);
|
||||
break;
|
||||
case 3230:
|
||||
spC0.x = 120.0f;
|
||||
@@ -577,7 +577,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
|
||||
csCam->roll = 0x1E;
|
||||
csCam->fov = 75.0f;
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
Actor_GetWorldPosShapeRot(&spA0, actor);
|
||||
Actor_GetFocus(&sp8C, &player->actor);
|
||||
spC0.x = sp8C.pos.x;
|
||||
@@ -606,7 +606,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
|
||||
csCam->roll = 0;
|
||||
csCam->fov = 45.0f;
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
break;
|
||||
case 3220:
|
||||
Actor_GetFocus(&spA0, actor);
|
||||
@@ -650,7 +650,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
break;
|
||||
case 3400:
|
||||
Play_CameraChangeSetting(play, camIdx, CAM_SET_CS_3);
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
OnePointCutscene_SetCsCamPoints(csCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
|
||||
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
|
||||
OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_801204D4[D_80120694 - 2].pos);
|
||||
@@ -716,7 +716,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_8012205C;
|
||||
csInfo->keyFrameCnt = 3;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 3350:
|
||||
@@ -742,7 +742,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_8012219C;
|
||||
csInfo->keyFrameCnt = 7;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 3410:
|
||||
@@ -761,7 +761,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_8012237C;
|
||||
csInfo->keyFrameCnt = 2;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
|
||||
i = Quake_Add(csCam, 1);
|
||||
@@ -807,7 +807,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_8012269C;
|
||||
csInfo->keyFrameCnt = 3;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 4120:
|
||||
@@ -853,7 +853,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_80122A5C;
|
||||
csInfo->keyFrameCnt = 8;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
break;
|
||||
@@ -861,7 +861,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
csInfo->keyFrames = D_80122B9C;
|
||||
csInfo->keyFrameCnt = 3;
|
||||
|
||||
func_8002DF38(play, &player->actor, 8);
|
||||
Player_SetCsAction(play, &player->actor, 8);
|
||||
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
break;
|
||||
@@ -884,7 +884,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
if (GameInteractor_Should(VB_LINK_SPIN_WITH_GORON_POT, true)) {
|
||||
func_8002DF38(play, &player->actor, 1);
|
||||
Player_SetCsAction(play, &player->actor, 1);
|
||||
}
|
||||
|
||||
i = Quake_Add(csCam, 3);
|
||||
|
||||
@@ -3633,7 +3633,7 @@ void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
|
||||
|
||||
if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) {
|
||||
// Get actor projected position
|
||||
func_8002BE04(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
|
||||
Actor_ProjectPos(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
|
||||
|
||||
projTargetCenter.x = (SCREEN_WIDTH / 2) * (projTargetCenter.x * projTargetCappedInvW);
|
||||
projTargetCenter.x = projTargetCenter.x * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? -1 : 1);
|
||||
@@ -5395,7 +5395,7 @@ void Interface_Draw(PlayState* play) {
|
||||
gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionFlippedPtr,
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
|
||||
}
|
||||
func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target
|
||||
Attention_Draw(&play->actorCtx.targetCtx, play); // Draw Z-Target
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) {
|
||||
gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionPtr,
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
|
||||
|
||||
@@ -579,7 +579,7 @@ void Play_Init(GameState* thisx) {
|
||||
gItemAgeReqs[ITEM_ROCS_FEATHER] = AGE_REQ_NONE;
|
||||
gSlotAgeReqs[SLOT_NAYRUS_LOVE] = AGE_REQ_NONE;
|
||||
|
||||
func_800304DC(play, &play->actorCtx, play->linkActorEntry);
|
||||
Actor_InitContext(play, &play->actorCtx, play->linkActorEntry);
|
||||
|
||||
while (!func_800973FC(play, &play->roomCtx)) {
|
||||
; // Empty Loop
|
||||
@@ -620,7 +620,7 @@ void Play_Init(GameState* thisx) {
|
||||
Environment_PlaySceneSequence(play);
|
||||
gSaveContext.seqId = play->sequenceCtx.seqId;
|
||||
gSaveContext.natureAmbienceId = play->sequenceCtx.natureAmbienceId;
|
||||
func_8002DF18(play, GET_PLAYER(play));
|
||||
Actor_InitPlayerHorse(play, GET_PLAYER(play));
|
||||
AnimationContext_Update(play, &play->animationCtx);
|
||||
gSaveContext.respawnFlag = 0;
|
||||
|
||||
@@ -1546,7 +1546,7 @@ void Play_Draw(PlayState* play) {
|
||||
}
|
||||
|
||||
if ((HREG(80) != 10) || (HREG(85) != 0)) {
|
||||
func_800315AC(play, &play->actorCtx);
|
||||
Actor_DrawAll(play, &play->actorCtx);
|
||||
}
|
||||
|
||||
if ((HREG(80) != 10) || (HREG(86) != 0)) {
|
||||
|
||||
@@ -1237,7 +1237,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
|
||||
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
|
||||
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
|
||||
|
||||
temp3 = func_80041D4C(&play->colCtx, sp88, sp84);
|
||||
temp3 = SurfaceType_GetFloorType(&play->colCtx, sp88, sp84);
|
||||
|
||||
if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, sp88, sp84)) {
|
||||
footprintPos.y = sp80;
|
||||
|
||||
@@ -286,7 +286,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
||||
status2++;
|
||||
}
|
||||
play->objectCtx.num = i;
|
||||
func_80031A28(play, &play->actorCtx);
|
||||
Actor_KillAllWithMissingObject(play, &play->actorCtx);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -276,5 +276,5 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
|
||||
void Sram_InitSram(GameState* gameState) {
|
||||
Save_Init();
|
||||
|
||||
func_800F6700(gSaveContext.audioSetting);
|
||||
Audio_SetSoundOutputMode(gSaveContext.audioSetting);
|
||||
}
|
||||
|
||||
@@ -169,7 +169,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
func_8002F8F0(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged2(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
|
||||
ArmsHook_CheckForCancel(this);
|
||||
|
||||
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
|
||||
|
||||
@@ -75,7 +75,7 @@ void ArrowFire_Charge(ArrowFire* this, PlayState* play) {
|
||||
this->actor.world.pos = arrow->actor.world.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
|
||||
|
||||
// if arrow has no parent, player has fired the arrow
|
||||
if (arrow->actor.parent == NULL) {
|
||||
|
||||
@@ -76,7 +76,7 @@ void ArrowIce_Charge(ArrowIce* this, PlayState* play) {
|
||||
this->actor.world.pos = arrow->actor.world.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
|
||||
|
||||
// if arrow has no parent, player has fired the arrow
|
||||
if (arrow->actor.parent == NULL) {
|
||||
|
||||
@@ -75,7 +75,7 @@ void ArrowLight_Charge(ArrowLight* this, PlayState* play) {
|
||||
this->actor.world.pos = arrow->actor.world.pos;
|
||||
this->actor.shape.rot = arrow->actor.shape.rot;
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
|
||||
|
||||
// if arrow has no parent, player has fired the arrow
|
||||
if (arrow->actor.parent == NULL) {
|
||||
|
||||
@@ -183,7 +183,7 @@ void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this,
|
||||
player->actor.world.pos.x = -1130.0f;
|
||||
player->actor.world.pos.y = -1025.0f;
|
||||
player->actor.world.pos.z = -3300.0f;
|
||||
func_800AA000(0.0f, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(0.0f, 0xFF, 0x14, 0x96);
|
||||
}
|
||||
} else if (this->timer != 0) {
|
||||
if (this->timer != 0) {
|
||||
@@ -208,16 +208,16 @@ void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlaySt
|
||||
this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene;
|
||||
this->timer = 30;
|
||||
BgBdanObjects_SetContactRu1(this, 2);
|
||||
func_800AA000(0.0f, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(0.0f, 0xFF, 0x14, 0x96);
|
||||
} else {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
func_800AA000(0.0f, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(0.0f, 0x78, 0x14, 0xA);
|
||||
this->timer = 11;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -262,14 +262,14 @@ void BgBdanObjects_OctoPlatform_DescendWithBigOcto(BgBdanObjects* this, PlayStat
|
||||
player->actor.world.pos.z = -3500.0f;
|
||||
player->actor.shape.rot.y = 0x7530;
|
||||
player->actor.world.rot.y = player->actor.shape.rot.y;
|
||||
func_800AA000(0.0f, 0xFF, 0x1E, 0x96);
|
||||
Rumble_Request(0.0f, 0xFF, 0x1E, 0x96);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
if (this->timer == 0) {
|
||||
func_800AA000(0.0f, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(0.0f, 0x78, 0x14, 0xA);
|
||||
this->timer = 11;
|
||||
}
|
||||
if (this->dyna.actor.child != NULL) {
|
||||
@@ -340,7 +340,7 @@ void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
|
||||
this->actionFunc = BgBdanObjects_DoNothing;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -390,12 +390,12 @@ void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play) {
|
||||
Flags_UnsetSwitch(play, this->switchFlag);
|
||||
this->actionFunc = BgBdanObjects_WaitForSwitch;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) {
|
||||
this->actionFunc = BgBdanObjects_WaitForTimerExpired;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y;
|
||||
}
|
||||
@@ -404,7 +404,7 @@ void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||
if (this->timer == 0) {
|
||||
this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
|
||||
}
|
||||
@@ -432,7 +432,7 @@ void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play) {
|
||||
this->actionFunc = BgBdanObjects_DoNothing;
|
||||
Play_CopyCamera(play, MAIN_CAM, SUBCAM_ACTIVE);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -278,7 +278,7 @@ void func_8086D694(BgBdanSwitch* this, PlayState* play) {
|
||||
if (this->unk_1C8 <= 0.1f) {
|
||||
func_8086D730(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -341,7 +341,7 @@ void func_8086D8CC(BgBdanSwitch* this, PlayState* play) {
|
||||
if (this->unk_1C8 <= 0.6f) {
|
||||
func_8086D9F8(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -356,7 +356,7 @@ void func_8086D95C(BgBdanSwitch* this, PlayState* play) {
|
||||
if (this->unk_1C8 <= 0.1f) {
|
||||
func_8086DB24(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ void BgDdanJd_MoveEffects(BgDdanJd* this, PlayState* play) {
|
||||
func_80033480(play, &dustPos, 5.0f, 1, 20, 60, 1);
|
||||
}
|
||||
if (this->ySpeed == SHORTCUT_Y_SPEED) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -130,7 +130,7 @@ void BgDdanKd_LowerStairs(BgDdanKd* this, PlayState* play) {
|
||||
f32 effectStrength;
|
||||
|
||||
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 4.0f, 0.5f, 0.025f, 0.0f);
|
||||
func_800AA000(500.0f, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(500.0f, 0x78, 0x14, 0xA);
|
||||
|
||||
if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 200.0f - 20.0f, 0.075f,
|
||||
this->dyna.actor.speedXZ, 0.0075f) == 0.0f) {
|
||||
|
||||
@@ -246,7 +246,7 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play) {
|
||||
BgDodoago_SpawnSparkles(&pos, play);
|
||||
|
||||
Math_StepToS(&this->state, 100, 3);
|
||||
func_800AA000(500.0f, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(500.0f, 0x78, 0x14, 0xA);
|
||||
|
||||
if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 110 - this->state, 0x3E8, 0x32) == 0) {
|
||||
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
|
||||
|
||||
@@ -870,7 +870,7 @@ void BgDyYoseizo_Update(Actor* thisx, PlayState* play2) {
|
||||
this->heightOffset = this->scale * 7500.0f;
|
||||
Actor_SetFocus(&this->actor, this->heightOffset);
|
||||
this->actor.focus.pos.y = this->heightOffset;
|
||||
func_80038290(play, &this->actor, &this->headRot, &this->torsoRot, this->actor.focus.pos);
|
||||
Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->torsoRot, this->actor.focus.pos);
|
||||
BgDyYoseizo_ParticleUpdate(this, play);
|
||||
Actor_SetScale(&this->actor, this->scale);
|
||||
}
|
||||
|
||||
@@ -214,7 +214,7 @@ void BgGanonOtyuka_Fall(BgGanonOtyuka* this, PlayState* play) {
|
||||
(s16)Rand_ZeroFloat(100.0f) + 250, 5, (s16)Rand_ZeroFloat(5.0f) + 15);
|
||||
}
|
||||
|
||||
func_80033DB8(play, 10, 15);
|
||||
Actor_RequestQuake(play, 10, 15);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, NA_SE_EV_BOX_BREAK);
|
||||
}
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
|
||||
@@ -151,7 +151,7 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play) {
|
||||
|
||||
timeLeft = CLAMP_MIN(this->timer1, this->timer2);
|
||||
if (timeLeft > 0) {
|
||||
func_8002F994(&this->dyna.actor, timeLeft);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, timeLeft);
|
||||
}
|
||||
if ((this->timer1 >= 64) || (this->timer2 >= 64)) {
|
||||
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
|
||||
|
||||
@@ -71,7 +71,7 @@ void BgGndFiremeiro_Sink(BgGndFiremeiro* this, PlayState* play) {
|
||||
this->dyna.actor.world.pos.y = sunkHeight;
|
||||
}
|
||||
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->timer > 0) {
|
||||
|
||||
@@ -341,7 +341,7 @@ void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play) {
|
||||
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
||||
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
||||
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
||||
func_8002F974(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -139,7 +139,7 @@ void BgHaka_Pull(BgHaka* this, PlayState* play) {
|
||||
|
||||
this->actionFunc = BgHaka_IdleOpened;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
|
||||
|
||||
@@ -217,7 +217,7 @@ void BgHakaGate_StatueTurn(BgHakaGate* this, PlayState* play) {
|
||||
this->actionFunc = BgHakaGate_StatueIdle;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgHakaGate_FloorClosed(BgHakaGate* this, PlayState* play) {
|
||||
@@ -279,7 +279,7 @@ void BgHakaGate_GateOpen(BgHakaGate* this, PlayState* play) {
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
|
||||
this->actionFunc = BgHakaGate_DoNothing;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -153,7 +153,7 @@ void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play)
|
||||
|
||||
if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 640.0f,
|
||||
this->dyna.actor.velocity.y)) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
@@ -165,7 +165,7 @@ void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play)
|
||||
|
||||
void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play) {
|
||||
Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 16.0f / 3.0f);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
@@ -179,7 +179,7 @@ void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play
|
||||
|
||||
void BgHakaMeganeBG_RotatingPlatform_Spin(BgHakaMeganeBG* this, PlayState* play) {
|
||||
this->dyna.actor.shape.rot.y += 0x180;
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgHakaMeganeBG_Gate_WaitForSwitchFlag(BgHakaMeganeBG* this, PlayState* play) {
|
||||
@@ -196,7 +196,7 @@ void BgHakaMeganeBG_Gate_Open(BgHakaMeganeBG* this, PlayState* play) {
|
||||
Actor_SetFocus(&this->dyna.actor, 50.0f);
|
||||
this->actionFunc = BgHakaMeganeBG_DoNothing;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -283,7 +283,7 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) {
|
||||
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderScytheCenter.base);
|
||||
func_8002F974(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgHakaSgami_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
@@ -167,7 +167,7 @@ void BgHakaShip_CrashShake(BgHakaShip* this, PlayState* play) {
|
||||
this->dyna.actor.gravity = -1.0f;
|
||||
this->actionFunc = BgHakaShip_CrashFall;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play) {
|
||||
|
||||
@@ -234,7 +234,7 @@ void BgHakaTrap_SpikedWall_CloseIn(BgHakaTrap* this, PlayState* play) {
|
||||
|
||||
if ((D_80880F30 == 0) && (!Player_InCsMode(play))) {
|
||||
if (!Math_StepToF(&this->dyna.actor.world.pos.x, this->dyna.actor.home.pos.x, 0.5f)) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) {
|
||||
D_80881018 |= 1;
|
||||
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2) {
|
||||
@@ -264,7 +264,7 @@ void BgHakaTrap_SpikedWall_Burn(BgHakaTrap* this, PlayState* play) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
f32 rand = Rand_ZeroOne();
|
||||
@@ -387,7 +387,7 @@ void BgHakaTrap_SpikedCrusher_Fall(BgHakaTrap* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->dyna.actor.velocity.y >= 0.01f) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->timer == 0) {
|
||||
@@ -458,7 +458,7 @@ void BgHakaTrap_FireBarrier_Idle(BgHakaTrap* this, PlayState* play) {
|
||||
|
||||
this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z;
|
||||
if (this->dyna.actor.world.rot.z >= 0x1801) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
}
|
||||
|
||||
BgHakaTrap_FanBlade_UpdateFanRotation(this, play, this->dyna.actor.world.rot.z);
|
||||
@@ -469,7 +469,7 @@ void BgHakaTrap_FireBarrier_UpdateLayout(BgHakaTrap* this, PlayState* play) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
|
||||
|
||||
if (this->timer == 0) {
|
||||
this->timer = 1;
|
||||
|
||||
@@ -116,7 +116,7 @@ void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play) {
|
||||
// Colliding with flame circle
|
||||
if (this->flamesCollider.base.atFlags & AT_HIT) {
|
||||
this->flamesCollider.base.atFlags &= ~AT_HIT;
|
||||
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
|
||||
}
|
||||
// Colliding with hitbox inside the pot
|
||||
if (this->potCollider.base.acFlags & AC_HIT) {
|
||||
|
||||
@@ -86,9 +86,9 @@ void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else {
|
||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f) != 0) {
|
||||
|
||||
@@ -192,7 +192,7 @@ void BgHeavyBlock_MovePiece(BgHeavyBlock* this, PlayState* play) {
|
||||
thisx->velocity.z = Rand_CenteredFloat(8.0f);
|
||||
BgHeavyBlock_SetPieceRandRot(this, 1.0f);
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_ROCK_BROKEN);
|
||||
func_800AA000(thisx->xzDistToPlayer, 0x96, 0xA, 8);
|
||||
Rumble_Request(thisx->xzDistToPlayer, 0x96, 0xA, 8);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -351,7 +351,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
|
||||
f32 xOffset;
|
||||
|
||||
if (this->timer == 11) {
|
||||
func_800AA000(0.0f, 0xFF, 0x14, 0x14);
|
||||
Rumble_Request(0.0f, 0xFF, 0x14, 0x14);
|
||||
Player_PlaySfx(&player->actor, NA_SE_PL_PULL_UP_BIGROCK);
|
||||
LOG_STRING("NA_SE_PL_PULL_UP_BIGROCK");
|
||||
}
|
||||
@@ -395,7 +395,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
|
||||
this->dyna.actor.floorHeight = raycastResult;
|
||||
|
||||
if (this->dyna.actor.home.pos.y <= raycastResult) {
|
||||
func_800AA000(0.0f, 0xFF, 0x3C, 4);
|
||||
Rumble_Request(0.0f, 0xFF, 0x3C, 4);
|
||||
|
||||
switch (this->dyna.actor.params & 0xFF) {
|
||||
case HEAVYBLOCK_BREAKABLE:
|
||||
|
||||
@@ -200,7 +200,7 @@ void BgHidanCurtain_WaitForTimer(BgHidanCurtain* this, PlayState* play) {
|
||||
this->actionFunc = BgHidanCurtain_TurnOn;
|
||||
}
|
||||
if ((this->type == 1) || (this->type == 3)) {
|
||||
func_8002F994(&this->actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->actor, this->timer);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -216,7 +216,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) {
|
||||
} else {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
|
||||
}
|
||||
if ((this->type == 4) || (this->type == 5)) {
|
||||
this->actor.world.pos.y = (2.0f * this->actor.home.pos.y) - hcParams->riseDist - this->actor.world.pos.y;
|
||||
@@ -234,7 +234,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
if (gSaveContext.sceneSetupIndex <= 3) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FIRE_PILLAR_S - SFX_FLAG);
|
||||
}
|
||||
} else if ((this->type == 1) && Flags_GetTreasure(play, this->treasureFlag)) {
|
||||
Actor_Kill(&this->actor);
|
||||
|
||||
@@ -134,7 +134,7 @@ void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play) {
|
||||
phi_a3 = this->actor.shape.rot.y + 0x8000;
|
||||
}
|
||||
|
||||
func_8002F71C(play, &this->actor, 5.0f, phi_a3, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, phi_a3, 1.0f);
|
||||
}
|
||||
|
||||
void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play) {
|
||||
@@ -190,7 +190,7 @@ void BgHidanFirewall_Update(Actor* thisx, PlayState* play) {
|
||||
BgHidanFirewall_ColliderFollowPlayer(this, play);
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
func_8002F974(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -103,7 +103,7 @@ void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
BgHidanFslift_SetupIdle(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
BgHidanFslift_SetHookshotTargetPos(this);
|
||||
}
|
||||
@@ -114,7 +114,7 @@ void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
BgHidanFslift_SetupIdle(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
} else {
|
||||
BgHidanFslift_SetupIdle(this);
|
||||
|
||||
@@ -173,7 +173,7 @@ void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
this->actionFunc = BgHidanFwbig_Rise;
|
||||
}
|
||||
func_8002F994(&this->actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->actor, this->timer);
|
||||
}
|
||||
|
||||
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, PlayState* play) {
|
||||
@@ -225,7 +225,7 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
|
||||
if (this->direction != 0) {
|
||||
this->actionFunc = BgHidanFwbig_Lower;
|
||||
}
|
||||
@@ -239,9 +239,9 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
if ((this->actor.home.pos.y - 200.0f) < this->actor.world.pos.y) {
|
||||
if (gSaveContext.sceneSetupIndex < 4) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_BURNING - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_BURNING - SFX_FLAG);
|
||||
} else if ((s16)this->actor.world.pos.x == -513) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_FLAME_OF_FIRE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_FLAME_OF_FIRE - SFX_FLAG);
|
||||
}
|
||||
BgHidanFwbig_MoveCollider(this, play);
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
|
||||
@@ -312,7 +312,7 @@ void func_80888860(BgHidanHamstep* this, PlayState* play) {
|
||||
Quake_SetQuakeValues(quakeIndex, 0, 0, 500, 0);
|
||||
Quake_SetCountdown(quakeIndex, 20);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
func_80888638(this, play);
|
||||
osSyncPrintf("A(%d)\n", this->dyna.actor.params);
|
||||
}
|
||||
@@ -370,7 +370,7 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) {
|
||||
Quake_SetCountdown(quakeIndex, 7);
|
||||
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
func_800AA000(10000.0f, 255, 20, 150);
|
||||
Rumble_Request(10000.0f, 255, 20, 150);
|
||||
func_808884C8(this, play);
|
||||
|
||||
if ((this->dyna.actor.params & 0xFF) == 5) {
|
||||
|
||||
@@ -162,7 +162,7 @@ void func_808894B0(BgHidanHrock* this, PlayState* play) {
|
||||
(Math_CosS(this->dyna.actor.world.rot.y + (this->unk_168 << 0xE)) * 5.0f) + this->dyna.actor.home.pos.z;
|
||||
|
||||
if (!(this->unk_168 % 4)) {
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ void func_80889C18(BgHidanKousi* this, PlayState* play) {
|
||||
BgHidanKousi_SetupAction(this, func_80889C90);
|
||||
}
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
||||
@@ -137,7 +137,7 @@ void func_80889C90(BgHidanKousi* this, PlayState* play) {
|
||||
BgHidanKousi_SetupAction(this, func_80889D28);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -161,7 +161,7 @@ void func_8088B268(BgHidanRock* this, PlayState* play) {
|
||||
this->timer = 5 - ((CVarGetInteger(CVAR_ENHANCEMENT("FasterBlockPush"), 0) * 3) / 5);
|
||||
}
|
||||
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
} else {
|
||||
player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY;
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
@@ -237,7 +237,7 @@ void func_8088B69C(BgHidanRock* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (!(this->timer % 4)) {
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0xB4, 0x0A, 0x64);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 0xB4, 0x0A, 0x64);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -179,7 +179,7 @@ void BgHidanRsekizou_Update(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
}
|
||||
|
||||
Gfx* BgHidanRsekizou_DrawFireball(PlayState* play, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a,
|
||||
|
||||
@@ -259,7 +259,7 @@ void func_8088D750(BgHidanSekizou* this, PlayState* play) {
|
||||
phi_a3 = -0x4000;
|
||||
}
|
||||
}
|
||||
func_8002F71C(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
|
||||
}
|
||||
|
||||
void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) {
|
||||
@@ -284,13 +284,13 @@ void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) {
|
||||
if (this->unk_168[0] > 0) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
}
|
||||
} else {
|
||||
if ((this->unk_168[0] > 0) || (this->unk_168[1] > 0) || (this->unk_168[2] > 0) || (this->unk_168[3] > 0)) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -145,7 +145,7 @@ void func_8088E5D0(BgHidanSima* this, PlayState* play) {
|
||||
this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z;
|
||||
}
|
||||
if (!(this->timer % 4)) {
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 10, 100);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_SHAKE);
|
||||
}
|
||||
}
|
||||
@@ -190,7 +190,7 @@ void func_8088E7A8(BgHidanSima* this, PlayState* play) {
|
||||
this->timer = 20;
|
||||
this->actionFunc = func_8088E760;
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_8088E90C(BgHidanSima* this) {
|
||||
|
||||
@@ -75,7 +75,7 @@ void func_8088F514(BgHidanSyoku* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
func_8088F47C(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,7 +87,7 @@ void func_8088F5A0(BgHidanSyoku* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
func_8088F47C(this);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -193,7 +193,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
|
||||
pos.x = thisx->world.pos.x - (60.0f * Math_SinS(this->dyna.unk_158)) + (Math_CosS(this->dyna.unk_158) * spread);
|
||||
pos.z = thisx->world.pos.z - (60.0f * Math_CosS(this->dyna.unk_158)) - (Math_SinS(this->dyna.unk_158) * spread);
|
||||
func_8002829C(play, &pos, &velocity, &sZeroVec, &sWhite, &sGray, 250, Rand_S16Offset(40, 15));
|
||||
func_8002F974(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(thisx, NA_SE_PL_SLIP_ICE_LEVEL - SFX_FLAG);
|
||||
}
|
||||
BgIceObjects_CheckPits(this, play);
|
||||
}
|
||||
|
||||
@@ -163,7 +163,7 @@ void BgJya1flift_Move(BgJya1flift* this, PlayState* play) {
|
||||
BgJya1flift_ResetMoveDelay(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -90,7 +90,7 @@ void func_80893438(BgJyaAmishutter* this) {
|
||||
func_808934B0(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,7 +113,7 @@ void func_8089350C(BgJyaAmishutter* this) {
|
||||
BgJyaAmishutter_SetupWaitForPlayer(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -511,7 +511,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
|
||||
}
|
||||
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgJyaCobra_Update(Actor* thisx, PlayState* play2) {
|
||||
|
||||
@@ -153,7 +153,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) {
|
||||
thisx->world.rot.y += 0x8000;
|
||||
}
|
||||
|
||||
func_8002F6D4(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
|
||||
Player_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
|
||||
this->yOffsetSpeed = 10.0f;
|
||||
|
||||
@@ -129,7 +129,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play) {
|
||||
BgJyaLift_SetFinalPosY(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -186,7 +186,7 @@ void BgJyaMegami_DetectLight(BgJyaMegami* this, PlayState* play) {
|
||||
if (play->gameplayFrames % 4 == 0) {
|
||||
BgJyaMegami_SetupSpawnEffect(this, play, (this->crumbleIndex * 0.04f) + 0.05f);
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_FACE_CRUMBLE_SLOW - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FACE_CRUMBLE_SLOW - SFX_FLAG);
|
||||
} else if (this->lightTimer > 0) {
|
||||
this->lightTimer--;
|
||||
}
|
||||
|
||||
@@ -94,13 +94,13 @@ void func_8089B4C8(BgJyaZurerukabe* this, PlayState* play) {
|
||||
case 3:
|
||||
case 5:
|
||||
if (fabsf(D_8089B9C0[D_8089BA30[i]]) > 1.0f) {
|
||||
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
case 4:
|
||||
if (fabsf(D_8089B9C0[D_8089BA30[i]] - D_8089B9C0[D_8089BA30[i + 1]]) > 1.0f) {
|
||||
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -167,7 +167,7 @@ void func_8089B870(BgJyaZurerukabe* this, PlayState* play) {
|
||||
}
|
||||
|
||||
D_8089B9C0[this->unk_168] = D_8089BA08[this->unk_168] * this->unk_16E;
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgJyaZurerukabe_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
@@ -52,7 +52,7 @@ void BgMenkuriKaiten_Update(Actor* thisx, PlayState* play) {
|
||||
BgMenkuriKaiten* this = (BgMenkuriKaiten*)thisx;
|
||||
|
||||
if (!Flags_GetSwitch(play, this->dyna.actor.params) && DynaPolyActor_IsPlayerAbove(&this->dyna)) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
this->dyna.actor.shape.rot.y += 0x80;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -273,9 +273,9 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
|
||||
}
|
||||
if (this->sfxFlags & 2) {
|
||||
if (this->dyna.actor.room == 0) {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
} else {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -294,7 +294,7 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
|
||||
this->sfxFlags |= 2;
|
||||
}
|
||||
if (this->sfxFlags & 2) {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -350,7 +350,7 @@ void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) {
|
||||
this->sfxFlags |= 1;
|
||||
}
|
||||
if (this->sfxFlags & 1) {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ROLL_STAND_2 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -129,7 +129,7 @@ void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play) {
|
||||
if ((this->dyna.actor.world.pos.x == this->closedPos.x) &&
|
||||
(this->dyna.actor.world.pos.y == this->closedPos.y) &&
|
||||
(this->dyna.actor.world.pos.z == this->closedPos.z)) {
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 0x78, 0x14, 0xA);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
this->actionFunc = BgMizuShutter_WaitForSwitch;
|
||||
}
|
||||
@@ -141,7 +141,7 @@ void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
|
||||
if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, this, &this->timer)) {
|
||||
this->timer--;
|
||||
}
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||
if (this->timer == 0) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
Flags_UnsetSwitch(play, (u16)this->dyna.actor.params & 0x3F);
|
||||
|
||||
@@ -281,11 +281,11 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->targetY < this->actor.world.pos.y) {
|
||||
func_800AA000(0.0f, 0x78, 0x14, 0xA);
|
||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Rumble_Request(0.0f, 0x78, 0x14, 0xA);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else if (this->targetY > this->actor.world.pos.y) {
|
||||
func_800AA000(0.0f, 0x78, 0x14, 0xA);
|
||||
func_8002F948(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Rumble_Request(0.0f, 0x78, 0x14, 0xA);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -169,7 +169,7 @@ void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
if (GameInteractor_Should(VB_PLAY_ONEPOINT_ACTOR_CS, true, this)) {
|
||||
OnePointCutscene_Init(play, 1020, 8, &this->dyna.actor, MAIN_CAM);
|
||||
func_8002DF38(play, NULL, 0x3C);
|
||||
Player_SetCsAction(play, NULL, 0x3C);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,7 +226,7 @@ void func_808A3E54(BgMoriHineri* this, PlayState* play) {
|
||||
}
|
||||
if ((sBgMoriHineriNextCamIdx >= SUBCAM_FIRST) &&
|
||||
((GET_ACTIVE_CAM(play)->eye.z - this->dyna.actor.world.pos.z) < 1100.0f)) {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_FLOOR_ROLLING - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_FLOOR_ROLLING - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -157,7 +157,7 @@ void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, PlayState* play) {
|
||||
if (this->bounceCount == 0) {
|
||||
this->fallCount++;
|
||||
Sfx_PlaySfxCentered2(NA_SE_EV_STONE_BOUND);
|
||||
func_800AA000(SQ(thisx->yDistToPlayer), 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(SQ(thisx->yDistToPlayer), 0xFF, 0x14, 0x96);
|
||||
}
|
||||
thisx->world.pos.y =
|
||||
403.0f - (thisx->world.pos.y - 403.0f) * bounceVel[this->bounceCount] / fabsf(thisx->velocity.y);
|
||||
|
||||
@@ -318,7 +318,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
|
||||
BgPoEvent_CheckBlock(this);
|
||||
} else {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
func_80033E88(&this->dyna.actor, play, 5, 5);
|
||||
Actor_RequestQuakeAndRumble(&this->dyna.actor, play, 5, 5);
|
||||
Interface_SetTimer(this->timer);
|
||||
if (firstFall == 0) {
|
||||
firstFall = 1;
|
||||
@@ -415,7 +415,7 @@ void BgPoEvent_BlockPush(BgPoEvent* this, PlayState* play) {
|
||||
BgPoEvent_CheckBlock(this);
|
||||
BgPoEvent_CheckBlock((BgPoEvent*)this->dyna.actor.parent);
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgPoEvent_BlockReset(BgPoEvent* this, PlayState* play) {
|
||||
|
||||
@@ -136,7 +136,7 @@ void BgPoSyokudai_Update(Actor* thisx, PlayState* play) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
if (Flags_GetSwitch(play, this->actor.params)) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
|
||||
}
|
||||
this->flameTextureScroll++;
|
||||
}
|
||||
|
||||
@@ -63,7 +63,7 @@ void BgRelayObjects_Init(Actor* thisx, PlayState* play) {
|
||||
} else {
|
||||
thisx->world.rot.y = 0x80;
|
||||
}
|
||||
func_800F5718();
|
||||
Audio_PlayWindmillBgm();
|
||||
thisx->room = -1;
|
||||
thisx->flags |= ACTOR_FLAG_DRAW_CULLING_DISABLED;
|
||||
if (D_808A9508 & 2) {
|
||||
@@ -137,7 +137,7 @@ void func_808A91AC(BgRelayObjects* this, PlayState* play) {
|
||||
if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, this, &this->timer)) {
|
||||
this->timer--;
|
||||
}
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||
}
|
||||
if ((this->timer == 0) || (this->unk_169 == play->roomCtx.curRoom.num)) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
@@ -148,7 +148,7 @@ void func_808A91AC(BgRelayObjects* this, PlayState* play) {
|
||||
void func_808A9234(BgRelayObjects* this, PlayState* play) {
|
||||
this->dyna.actor.velocity.y += this->dyna.actor.gravity;
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
if (this->unk_169 != play->roomCtx.curRoom.num) {
|
||||
Sfx_PlaySfxCentered2(NA_SE_EN_PO_LAUGH);
|
||||
|
||||
@@ -187,13 +187,13 @@ void BgSpot00Hanebasi_DrawbridgeRiseAndFall(BgSpot00Hanebasi* this, PlayState* p
|
||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
|
||||
}
|
||||
} else {
|
||||
if (this->actionFunc == BgSpot00Hanebasi_DrawbridgeWait) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -186,7 +186,7 @@ void func_808ACB58(BgSpot02Objects* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808AC8FC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -267,7 +267,7 @@ void BgSpot06Objects_GateOpen(BgSpot06Objects* this, PlayState* play) {
|
||||
this->timer = 0;
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -525,7 +525,7 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
|
||||
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
|
||||
}
|
||||
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -556,5 +556,5 @@ void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* p
|
||||
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = yPos;
|
||||
}
|
||||
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
|
||||
@@ -117,7 +117,7 @@ void func_808B318C(BgSpot12Gate* this, PlayState* play) {
|
||||
Quake_SetCountdown(var, 0xC);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -107,7 +107,7 @@ void func_808B3604(BgSpot12Saku* this, PlayState* play) {
|
||||
func_808B3714(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -235,7 +235,7 @@ void BgSpot18Basket_Spinning(BgSpot18Basket* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
}
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BgSpot18Basket_SetupExplosionCs(BgSpot18Basket* this) {
|
||||
|
||||
@@ -260,7 +260,7 @@ void func_808B8F08(BgSpot18Obj* this, PlayState* play) {
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -110,7 +110,7 @@ void func_808B9698(BgSpot18Shutter* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808B95AC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -126,7 +126,7 @@ void func_808B971C(BgSpot18Shutter* this, PlayState* play) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
this->actionFunc = func_808B95AC;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -115,12 +115,12 @@ void BgYdanHasi_MoveWater(BgYdanHasi* this, PlayState* play) {
|
||||
Flags_UnsetSwitch(play, this->type);
|
||||
this->actionFunc = BgYdanHasi_InitWater;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
} else {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 47.0f, 0.5f)) {
|
||||
this->actionFunc = BgYdanHasi_DecWaterTimer;
|
||||
}
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
|
||||
}
|
||||
waterBox = &play->colCtx.colHeader->waterBoxes[1];
|
||||
waterBox->ySurface = this->dyna.actor.world.pos.y;
|
||||
@@ -131,7 +131,7 @@ void BgYdanHasi_DecWaterTimer(BgYdanHasi* this, PlayState* play) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||
if (this->timer == 0) {
|
||||
this->actionFunc = BgYdanHasi_MoveWater;
|
||||
}
|
||||
@@ -157,13 +157,13 @@ void BgYdanHasi_UpdateThreeBlocks(BgYdanHasi* this, PlayState* play) {
|
||||
this->dyna.actor.draw = NULL;
|
||||
this->actionFunc = BgYdanHasi_SetupThreeBlocks;
|
||||
} else {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
}
|
||||
} else if (!Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 3.0f)) {
|
||||
func_8002F948(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
|
||||
|
||||
} else {
|
||||
func_8002F994(&this->dyna.actor, this->timer);
|
||||
Actor_PlaySfx_FlaggedTimer(&this->dyna.actor, this->timer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -138,11 +138,11 @@ void BgYdanMaruta_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
||||
void func_808BEFF4(BgYdanMaruta* this, PlayState* play) {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
func_8002F71C(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f);
|
||||
}
|
||||
this->dyna.actor.shape.rot.x += 0x360;
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TOGE_STICK_ROLLING - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TOGE_STICK_ROLLING - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808BF078(BgYdanMaruta* this, PlayState* play) {
|
||||
@@ -177,7 +177,7 @@ void func_808BF108(BgYdanMaruta* this, PlayState* play) {
|
||||
this->dyna.actor.world.pos.x = (Math_CosS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.x;
|
||||
this->dyna.actor.world.pos.z = (Math_SinS(this->dyna.actor.shape.rot.y) * temp) + this->dyna.actor.home.pos.z;
|
||||
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808BF1EC(BgYdanMaruta* this, PlayState* play) {
|
||||
|
||||
@@ -733,7 +733,7 @@ void BossDodongo_Explode(BossDodongo* this, PlayState* play) {
|
||||
this->actionFunc = BossDodongo_LayDown;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
func_80033E88(&this->actor, play, 4, 10);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
this->health -= 2;
|
||||
|
||||
// make sure not to die from the bomb explosion
|
||||
@@ -858,7 +858,7 @@ void BossDodongo_Walk(BossDodongo* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->cutsceneCamera == 0) {
|
||||
func_80033E88(&this->actor, play, 4, 10);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
} else {
|
||||
this->unk_1B6 = 10;
|
||||
func_800A9F6C(0.0f, 180, 20, 100);
|
||||
@@ -973,7 +973,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
||||
sp50.y = this->actor.world.pos.y + 60.0f;
|
||||
sp50.z = this->actor.world.pos.z;
|
||||
func_80033480(play, &sp50, 250.0f, 40, 800, 10, 0);
|
||||
func_80033E88(&this->actor, play, 6, 15);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 6, 15);
|
||||
} else {
|
||||
this->actor.velocity.y = 15.0f;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
|
||||
@@ -642,7 +642,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||
this->holePosition.x = this->targetPosition.x;
|
||||
this->holePosition.z = this->targetPosition.z;
|
||||
|
||||
func_80033E1C(play, 1, 0x50, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 0x50, 0x5000);
|
||||
if (this->introState != BFD_CS_NONE) {
|
||||
this->timers[0] = 50;
|
||||
} else {
|
||||
@@ -687,7 +687,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||
Audio_PlaySoundGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultReverb);
|
||||
func_80033E1C(play, 3, 0xA, 0x7530);
|
||||
Actor_RequestQuakeWithSpeed(play, 3, 0xA, 0x7530);
|
||||
this->work[BFD_ROCK_TIMER] = 300;
|
||||
}
|
||||
} else {
|
||||
@@ -994,14 +994,14 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||
if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) {
|
||||
if ((this->actor.prevPos.y < 90.0f) && (90.0f <= this->actor.world.pos.y)) {
|
||||
this->timers[4] = 80;
|
||||
func_80033E1C(play, 1, 80, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
|
||||
this->work[BFD_ROAR_TIMER] = 40;
|
||||
this->work[BFD_MANE_EMBERS_TIMER] = 30;
|
||||
this->work[BFD_SPLASH_TIMER] = 10;
|
||||
}
|
||||
if ((this->actor.prevPos.y > 90.0f) && (90.0f >= this->actor.world.pos.y)) {
|
||||
this->timers[4] = 80;
|
||||
func_80033E1C(play, 1, 80, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
|
||||
this->work[BFD_MANE_EMBERS_TIMER] = 30;
|
||||
this->work[BFD_SPLASH_TIMER] = 10;
|
||||
}
|
||||
@@ -1486,7 +1486,7 @@ void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
|
||||
diff.z = player->actor.world.pos.z - effect->pos.z;
|
||||
if ((this->timers[3] == 0) && (sqrtf(SQ(diff.x) + SQ(diff.y) + SQ(diff.z)) < 20.0f)) {
|
||||
this->timers[3] = 50;
|
||||
func_8002F6D4(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
|
||||
Actor_SetPlayerKnockbackLarge(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
|
||||
if (player->bodyIsBurning == false) {
|
||||
for (i2 = 0; i2 < ARRAY_COUNT(player->bodyFlameTimers); i2++) {
|
||||
player->bodyFlameTimers[i2] = Rand_S16Offset(0, 200);
|
||||
|
||||
@@ -253,7 +253,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
|
||||
bossFd->faceExposed = 0;
|
||||
bossFd->holePosition.x = this->actor.world.pos.x;
|
||||
bossFd->holePosition.z = this->actor.world.pos.z;
|
||||
func_80033E1C(play, 1, 0x32, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 0x32, 0x5000);
|
||||
this->work[FD2_ACTION_STATE] = 1;
|
||||
this->work[FD2_HOLE_COUNTER]++;
|
||||
this->actor.world.pos.y = -200.0f;
|
||||
@@ -304,7 +304,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
|
||||
case 2:
|
||||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0);
|
||||
if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) {
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
|
||||
|
||||
@@ -1965,7 +1965,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
|
||||
this->actor.world.pos.y = 60.0f;
|
||||
this->unk_1C2 = 2;
|
||||
this->timers[0] = 10;
|
||||
func_80033E88(&this->actor, play, 0xA, 0x14); // rumble
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 0xA, 0x14); // rumble
|
||||
this->unk_19C = 35;
|
||||
this->unk_19E = 0;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
|
||||
@@ -4018,7 +4018,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultReverb);
|
||||
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
} else {
|
||||
spBA = 1;
|
||||
this->actor.world.rot.y = Math_Atan2S(zDistFromGanondorf, xDistFromGanondorf);
|
||||
@@ -4029,7 +4029,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_REFLECT_MG, &player->actor.projectedPos, 4,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultReverb);
|
||||
func_800AA000(this->actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
|
||||
if (hitWithBottle == false) {
|
||||
// if ganondorf is 250 units away from link, at least 3 volleys are required
|
||||
@@ -4057,7 +4057,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
||||
} else {
|
||||
if (sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f) {
|
||||
spBA = 5;
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40,
|
||||
NA_SE_EN_GANON_HIT_THUNDER);
|
||||
ganondorf->timers[2] = 20;
|
||||
@@ -4498,7 +4498,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
||||
this->collider.base.acFlags &= ~2;
|
||||
|
||||
if (!(acHitInfo->toucher.dmgFlags & 0x100000) || Player_HasMirrorShieldEquipped(play)) {
|
||||
func_800AA000(this->actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64);
|
||||
this->unk_1C2 = 0xC;
|
||||
this->actor.speedXZ = -30.0f;
|
||||
|
||||
@@ -4533,7 +4533,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
||||
if (dorf->timers[2] == 0) {
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
|
||||
dorf->timers[2] = 20;
|
||||
|
||||
@@ -4851,8 +4851,8 @@ void BossGanon_UpdateEffects(PlayState* play) {
|
||||
|
||||
if (((eff->scale * 150.0f) < distToPlayer) && (distToPlayer < (eff->scale * 300.0f))) {
|
||||
eff->timer = 150;
|
||||
func_8002F6D4(play, &sBossGanonGanondorf->actor, 7.0f,
|
||||
sBossGanonGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(play, &sBossGanonGanondorf->actor, 7.0f,
|
||||
sBossGanonGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -206,7 +206,7 @@ void func_808FD4D4(BossGanon2* this, PlayState* play, s16 arg2, s16 arg3) {
|
||||
}
|
||||
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MGANON_WALK);
|
||||
func_80033E88(&this->actor, play, 2, 0xA);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 2, 0xA);
|
||||
}
|
||||
|
||||
void func_808FD5C4(BossGanon2* this, PlayState* play) {
|
||||
@@ -1909,7 +1909,8 @@ void func_80902348(BossGanon2* this, PlayState* play) {
|
||||
phi_v0_2 = 0;
|
||||
}
|
||||
|
||||
func_8002F6D4(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f,
|
||||
0);
|
||||
sBossGanon2Zelda->unk_3C8 = 8;
|
||||
this->unk_316 = 10;
|
||||
break;
|
||||
@@ -1928,7 +1929,7 @@ void func_80902348(BossGanon2* this, PlayState* play) {
|
||||
}
|
||||
|
||||
player->bodyIsBurning = true;
|
||||
func_8002F6D4(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
|
||||
sBossGanon2Zelda->unk_3C8 = 8;
|
||||
}
|
||||
}
|
||||
@@ -2058,7 +2059,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 60.0f, 60.0f, 100.0f, 5);
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
if (this->actor.velocity.y < -5.0f) {
|
||||
func_80033E88(&this->actor, play, 5, 20);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 20);
|
||||
Sfx_PlaySfxCentered(NA_SE_IT_BOMB_EXPLOSION);
|
||||
}
|
||||
this->actor.velocity.y = 0.0f;
|
||||
|
||||
@@ -1320,7 +1320,7 @@ void BossGoma_FloorAttack(BossGoma* this, PlayState* play) {
|
||||
|
||||
if (Animation_OnFrame(&this->skelanime, 10.0f)) {
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 3, 5);
|
||||
func_80033E88(&this->actor, play, 5, 15);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 15);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAttackAnim))) {
|
||||
@@ -1445,7 +1445,7 @@ void BossGoma_FallJump(BossGoma* this, PlayState* play) {
|
||||
BossGoma_SetupFloorLand(this);
|
||||
this->actor.velocity.y = 0.0f;
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 0, 8);
|
||||
func_80033E88(&this->actor, play, 5, 0xF);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 0xF);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1462,7 +1462,7 @@ void BossGoma_FallStruckDown(BossGoma* this, PlayState* play) {
|
||||
BossGoma_SetupFloorLandStruckDown(this);
|
||||
this->actor.velocity.y = 0.0f;
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 0, 8);
|
||||
func_80033E88(&this->actor, play, 0xA, 0xF);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 0xA, 0xF);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
}
|
||||
}
|
||||
@@ -1865,7 +1865,7 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
|
||||
}
|
||||
|
||||
this->timer = 4;
|
||||
func_80033E88(&this->actor, play, 4, 0xC);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 0xC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -530,7 +530,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
||||
if ((this->sfxTimer % 32) == 0) {
|
||||
Audio_PlaySoundIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE,
|
||||
gMorphaTransposeTable);
|
||||
func_800AA000(0, 100, 5, 2);
|
||||
Rumble_Request(0, 100, 5, 2);
|
||||
Player_PlaySfx(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
}
|
||||
} else {
|
||||
@@ -545,7 +545,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
||||
if ((this->sfxTimer % 16) == 0) {
|
||||
Audio_PlaySoundIncreasinglyTransposed(&this->tentTipPos, NA_SE_EN_MOFER_WAVE,
|
||||
gMorphaTransposeTable);
|
||||
func_800AA000(0, 160, 5, 4);
|
||||
Rumble_Request(0, 160, 5, 4);
|
||||
Player_PlaySfx(&player->actor, NA_SE_VO_LI_FREEZE + player->ageProperties->unk_92);
|
||||
}
|
||||
}
|
||||
@@ -864,7 +864,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
||||
player->actor.parent = NULL;
|
||||
player->csAction = 0;
|
||||
if (this->timers[0] == 0) {
|
||||
func_8002F6D4(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, 10.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000,
|
||||
10.0f, 0);
|
||||
}
|
||||
}
|
||||
this->timers[0] = 75;
|
||||
|
||||
@@ -457,7 +457,7 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
|
||||
if (!this->ready) {
|
||||
sFloor->dyna.actor.params = BONGOFLOOR_HIT;
|
||||
this->ready = true;
|
||||
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Audio_PlayActorSound2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
} else if (Flags_GetEventChkInf(EVENTCHKINF_BEGAN_BONGO_BONGO_BATTLE)) {
|
||||
sHands[RIGHT]->actor.draw = BossSst_DrawHand;
|
||||
@@ -782,7 +782,7 @@ void BossSst_HeadCharge(BossSst* this, PlayState* play) {
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
sHands[LEFT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
sHands[RIGHT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Player_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
@@ -1311,7 +1311,7 @@ void BossSst_HandDownbeat(BossSst* this, PlayState* play) {
|
||||
} else {
|
||||
BossSst_HandSetupDownbeatEnd(this);
|
||||
}
|
||||
func_800AA000(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 0xFF, 0x14, 0x96);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
|
||||
}
|
||||
}
|
||||
@@ -1447,7 +1447,7 @@ void BossSst_HandRetreat(BossSst* this, PlayState* play) {
|
||||
inPosition = Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 0x200);
|
||||
inPosition &= Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0x200);
|
||||
inPosition &= Math_ScaledStepToS(&this->handYRotMod, 0, 0x800);
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
if ((Math_SmoothStepToF(&this->actor.world.pos.y, ROOM_CENTER_Y + 250.0f, 0.5f, 70.0f, 5.0f) < 1.0f) &&
|
||||
inPosition && (diff < 10.0f)) {
|
||||
this->timer = 8;
|
||||
@@ -1482,7 +1482,7 @@ void BossSst_HandReadySlam(BossSst* this, PlayState* play) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x1000, 0x100);
|
||||
Math_ApproachF(&this->actor.world.pos.x, player->actor.world.pos.x, 0.5f, 40.0f);
|
||||
Math_ApproachF(&this->actor.world.pos.z, player->actor.world.pos.z, 0.5f, 40.0f);
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1537,7 +1537,7 @@ void BossSst_HandSlam(BossSst* this, PlayState* play) {
|
||||
player->actor.world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 100.0f) + this->actor.world.pos.z;
|
||||
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
@@ -1567,7 +1567,7 @@ void BossSst_HandReadySweep(BossSst* this, PlayState* play) {
|
||||
if (inPosition) {
|
||||
BossSst_HandSetupSweep(this);
|
||||
} else {
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1596,7 +1596,8 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) {
|
||||
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
this->ready = true;
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f,
|
||||
this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
|
||||
Player_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
newTargetYaw = this->actor.shape.rot.y - (this->vParity * 0x1400);
|
||||
if (((s16)(newTargetYaw - this->targetYaw) * this->vParity) > 0) {
|
||||
@@ -1655,11 +1656,11 @@ void BossSst_HandPunch(BossSst* this, PlayState* play) {
|
||||
BossSst_HandSetupRetreat(this);
|
||||
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||
Player_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
BossSst_HandSetupRetreat(this);
|
||||
}
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BossSst_HandSetupReadyClap(BossSst* this) {
|
||||
@@ -1759,7 +1760,7 @@ void BossSst_HandClap(BossSst* this, PlayState* play) {
|
||||
}
|
||||
this->ready = true;
|
||||
} else {
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y) * this->radius) + sHead->actor.world.pos.x;
|
||||
@@ -1850,7 +1851,7 @@ void BossSst_HandGrab(BossSst* this, PlayState* play) {
|
||||
} else {
|
||||
this->actor.speedXZ *= 1.26f;
|
||||
this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 70.0f);
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (this->colliderJntSph.base.atFlags & AT_HIT) {
|
||||
@@ -1973,11 +1974,11 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) {
|
||||
BossSst_HandReleasePlayer(this, play, false);
|
||||
player->actor.world.pos.x += 70.0f * Math_SinS(this->actor.shape.rot.y);
|
||||
player->actor.world.pos.z += 70.0f * Math_CosS(this->actor.shape.rot.y);
|
||||
func_8002F71C(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
|
||||
Player_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BossSst_HandSetupReel(BossSst* this) {
|
||||
@@ -2038,7 +2039,7 @@ void BossSst_HandReadyShake(BossSst* this, PlayState* play) {
|
||||
if ((diff < 30.0f) && inPosition) {
|
||||
BossSst_HandSetupShake(this);
|
||||
} else {
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2095,7 +2096,7 @@ void BossSst_HandReadyCharge(BossSst* this, PlayState* play) {
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
sHead->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Player_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
@@ -2292,7 +2293,7 @@ void BossSst_HandRecover(BossSst* this, PlayState* play) {
|
||||
this->ready = true;
|
||||
}
|
||||
}
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BossSst_HandSetupFrozen(BossSst* this) {
|
||||
@@ -2418,7 +2419,7 @@ void BossSst_HandBreakIce(BossSst* this, PlayState* play) {
|
||||
BossSst_HandSetupRetreat(this);
|
||||
}
|
||||
|
||||
func_8002F974(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_SHADEST_HAND_FLY - SFX_FLAG);
|
||||
}
|
||||
|
||||
void BossSst_HandGrabPlayer(BossSst* this, PlayState* play) {
|
||||
@@ -2444,7 +2445,7 @@ void BossSst_HandReleasePlayer(BossSst* this, PlayState* play, s32 dropPlayer) {
|
||||
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
|
||||
OTHER_HAND(this)->colliderJntSph.base.ocFlags1 |= OC1_ON;
|
||||
if (dropPlayer) {
|
||||
func_8002F71C(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -778,7 +778,7 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) {
|
||||
if (sTwinrovaPtr->timers[2] == 0) {
|
||||
sTwinrovaPtr->timers[2] = 150;
|
||||
this->beamDist = sqrtf(SQ(offset.x) + SQ(offset.y) + SQ(offset.z));
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20);
|
||||
|
||||
if (this->actor.params == 0) {
|
||||
if (sFreezeState == 0) {
|
||||
@@ -1091,7 +1091,7 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
||||
this->groundBlastPos.y = 0.0f;
|
||||
this->groundBlastPos.z = 0.0f;
|
||||
play->envCtx.unk_D8 = 1.0f;
|
||||
func_800AA000(0.0f, 0x64, 5, 4);
|
||||
Rumble_Request(0.0f, 0x64, 5, 4);
|
||||
} else if (beamReflection == 0) {
|
||||
BossTw_BeamHitPlayerCheck(this, play);
|
||||
|
||||
@@ -4307,7 +4307,7 @@ s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
|
||||
if (info->toucher.dmgFlags & DMG_SHIELD) {
|
||||
this->work[INVINC_TIMER] = 7;
|
||||
play->envCtx.unk_D8 = 1.0f;
|
||||
func_800AA000(0.0f, 100, 5, 4);
|
||||
Rumble_Request(0.0f, 100, 5, 4);
|
||||
|
||||
if (Player_HasMirrorShieldEquipped(play)) {
|
||||
if (this->blastType == 1) {
|
||||
|
||||
@@ -1094,7 +1094,7 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) {
|
||||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1185,7 +1185,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
|
||||
|
||||
sPhase2Timer = (sPhase2Timer + 0x18) & 0xFFF0;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
@@ -1260,7 +1260,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) {
|
||||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000;
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
@@ -1381,7 +1381,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
||||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000;
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
@@ -2569,7 +2569,8 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) {
|
||||
this->vaBariUnused.y += this->vaBariUnused.z;
|
||||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer,
|
||||
8.0f);
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
@@ -2664,7 +2665,8 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) {
|
||||
|
||||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer,
|
||||
8.0f);
|
||||
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
|
||||
@@ -212,11 +212,11 @@ void Demo6K_WaitForObject(Demo6K* this, PlayState* play) {
|
||||
|
||||
void func_80966E04(Demo6K* this, PlayState* play) {
|
||||
if (play->csCtx.frames > 214) {
|
||||
func_8002F948(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (play->csCtx.frames > 264) {
|
||||
func_8002F948(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
}
|
||||
|
||||
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[6] != NULL) &&
|
||||
@@ -227,8 +227,8 @@ void func_80966E04(Demo6K* this, PlayState* play) {
|
||||
|
||||
void func_80966E98(Demo6K* this, PlayState* play) {
|
||||
if (play->csCtx.frames < 353) {
|
||||
func_8002F948(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
func_8002F948(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_GOD_LIGHTBALL_2 - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (play->csCtx.frames == 342) {
|
||||
@@ -305,7 +305,7 @@ void func_8096712C(Demo6K* this, PlayState* play) {
|
||||
this->timer2++;
|
||||
|
||||
if ((play->sceneNum == SCENE_INSIDE_GANONS_CASTLE) && (play->csCtx.frames < D_8096932C[this->actor.params - 3])) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_LIGHT_GATHER - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -470,7 +470,7 @@ void func_80967AD0(Demo6K* this, PlayState* play) {
|
||||
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[1] != NULL)) {
|
||||
if (play->csCtx.npcActions[1]->action == 2) {
|
||||
this->unk_170++;
|
||||
func_8002F948(&this->actor, NA_SE_EV_RAINBOW_SHOWER - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_RAINBOW_SHOWER - SFX_FLAG);
|
||||
}
|
||||
|
||||
func_809691BC(this, play, 1);
|
||||
|
||||
@@ -786,7 +786,7 @@ void DemoEffect_UpdateTimeWarpReturnFromChamberOfSages(DemoEffect* this, PlaySta
|
||||
DemoEffect_TimewarpShrink(shrinkProgress * 5.0f);
|
||||
}
|
||||
|
||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -810,7 +810,7 @@ void DemoEffect_UpdateTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||
this->actor.scale.x = scale;
|
||||
this->actor.scale.z = scale;
|
||||
DemoEffect_TimewarpShrink(shrinkProgress);
|
||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -823,7 +823,7 @@ void DemoEffect_UpdateTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||
* This is an Update Func that is only ran for one frame.
|
||||
*/
|
||||
void DemoEffect_InitTimeWarpTimeblock(DemoEffect* this, PlayState* play) {
|
||||
func_8002F948(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
Actor_PlaySfx_FlaggedCentered2(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
|
||||
if (SkelCurve_Update(play, &this->skelCurve)) {
|
||||
SkelCurve_SetAnim(&this->skelCurve, &gTimeWarpAnim, 1.0f, 60.0f, 59.0f, 0.0f);
|
||||
@@ -1529,10 +1529,10 @@ void DemoEffect_JewelSparkle(DemoEffect* this, PlayState* play, s32 spawnerCount
|
||||
void DemoEffect_PlayJewelSfx(DemoEffect* this, PlayState* play) {
|
||||
if (!DemoEffect_CheckCsAction(this, play, 1)) {
|
||||
if (this->actor.params == sSfxJewelId[0]) {
|
||||
func_8002F974(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||
} else if (sSfxJewelId[0] == 0) {
|
||||
sSfxJewelId[0] = this->actor.params;
|
||||
func_8002F974(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_SPIRIT_STONE - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user