mirror of
https://github.com/HarbourMasters/Starship
synced 2026-05-28 00:25:47 -04:00
add team faces inside arwings
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@@ -99,6 +99,10 @@ void func_demo_80048CC4(ActorCutscene* this, s32 index) {
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this->animFrame = ACTOR_CS_GREAT_FOX;
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} else {
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this->iwork[11] = 1;
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// @port: Setup team faces
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this->iwork[14] = index + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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}
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@@ -686,6 +690,9 @@ void func_demo_8004A700(ActorCutscene* this, s32 index) {
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this->obj.rot.z = D_demo_800CA074[index];
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this->iwork[11] = 1;
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Object_SetInfo(&this->info, this->obj.id);
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// @port set team faces
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this->iwork[14] = index + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -3428,6 +3428,8 @@ void Corneria_CsLevelComplete1_TeamSetup(ActorCutscene* this, s32 index) {
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Object_SetInfo(&this->info, this->obj.id);
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this->iwork[11] = 1;
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// @port set team faces
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this->iwork[14] = index + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -1916,6 +1916,9 @@ void Meteo_LevelStart_SetupTeam(ActorCutscene* this, s32 teamIdx) {
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if (this->animFrame == 0) {
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this->iwork[11] = 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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// @port: Setup team faces
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this->iwork[14] = teamIdx + 2;
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return;
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}
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@@ -2398,6 +2401,9 @@ void Meteo_LevelComplete_SetupTeam(ActorCutscene* this, s32 teamIdx) {
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} else {
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this->iwork[11] = 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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// @port: Setup team faces
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this->iwork[14] = teamIdx + 2;
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}
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}
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@@ -2202,6 +2202,10 @@ void Area6_8018D804(ActorCutscene* this, s32 arg1) {
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this->iwork[11] = 1;
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this->fwork[0] = 0.0f;
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Object_SetInfo(&this->info, this->obj.id);
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// @port: Setup team faces
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this->iwork[14] = teamIdx + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -2632,9 +2636,10 @@ void Area6_8018EC38(ActorCutscene* this, s32 arg1) {
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this->iwork[11] = 1;
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this->fwork[0] = 0.0f;
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if (arg1 + 1 != 3) {
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this->iwork[14] = arg1 + 2;
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}
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// @port: Setup team faces (original code was omitting Peppy)
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// if (teamIdx + 1 != 3) {
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this->iwork[14] = teamIdx + 2;
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// }
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Object_SetInfo(&this->info, this->obj.id);
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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@@ -3129,6 +3129,10 @@ void Solar_801A7750(void) {
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actor->state = 1;
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Object_SetInfo(&actor->info, actor->obj.id);
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actor->iwork[11] = 1;
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// @port: Setup team faces
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actor->iwork[14] = i + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4);
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}
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}
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@@ -1053,6 +1053,10 @@ void Bolse_8018EAEC(ActorCutscene* this, s32 index) {
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this->rot_0F4.y = D_i4_8019F018[index];
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Object_SetInfo(&this->info, this->obj.id);
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this->iwork[11] = 1;
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// @port: Setup team faces
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this->iwork[14] = index + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -1367,6 +1371,10 @@ void Bolse_8018F83C(Actor* this, s32 index) {
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this->vel.z = -gPlayer[0].baseSpeed;
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Object_SetInfo(&this->info, this->obj.id);
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this->iwork[11] = 1;
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// @port: Setup team faces
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this->iwork[14] = index + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -634,6 +634,9 @@ void Fortuna_LevelComplete_CsSpawnTeam(ActorCutscene* this, s32 actorIdx) {
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if (actorIdx < 3) {
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this->iwork[11] = 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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// @port: Setup team faces
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this->iwork[14] = actorIdx + 2;
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} else {
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this->obj.pos.z = -9500.0f;
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this->animFrame = ACTOR_CS_GREAT_FOX;
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@@ -1715,6 +1715,9 @@ void Katina_SFTeamMissionAccomUpdate(ActorCutscene* this, s32 idx) {
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this->iwork[KA_ACTOR_IWORK_11] = 1;
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// @port: Setup team faces
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this->iwork[14] = idx + 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -1741,6 +1744,9 @@ void Katina_SFTeamFleeUpdate(ActorCutscene* this, s32 idx) {
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this->iwork[KA_ACTOR_IWORK_11] = 1;
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// @port: Setup team faces
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this->iwork[14] = idx + 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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}
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@@ -1784,6 +1790,11 @@ void Katina_SFTeam_LevelComplete_Update(void) {
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actor->animFrame = ACTOR_CS_CORNERIAN_FIGHTER;
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}
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// @port: Setup team faces
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if ((i >= 0) && (i <= 2)) {
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actor->iwork[14] = i + 2;
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}
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Object_SetInfo(&actor->info, actor->obj.id);
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actor->iwork[KA_ACTOR_IWORK_11] = 1;
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@@ -773,6 +773,19 @@ void SectorZ_CsTeamInit(ActorCutscene* this, s32 index) {
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Object_SetInfo(&this->info, this->obj.id);
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// @port: Setup team faces
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switch (index) {
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case 0: // Slippy
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this->iwork[14] = index + 3;
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break;
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case 1: // Falco
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this->iwork[14] = index + 1;
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break;
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case 2: // Peppy
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this->iwork[14] = index + 2;
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break;
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}
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0);
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@@ -1096,6 +1109,9 @@ void SectorZ_CsLevelCompleteTeamInit(ActorCutscene* this, s32 index) {
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if (index < 3) {
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this->iwork[11] = 1;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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// @port set team faces
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this->iwork[14] = index + 2;
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} else {
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this->animFrame = ACTOR_CS_GREAT_FOX;
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this->fwork[0] = 20.0f;
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@@ -2068,6 +2068,12 @@ void SectorY_8019EB80(void) {
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actor->scale = 0.125f;
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}
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actor->iwork[11] = 1;
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// @port: Setup team faces
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if ((i >= 0) && (i <= 2)) {
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actor->iwork[14] = i + 2;
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}
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4);
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}
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}
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@@ -2595,6 +2601,10 @@ void SectorY_801A06A4(ActorCutscene* this, s32 arg1) {
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this->state = arg1 + 7;
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this->iwork[11] = 1;
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Object_SetInfo(&this->info, this->obj.id);
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// @port: Setup team faces
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this->iwork[14] = teamIdx + 2;
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AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4);
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AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0);
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}
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