mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link m_roll_lib.c
This commit is contained in:
@@ -237,6 +237,9 @@ m_snowman.c:
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m_view.c:
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.text: [0x803F3E58, 0x803F4E08]
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.rodata: [0x806433D8, 0x80643408]
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m_roll_lib.c:
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.text: [0x803F6570, 0x803F76F0]
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.rodata: [0x806434D8, 0x80643538]
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sys_stacks.c:
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.bss: [0x812F5670, 0x812F9670]
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m_vibctl.c:
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@@ -8,6 +8,25 @@
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extern "C" {
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#endif
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typedef struct snowman_actor_s {
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ACTOR actor_class;
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ClObjPipe_c _174;
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int _190;
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ACTOR* head_actor_p;
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xyz_t _198;
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u8 _1A4[0x1C4 - 0x1A4];
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xyz_t snowball_scale;
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f32 normalized_scale; /* normalized ball scale, [0, 1.0f] */
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f32 _1D4;
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f32 ball_scale; /* [0, 6400.0f] */
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f32 _1DC;
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int scale_result;
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int msg_info;
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int snowman_part;
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s_xyz head_vec;
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u8 _1F2[0x1FC - 0x1F2];
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} SNOWMAN_ACTOR;
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extern ACTOR_PROFILE Snowman_Profile;
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#ifdef __cplusplus
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@@ -83,6 +83,12 @@ typedef union collision_bg_u {
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u32 raw;
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} mCoBG_Collision_u;
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#define mCoBG_HIT_WALL (1 << 0) /* in contact with *any* wall */
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#define mCoBG_HIT_WALL_FRONT (1 << 1) /* in contact with wall to the front */
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#define mCoBG_HIT_WALL_RIGHT (1 << 2) /* in contact with wall to the right */
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#define mCoBG_HIT_WALL_LEFT (1 << 3) /* in contact with wall to the left */
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#define mCoBG_HIT_WALL_BACK (1 << 4) /* in contact with wall to the back */
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typedef struct collision_bg_check_result_s {
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u32 on_ground:1;
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u32 hit_attribute_wall:5;
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@@ -172,6 +178,9 @@ extern void mCoBG_Ut2SetDefaultOffset(int ut_x, int ut_z);
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extern int mCoBG_CheckWaveAttr(u32 attribute);
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extern int mCoBG_CheckPlant(xyz_t wpos);
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extern void mCoBG_InitBoatCollision();
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extern int mCoBG_CheckAttribute_BallRolling(s16* angles, const xyz_t* wpos);
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extern f32 mCoBG_CheckBallRollingArea(s16 angle, const xyz_t* wpos);
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extern int mCoBG_ExistHeightGap_KeepAndNow_Detail(xyz_t wpos);
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extern void mCoBG_InitMoveBgData();
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extern void mCoBG_InitBlockBgCheckMode();
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@@ -12,6 +12,9 @@ extern "C" {
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#endif
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/* acre unit world size */
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#define mFI_UNIT_BASE_SIZE 40
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#define mFI_UNIT_BASE_SIZE_F ((f32)mFI_UNIT_BASE_SIZE)
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#define mFI_UT_WORLDSIZE_X 40
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#define mFI_UT_WORLDSIZE_Z 40
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@@ -261,6 +261,8 @@ extern void mNpc_SendRegisteredGoodbyMail();
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extern void mNpc_IslandNpcRoomDataSet(mFM_fg_data_c** sorted_fg_data_list, int fg_name_start);
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extern Animal_c* mNpc_GetAnimalInfoP(mActor_name_t npc_name);
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extern int mNpc_RegistMaskNpc(mActor_name_t mask_id, mActor_name_t npc_id, mActor_name_t cloth);
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extern int mNpc_CheckNpcSet(int bx, int bz, int ut_x, int ut_z);
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extern int mNpc_GetMakeUtNuminBlock_hard_area(int* ut_x, int* ut_z, int bx, int bz, int start_ut);
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extern void mNpc_PrintRemoveInfo(gfxprint_t* gfxprint);
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extern void mNpc_PrintFriendship_fdebug(gfxprint_t* gfxprint);
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@@ -0,0 +1,34 @@
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#ifndef M_ROLL_LIB_H
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#define M_ROLL_LIB_H
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#include "types.h"
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#include "m_lib.h"
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#include "m_actor.h"
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#include "m_play_h.h"
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#include "m_demo.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void mRlib_spdXZ_to_spdF_Angle(xyz_t* speed_vec, f32* speedf, s16* angle_y_s);
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extern void mRlib_spdF_Angle_to_spdXZ(xyz_t* speed_vec, f32* speedf, s16* angle_y_s);
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extern int mRlib_position_move_for_sloop(ACTOR* actor, s_xyz* slope_angle);
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extern int mRlib_Get_norm_Clif(ACTOR* actor, xyz_t* normal_vec);
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extern void mRlib_Roll_Matrix_to_s_xyz(ACTOR* actor, s_xyz* rot, s16 angle);
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extern s16 mRlib_Get_HitWallAngleY(ACTOR* actor);
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extern void mRlib_Station_step_modify_to_wall(ACTOR* actor);
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extern int mRlib_Set_Position_Check(ACTOR* actor);
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extern int mRlib_HeightGapCheck_And_ReversePos(ACTOR* actor);
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extern int mRlib_Hole_check(ACTOR* actor);
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extern int mRlib_Get_ground_norm_inHole(ACTOR* actor, xyz_t* normal, f32* dist, s16* angle_y, s16* angle_rate, f32 rate_mod);
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extern int mRlib_PSnowmanBreakCheck(ACTOR* actor, GAME_PLAY* play, f32* speed);
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extern int mRlib_PSnowmanBreakNeckSwing(s16* head_angle_y, f32 f0, f32 scale);
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extern int mRlib_PSnowman_NormalTalk(ACTOR* actor, GAME_PLAY* play, f32* speed, mDemo_REQUEST_PROC demo_req_proc);
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extern int mRlib_snowman_ball_unit_check_from_pos(GAME_PLAY* play, const xyz_t* wpos);
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -31,6 +31,7 @@ typedef struct math_3d_triangle_s {
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} Math3D_triangle_c; // size = 0x34
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extern f32 Math3DVecLength(xyz_t* vec);
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extern f32 Math3DVecLengthSquare2D(f32 x, f32 y);
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extern void sMath_RotateX(xyz_t* pos, f32 rad);
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extern void sMath_RotateY(xyz_t* pos, f32 rad);
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extern void sMath_RotateZ(xyz_t* pos, f32 rad);
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@@ -0,0 +1,358 @@
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#include "m_roll_lib.h"
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#include "ac_snowman.h"
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#include "m_collision_bg.h"
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#include "m_common_data.h"
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#include "m_demo.h"
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#include "m_field_info.h"
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#include "m_name_table.h"
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#include "m_npc.h"
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#include "m_play.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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extern void mRlib_spdXZ_to_spdF_Angle(xyz_t* speed_vec, f32* speedf, s16* angle_y_s) {
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f32 x = speed_vec->x;
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f32 z = speed_vec->z;
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speedf[0] = sqrtf(x * x + z * z);
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angle_y_s[0] = atans_table(z, x);
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}
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extern void mRlib_spdF_Angle_to_spdXZ(xyz_t* speed_vec, f32* speedf, s16* angle_y_s) {
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speed_vec->x = sin_s(angle_y_s[0]) * speedf[0];
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speed_vec->z = cos_s(angle_y_s[0]) * speedf[0];
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}
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extern int mRlib_position_move_for_sloop(ACTOR* actor, s_xyz* slope_angle) {
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if (actor->bg_collision_check.result.on_ground && (slope_angle->x != 0 || slope_angle->z != 0)) {
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f32 x = (actor->position_speed.x * ABS(cos_s(slope_angle->z))); // duplicates cos_s call (3x)
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f32 y = actor->position_speed.y;
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f32 z = (actor->position_speed.z * ABS(cos_s(slope_angle->x))); // duplicates cos_s call (3x)
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actor->world.position.x += x * 0.5f + actor->status_data.collision_vec.x;
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actor->world.position.y += y * 0.5f + actor->status_data.collision_vec.y;
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actor->world.position.z += z * 0.5f + actor->status_data.collision_vec.z;
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return TRUE;
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}
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else {
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Actor_position_move(actor);
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return FALSE;
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}
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}
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extern int mRlib_Get_norm_Clif(ACTOR* actor, xyz_t* normal_vec) {
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s16 angles[2];
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if (mCoBG_CheckAttribute_BallRolling(angles, &actor->world.position)) {
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int i;
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for (i = 0; i < 2; i++) {
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f32 percent = mCoBG_CheckBallRollingArea(angles[i], &actor->world.position);
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if (percent > 0.0f && percent < 0.5f) {
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xyz_t rot;
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s16 angle = angles[i] + DEG2SHORT_ANGLE(90.0f);
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xyz_t pos = *normal_vec;
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rot.x = sin_s(angle);
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rot.y = 0.0f;
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rot.z = cos_s(angle);
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Matrix_RotateVector((int)DEG2SHORT_ANGLE((0.5f - percent) * 80.0f), &rot, 0);
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Matrix_Position(&pos, normal_vec);
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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extern void mRlib_Roll_Matrix_to_s_xyz(ACTOR* actor, s_xyz* rot, s16 angle) {
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MtxF matrix;
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xyz_t axis;
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axis.x = cos_s(actor->world.angle.y);
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axis.z = -sin_s(actor->world.angle.y);
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axis.y = 0.0f;
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Matrix_RotateVector(angle, &axis, 0);
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Matrix_rotateXYZ(rot->x, rot->y, rot->z, 1);
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Matrix_get(&matrix);
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Matrix_to_rotate2_new(&matrix, rot, 0);
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}
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extern s16 mRlib_Get_HitWallAngleY(ACTOR* actor) {
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u16 angle = actor->bg_collision_check.wall_info[0].angleY;
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u16 angle2;
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s16 median;
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/* check if only hit one wall */
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if (actor->bg_collision_check.result.hit_wall_count != 1) {
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angle2 = actor->bg_collision_check.wall_info[1].angleY;
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median = (angle + angle2) >> 1;
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if (ABS(angle - angle2) <= 0x8000) {
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return median;
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}
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else {
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median += 0x8000;
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return median; /* add 180 degrees */
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}
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}
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return angle;
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}
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extern void mRlib_Station_step_modify_to_wall(ACTOR* actor) {
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s_xyz angle;
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mCoBG_GetBgY_AngleS_FromWpos(&angle, actor->world.position, 0.0f);
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if (angle.x >= DEG2SHORT_ANGLE(45.0f)) {
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f32 z;
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actor->bg_collision_check.result.hit_wall |= mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT; /* force 'collision' with a wall in front of the actor */
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z = mFI_UT_WORLDSIZE_Z_F + (f32)((int)(actor->world.position.z / mFI_UT_WORLDSIZE_Z_F) * mFI_UT_WORLDSIZE_Z); /* move to exactly one Z unit backwards (positive Z) */
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actor->bg_collision_check.wall_info[0].angleY = DEG2SHORT_ANGLE(0.0f);
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actor->bg_collision_check.result.hit_wall_count = 1;
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actor->world.position.z = z;
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}
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}
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extern int mRlib_Set_Position_Check(ACTOR* actor) {
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int set;
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int bx;
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int bz;
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int ut_x;
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int ut_z;
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mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &ut_x, &ut_z, actor->world.position);
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/* check if the current unit is accessible by NPCs */
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set = mNpc_CheckNpcSet(bx, bz, ut_x, ut_z);
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if (set == FALSE) {
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/* Since it isn't, try searching the 3x3 grid around the center unit for available spots */
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int x_ofs;
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for (x_ofs = -1; x_ofs < 2; x_ofs++) {
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int z_ofs;
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for (z_ofs = -1; z_ofs < 2; z_ofs++) {
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if (
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(x_ofs != 0 || z_ofs != 0) &&
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(ut_x + x_ofs) < UT_X_NUM && (ut_x + x_ofs) > 0 &&
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(ut_z + z_ofs) < UT_Z_NUM && (ut_z + z_ofs) > 0
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) {
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set = mNpc_CheckNpcSet(bx, bz, ut_x + x_ofs, ut_z + z_ofs);
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}
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if (set == TRUE) {
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/* found an accessible spot for an NPC/ACTOR, so use that */
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f32 y_save = actor->world.position.y;
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mFI_BkandUtNum2CenterWpos(&actor->world.position, bx, bz, ut_x + x_ofs, ut_z + z_ofs);
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actor->world.position.y = y_save;
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return set;
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}
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}
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}
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}
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return set;
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}
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extern int mRlib_HeightGapCheck_And_ReversePos(ACTOR* actor) {
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if (mFI_GetPlayerWade() == mFI_WADE_INPROGRESS && mCoBG_ExistHeightGap_KeepAndNow_Detail(actor->world.position)) {
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if (mRlib_Set_Position_Check(actor) != FALSE) {
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actor->position_speed.y = 0.0f;
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}
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else {
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/* We couldn't find a valid unit in the 3x3 grid around the ACTOR's current unit */
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int bx;
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int bz;
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int ut_x;
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int ut_z;
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mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &ut_x, &ut_z, actor->world.position);
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/* Check all units in the current block for any valid spot to move our ACTOR to, and move there if found */
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if (mNpc_GetMakeUtNuminBlock_hard_area(&ut_x, &ut_z, bx, bz, 0)) {
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f32 y_save = actor->world.position.y;
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mFI_BkandUtNum2CenterWpos(&actor->world.position, bx, bz, ut_x, ut_z);
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actor->world.position.y = y_save;
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actor->position_speed.y = 0.0f;
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return TRUE;
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}
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return FALSE; /* no accessible unit in the entire block was found */
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}
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}
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return TRUE; /* ACTOR was in a good location or was moved to one in the 3x3 unit grid around them */
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}
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extern int mRlib_Hole_check(ACTOR* actor) {
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mActor_name_t* ut_fg_p = mFI_GetUnitFG(actor->world.position); // item underneath where the actor is
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if (ut_fg_p != NULL && ((ut_fg_p[0] >= HOLE_START && ut_fg_p[0] <= HOLE_END) || ut_fg_p[0] == HOLE_SHINE)) {
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return TRUE; // a hole item is under the actor
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}
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return FALSE; // item under the actor isn't a hole
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}
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extern int mRlib_Get_ground_norm_inHole(ACTOR* actor, xyz_t* normal, f32* dist, s16* angle_y, s16* angle_rate, f32 rate_mod) {
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if (mRlib_Hole_check(actor) != FALSE) {
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xyz_t center_pos;
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mFI_Wpos2UtCenterWpos(¢er_pos, actor->world.position);
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dist[0] = search_position_distance(&actor->world.position, ¢er_pos); // distance to center of hole
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angle_rate[0] = DEG2SHORT_ANGLE((dist[0] * 90.0f) * 0.0325f);
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angle_rate[0] = (int)(angle_rate[0] * rate_mod);
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angle_y[0] = atans_table(actor->world.position.z - center_pos.z, actor->world.position.x - center_pos.x);
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normal->x = (-cos_s(angle_rate[0])) * sin_s(angle_y[0]);
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normal->y = -sin_s(angle_rate[0]);
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normal->z = (-cos_s(angle_rate[0])) * cos_s(angle_y[0]);
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return TRUE;
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}
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else {
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dist[0] = 0.0f;
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return FALSE;
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}
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}
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static int mRlib_PSnowmanTouchCheck(const xyz_t* wpos) {
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if (
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ABS(wpos->x) < mFI_UT_WORLDSIZE_X_F &&
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ABS(wpos->z) < mFI_UT_WORLDSIZE_Z_F &&
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ABS(wpos->y) < mFI_UNIT_BASE_SIZE_F
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) {
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return TRUE;
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}
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return FALSE;
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}
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extern int mRlib_PSnowmanBreakCheck(ACTOR* actor, GAME_PLAY* play, f32* speed) {
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PLAYER_ACTOR* player = get_player_actor_withoutCheck(play);
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f32 actor_y_pos_save = actor->world.position.y;
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xyz_t pos_diff;
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/* Move actor to ground level for calc */
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actor->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(actor->world.position, 0.0f);
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||||
xyz_t_sub(&actor->world.position, &player->actor_class.world.position, &pos_diff);
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||||
actor->world.position.y = actor_y_pos_save; // restore y position after calculation
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||||
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||||
if (mRlib_PSnowmanTouchCheck(&pos_diff)) {
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||||
if (Math3d_normalizeXyz_t(&pos_diff)) {
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||||
xyz_t player_speed = player->actor_class.position_speed;
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||||
f32 sq_dist = pos_diff.x * player_speed.x + pos_diff.z * player_speed.z;
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||||
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||||
if (sq_dist > 0.0f) {
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||||
speed[0] += sq_dist * 0.5f;
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||||
}
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||||
else {
|
||||
add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f);
|
||||
}
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||||
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||||
if (speed[0] > 200.0f) {
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||||
return TRUE;
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||||
}
|
||||
}
|
||||
else {
|
||||
add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f);
|
||||
}
|
||||
}
|
||||
else {
|
||||
add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f);
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
extern int mRlib_PSnowmanBreakNeckSwing(s16* head_angle_y, f32 f0, f32 scale) {
|
||||
if (f0 > 20.0f) {
|
||||
s16 rot_x;
|
||||
s16 rot_z;
|
||||
s16 angle;
|
||||
|
||||
head_angle_y[0] += (s16)((f0 * 40.0f) * 0.5f);
|
||||
angle = head_angle_y[0] & 0x7000;
|
||||
rot_x = (f0 * 4.5f) * sin_s(angle);
|
||||
rot_z = (f0 * 4.5f) * cos_s(angle);
|
||||
|
||||
Matrix_translate(0.0f, scale * -1400.0f, 0.0f, 1); // move to neck location?
|
||||
Matrix_rotateXYZ(rot_x, 0, rot_z, 1); // rotate at location
|
||||
Matrix_translate(0.0f, scale * 1400.0f, 0.0f, 1); // restore original location
|
||||
}
|
||||
}
|
||||
|
||||
extern int mRlib_PSnowman_NormalTalk(ACTOR* actor, GAME_PLAY* play, f32* speed, mDemo_REQUEST_PROC demo_req_proc) {
|
||||
if (mDemo_Check(mDemo_TYPE_TALK, actor) == FALSE) {
|
||||
f32 actor_y_save;
|
||||
|
||||
/* Don't talk if the snowman broke */
|
||||
if (mRlib_PSnowmanBreakCheck(actor, play, speed) != FALSE) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* Update actor position temporarily */
|
||||
actor_y_save = actor->world.position.y;
|
||||
actor->world.position.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.position, 0.0f);
|
||||
mDemo_Request(mDemo_TYPE_TALK, actor, demo_req_proc);
|
||||
actor->world.position.y = actor_y_save; // restore original Y position
|
||||
}
|
||||
else {
|
||||
add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
extern int mRlib_snowman_ball_unit_check_from_pos(GAME_PLAY* play, const xyz_t* wpos) {
|
||||
ACTOR* actor;
|
||||
|
||||
/* Search out snowman actor & check distance to any found */
|
||||
for (actor = play->actor_info.list[ACTOR_PART_BG].actor; actor != NULL; actor = actor->next_actor) {
|
||||
if (actor->id == mAc_PROFILE_SNOWMAN) {
|
||||
xyz_t diff;
|
||||
SNOWMAN_ACTOR* snowman = (SNOWMAN_ACTOR*)actor;
|
||||
xyz_t* snowman_pos = &snowman->actor_class.world.position;
|
||||
f32 max_dist = MIN(snowman->normalized_scale * 20.0f + 10.0f, 19.0f);
|
||||
|
||||
xyz_t_sub(snowman_pos, wpos, &diff);
|
||||
|
||||
max_dist += 19.0f;
|
||||
|
||||
if (Math3DVecLengthSquare2D(diff.x, diff.z) < max_dist * max_dist) {
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* If a snowman actor doesn't exist, try using the ball position */
|
||||
if (Common_Get(ball_pos).x != 0.0f || Common_Get(ball_pos).y != 0.0f || Common_Get(ball_pos).z != 0.0f) {
|
||||
xyz_t diff;
|
||||
f32 max_dist = 20.0f;
|
||||
|
||||
xyz_t_sub(Common_GetPointer(ball_pos), wpos, &diff);
|
||||
max_dist += 19.0f;
|
||||
|
||||
if (Math3DVecLengthSquare2D(diff.x, diff.z) < max_dist * max_dist) {
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
Reference in New Issue
Block a user