mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-13 20:44:41 -04:00
pull decomp changes: actor functions, z_en_horse.c (#6877)
This commit is contained in:
@@ -31,7 +31,7 @@ void func_800A9F6C(f32 a, u8 b, u8 c, u8 d) {
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}
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}
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void func_800AA000(f32 a, u8 b, u8 c, u8 d) {
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void Rumble_Request(f32 a, u8 b, u8 c, u8 d) {
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s32 temp1;
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s32 temp2;
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s32 i;
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@@ -1261,7 +1261,7 @@ s32 sAudioUpdateTaskEnd;
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void PadMgr_RequestPadData(PadMgr* padmgr, Input* inputs, s32 mode);
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void Audio_StepFreqLerp(FreqLerp* lerp);
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void func_800F56A8(void);
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void Audio_UpdateSceneSequenceResumePoint(void);
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void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId);
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s32 Audio_SetGanonDistVol(u8 targetVol);
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void Audio_PlayFanfare_Rando(GetItemEntry getItem);
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@@ -3081,7 +3081,7 @@ void AudioDebug_ProcessInput_SndCont(void) {
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&gSfxDefaultReverb);
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break;
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case 4:
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func_800F6700(sAudioSndContWork[sAudioSndContSel]);
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Audio_SetSoundOutputMode(sAudioSndContWork[sAudioSndContSel]);
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break;
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case 5:
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Audio_SeqCmdE01(SEQ_PLAYER_BGM_MAIN, sAudioSndContWork[sAudioSndContSel]);
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@@ -3123,7 +3123,7 @@ void AudioDebug_ProcessInput_SndCont(void) {
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if (CHECK_BTN_ANY(sDebugPadPress, BTN_CDOWN)) {
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if (sAudioSndContSel == 0) {
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func_800F595C(sAudioSndContWork[sAudioSndContSel]);
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Audio_PlaySequenceInCutscene(sAudioSndContWork[sAudioSndContSel]);
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}
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}
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@@ -3607,7 +3607,7 @@ void AudioDebug_ProcessInput(void) {
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}
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void func_800F4A70(void);
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void func_800F5CF8(void);
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void Audio_UpdateFanfare(void);
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void func_800F3054(void) {
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if (func_800FAD34() == 0) {
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@@ -3617,8 +3617,8 @@ void func_800F3054(void) {
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Audio_StepFreqLerp(&sRiverFreqScaleLerp);
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Audio_StepFreqLerp(&sWaterfallFreqScaleLerp);
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func_800F4A70();
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func_800F56A8();
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func_800F5CF8();
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Audio_UpdateSceneSequenceResumePoint();
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Audio_UpdateFanfare();
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if (gAudioSpecId == 7) {
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Audio_ClearSariaBgm();
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}
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@@ -4475,7 +4475,7 @@ void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax) {
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dist = sqrtf(SQ(pos->z) + SQ(pos->x));
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if (sSariaBgmPtr == NULL) {
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sSariaBgmPtr = pos;
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func_800F5E18(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2);
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} else {
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prevDist = sqrtf(SQ(sSariaBgmPtr->z) + SQ(sSariaBgmPtr->x));
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if (dist < prevDist) {
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@@ -4511,12 +4511,12 @@ void Audio_ClearSariaBgm2(void) {
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sSariaBgmPtr = NULL;
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}
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void func_800F5510(u16 seqId) {
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func_800F5550(seqId);
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func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1);
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void Audio_PlayMorningSceneSequence(u16 seqId) {
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Audio_PlaySceneSequence(seqId);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1);
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}
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void func_800F5550(u16 seqId) {
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void Audio_PlaySceneSequence(u16 seqId) {
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u8 sp27 = 0;
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u16 nv;
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@@ -4532,12 +4532,12 @@ void func_800F5550(u16 seqId) {
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sp27 = 0x1E;
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}
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func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C);
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D_8013062C = 0;
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} else {
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nv = (Audio_GetSeqFlags((seqId & 0xFF) & 0xFF) & 0x40) ? 1 : 0xFF;
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func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv);
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if (!(Audio_GetSeqFlags(seqId) & 0x20)) {
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D_8013062C = 0xC0;
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}
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@@ -4546,7 +4546,7 @@ void func_800F5550(u16 seqId) {
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}
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}
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void func_800F56A8(void) {
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void Audio_UpdateSceneSequenceResumePoint(void) {
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u16 temp_v0;
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u8 bvar;
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@@ -4561,13 +4561,13 @@ void func_800F56A8(void) {
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}
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}
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void func_800F5718(void) {
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void Audio_PlayWindmillBgm(void) {
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if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) != NA_BGM_WINDMILL) {
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Audio_StartSeq(SEQ_PLAYER_BGM_MAIN, 0, NA_BGM_WINDMILL);
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}
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}
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void func_800F574C(f32 arg0, u8 arg2) {
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void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2) {
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if (arg0 == 1.0f) {
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Audio_SeqCmdB40(SEQ_PLAYER_BGM_MAIN, arg2, 0);
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} else {
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@@ -4576,13 +4576,13 @@ void func_800F574C(f32 arg0, u8 arg2) {
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Audio_SeqCmdC(SEQ_PLAYER_FANFARE, 0xA0, arg2, arg0 * 100.0f);
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}
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void func_800F5918(void) {
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void Audio_SetFastTempoForTimedMinigame(void) {
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if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_TIMED_MINI_GAME && func_800FA11C(0, 0xF0000000)) {
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Audio_SeqCmdB(SEQ_PLAYER_BGM_MAIN, 5, 0, 0xD2);
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}
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}
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void func_800F595C(u16 arg0) {
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void Audio_PlaySequenceInCutscene(u16 arg0) {
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u8 arg0b = arg0 & 0xFF;
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if (Audio_GetSeqFlags(arg0b) & 2) {
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@@ -4591,12 +4591,12 @@ void func_800F595C(u16 arg0) {
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Audio_StartSeq(SEQ_PLAYER_FANFARE, 0, arg0);
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} else {
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func_800F5E18(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1);
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Audio_SeqCmd1(SEQ_PLAYER_FANFARE, 0);
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}
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}
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void func_800F59E8(u16 arg0) {
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void Audio_StopSequenceInCutscene(u16 arg0) {
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u8 arg0b = arg0 & 0xFF;
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if (Audio_GetSeqFlags(arg0b) & 2) {
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@@ -4608,7 +4608,7 @@ void func_800F59E8(u16 arg0) {
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}
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}
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s32 func_800F5A58(u8 arg0) {
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s32 Audio_IsSequencePlaying(u8 arg0) {
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u8 phi_a1 = 0;
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if (Audio_GetSeqFlags(arg0 & 0xFF) & 2) {
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@@ -4727,7 +4727,7 @@ void Audio_PlayFanfare(u16 seqId) {
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D_8016B9F6 = seqId;
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}
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void func_800F5CF8(void) {
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void Audio_UpdateFanfare(void) {
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u16 sp26;
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u16 pad;
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u16 sp22;
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@@ -4759,7 +4759,7 @@ void func_800F5CF8(void) {
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}
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}
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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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Audio_SeqCmd7(playerIdx, arg3, arg4);
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Audio_StartSeq(playerIdx, fadeTimer, seqId);
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}
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@@ -4863,7 +4863,7 @@ void Audio_SetBgmEnemyVolume(f32 dist) {
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sAudioEnemyDist = dist;
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}
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void func_800F6268(f32 dist, u16 arg1) {
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void Audio_UpdateMalonSinging(f32 dist, u16 arg1) {
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s8 pad;
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s8 phi_v1;
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s16 temp_a0;
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@@ -4893,7 +4893,7 @@ void func_800F6268(f32 dist, u16 arg1) {
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} else if ((temp_a0 == NA_BGM_NATURE_AMBIENCE) && ((arg1 & 0xFF) == NA_BGM_LONLON)) {
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temp_a0 = (s8)(func_800FA0B4(SEQ_PLAYER_BGM_SUB) & 0xFF);
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if ((temp_a0 != (arg1 & 0xFF)) && (D_8016B9D8 < 10)) {
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func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
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Audio_SeqCmdA(SEQ_PLAYER_BGM_SUB, 0xFFFC);
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D_8016B9D8 = 10;
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}
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@@ -4929,7 +4929,7 @@ void func_800F64E0(u8 arg0) {
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}
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}
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void func_800F6584(u8 arg0) {
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void Audio_ToggleMalonSinging(u8 arg0) {
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u8 playerIdx;
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u16 sp34;
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@@ -4952,7 +4952,7 @@ void func_800F6584(u8 arg0) {
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}
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} else {
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if (playerIdx == SEQ_PLAYER_BGM_SUB) {
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func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
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Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0);
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}
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Audio_SeqCmd6(playerIdx, 1, 0, 0x7F);
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Audio_SeqCmd6(playerIdx, 1, 1, 0x7F);
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@@ -4972,7 +4972,7 @@ void Audio_SetCodeReverb(s8 reverb) {
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}
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}
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void func_800F6700(s8 arg0) {
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void Audio_SetSoundOutputMode(s8 arg0) {
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s8 sp1F = 0;
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switch (arg0) {
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@@ -5076,7 +5076,7 @@ void func_800F6964(u16 arg0) {
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Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, (arg0 * 3) / 2);
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}
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void func_800F6AB0(u16 arg0) {
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void Audio_StopBgmAndFanfare(u16 arg0) {
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Audio_SeqCmd1(SEQ_PLAYER_BGM_MAIN, arg0);
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Audio_SeqCmd1(SEQ_PLAYER_FANFARE, arg0);
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Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, arg0);
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+94
-94
@@ -292,7 +292,7 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef
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}
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}
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void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
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void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg1, arg2, arg3);
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*arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
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}
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@@ -326,14 +326,14 @@ Gfx D_80115FF0[] = {
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gsSPEndDisplayList(),
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};
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void func_8002BE64(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) {
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void Attention_SetReticlePos(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) {
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targetCtx->arr_50[index].pos.x = arg2;
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targetCtx->arr_50[index].pos.y = arg3;
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targetCtx->arr_50[index].pos.z = arg4;
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targetCtx->arr_50[index].unk_0C = targetCtx->unk_44;
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}
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void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play) {
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void Attention_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* play) {
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TargetContextEntry* entry;
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NaviColor* naviColor;
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s32 i;
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@@ -346,7 +346,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play)
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entry = &targetCtx->arr_50[0];
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for (i = 0; i < ARRAY_COUNT(targetCtx->arr_50); i++) {
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func_8002BE64(targetCtx, i, 0.0f, 0.0f, 0.0f);
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Attention_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
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entry->color.r = naviColor->inner.r;
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entry->color.g = naviColor->inner.g;
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entry->color.b = naviColor->inner.b;
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@@ -354,7 +354,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play)
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}
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}
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void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
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void Attention_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
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if (CVarGetInteger(CVAR_COSMETIC("Navi.IdlePrimary.Changed"), 0)) {
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sNaviColorList[ACTORCAT_PLAYER].inner =
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CVarGetColor(CVAR_COSMETIC("Navi.IdlePrimary.Value"), defaultIdlePrimaryColor);
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@@ -427,7 +427,7 @@ void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, Pl
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targetCtx->naviOuter.a = naviColor->outer.a;
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}
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void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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void Attention_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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targetCtx->arrowPointedActor = NULL;
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targetCtx->targetedActor = NULL;
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targetCtx->unk_40 = 0.0f;
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@@ -435,11 +435,11 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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targetCtx->bgmEnemy = NULL;
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targetCtx->unk_4B = 0;
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targetCtx->unk_4C = 0;
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func_8002BF60(targetCtx, actor, actor->category, play);
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func_8002BE98(targetCtx, actor->category, play);
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Attention_SetNaviState(targetCtx, actor, actor->category, play);
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Attention_InitReticle(targetCtx, actor->category, play);
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}
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void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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void Attention_Draw(TargetContext* targetCtx, PlayState* play) {
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Actor* actor = targetCtx->targetedActor;
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OPEN_DISPS(play->state.gfxCtx);
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@@ -481,7 +481,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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spCE = targetCtx->unk_48;
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}
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func_8002BE04(play, &targetCtx->targetCenterPos, &spBC, &spB4);
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Actor_ProjectPos(play, &targetCtx->targetCenterPos, &spBC, &spB4);
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||||
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spBC.x = (160 * (spBC.x * spB4)) * var1;
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||||
spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
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||||
@@ -496,7 +496,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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||||
targetCtx->unk_4C = 2;
|
||||
}
|
||||
|
||||
func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
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||||
Attention_SetReticlePos(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
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||||
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if ((!(player->stateFlags1 & PLAYER_STATE1_TALKING)) || (actor != player->focusActor)) {
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||||
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, 0x39);
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||||
@@ -558,7 +558,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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||||
CLOSE_DISPS(play->state.gfxCtx);
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||||
}
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||||
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||||
void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) {
|
||||
void Attention_Update(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) {
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||||
s32 pad;
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||||
Actor* unkActor;
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||||
s32 actorCategory;
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||||
@@ -577,7 +577,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
|
||||
if ((player->focusActor != NULL) && (player->controlStickDirections[player->controlStickDataIndex] == 2)) {
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||||
targetCtx->unk_94 = NULL;
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||||
} else {
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||||
func_80032AF0(play, &play->actorCtx, &unkActor, player);
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||||
Attention_FindActor(play, &play->actorCtx, &unkActor, player);
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||||
targetCtx->unk_94 = unkActor;
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}
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||||
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@@ -613,11 +613,11 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
|
||||
targetCtx->naviRefPos.y += temp3 * temp1;
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targetCtx->naviRefPos.z += temp4 * temp1;
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||||
} else {
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||||
func_8002BF60(targetCtx, unkActor, actorCategory, play);
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||||
Attention_SetNaviState(targetCtx, unkActor, actorCategory, play);
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||||
}
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||||
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||||
if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
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||||
func_8002BE04(play, &actorArg->focus.pos, &sp50, &sp4C);
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||||
Actor_ProjectPos(play, &actorArg->focus.pos, &sp50, &sp4C);
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||||
if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) {
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||||
actorArg = NULL;
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||||
}
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||||
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user