mirror of
https://github.com/HarbourMasters/Starship
synced 2026-06-28 11:30:43 -04:00
31bfc1ecdd
* first few functions * funcs so far - messy * only large funcs left * func_DF4260_8018F880 and func_DF4260_80191160 * func_DF4260_8018C19C * func_DF4260_8018F880 player * build post merge * first cleanup pass * add work buffers to Object_2F4 * halfway through data import * finish data import * cleanup and add non_matching * bss complete * actor rename * post merge cleanup * file rename * arg rename * other object variables rename * hex cleanup for func_DF4260_80189058 * format * revert note_data * suggestions * format suggestions
118 lines
3.0 KiB
C
118 lines
3.0 KiB
C
#include "global.h"
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s32 D_801613A0;
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s32 D_800C9E90[28] = {
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0x8012, 0x8013, 0x8015, 0x8017, 0x8017, 0x8019, 0x8018, 0x801B, 0x8016, 0x8018, 0x8012, 0x8020, 0x8014, 0x801E,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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};
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const f32 D_800D55D0[] = { 6000.0f, 18000.0f, -6000.0f, -18000.0f };
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void func_80042EC0(Boss* boss) {
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s32 var_a3;
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f32 var_fv0;
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if (D_801613A0 < 0xF00) {
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var_a3 = 10;
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} else if (D_801613A0 < 0x1680) {
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var_a3 = 5;
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} else if (D_801613A0 < 0x1E00) {
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var_a3 = 2;
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} else if (D_801613A0 < 0x2580) {
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var_a3 = 1;
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} else {
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var_a3 = 0;
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}
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if (var_a3 != 0) {
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var_fv0 = 0.0f;
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if (boss->obj.id == OBJ_BOSS_292) {
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var_fv0 = 300.0f;
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} else if (boss->obj.id == OBJ_BOSS_306) {
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var_fv0 = 200.0f;
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}
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func_80077240(boss->obj.pos.x, boss->obj.pos.y + var_fv0, boss->obj.pos.z, var_a3);
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}
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gHitCount += var_a3 + 1;
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D_80177850 = 15;
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}
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void func_80042FAC(Boss* boss) {
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}
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void func_80042FB8(Boss* boss) {
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}
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void func_80042FC4(Boss* boss) {
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}
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void func_80042FD0(Boss* boss) {
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}
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void func_80042FDC(Boss* boss) {
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}
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void func_80042FE8(Boss* boss) {
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}
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void func_80042FF4(Actor* actor, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, f32 arg8,
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f32 arg9, f32 argA, s32 argB, s32 argC) {
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Actor_Initialize(actor);
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actor->obj.status = 1;
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actor->obj.id = OBJ_ACTOR_189;
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actor->unk_0B8 = argB;
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actor->obj.pos.x = arg1;
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actor->obj.pos.y = arg2;
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actor->obj.pos.z = arg3;
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actor->obj.rot.x = arg4;
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actor->obj.rot.y = arg5;
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actor->obj.rot.z = arg6;
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actor->vel.x = arg7;
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actor->vel.y = arg8;
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actor->vel.z = arg9;
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actor->scale = argA;
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actor->timer_0BC = argC;
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actor->timer_0BE = 20;
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Object_SetInfo(&actor->info, actor->obj.id);
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if (gLevelType == LEVELTYPE_PLANET) {
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actor->gravity = 0.5f;
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}
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}
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void func_800430DC(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, f32 arg8, f32 arg9,
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s32 argA, s32 argB) {
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s32 i;
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for (i = 59; i >= 0; i--) {
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if (gActors[i].obj.status == 0) {
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func_80042FF4(&gActors[i], arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, argA, argB);
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return;
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}
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}
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}
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void func_80043188(Actor* actor) {
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actor->info.unk_10 = 30000.0f;
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}
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void func_8004319C(Player* player, f32 arg1, f32 arg2, f32 arg3) {
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func_800182F4(0x105000FF);
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func_800182F4(0x115000FF);
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D_80177A80 = 0;
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D_80178448 = arg3 + D_80177D20;
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D_80178440 = arg1;
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D_80178444 = arg2;
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player->state_1C8 = PLAYERSTATE_1C8_7;
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player->unk_1D0 = 10;
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player->timer_1F8 = 50;
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player->timer_1FC = 50;
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player->unk_000 = 0.0f;
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player->unk_004 = 1.0f;
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if (player->pos.x < player->unk_0AC) {
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player->unk_004 = -1.0f;
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}
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gPlayer[0].vel.x = 0.0f;
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}
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