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https://github.com/TwilitRealm/dusklight
synced 2026-08-19 13:03:33 -04:00
Enable regHIO for Wii USA R0 (#2953)
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@@ -1385,7 +1385,7 @@ static void e_wb_b_run2(e_wb_class* i_this) {
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for (int i = 0; i < 8; i++) {
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cMtx_YrotS(*calc_mtx, i << 0xd);
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pos1.z = 3000.0f;
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pos1.z = 3000.0f + ZREG_F(10);
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MtxPosition(&pos1, &pos2);
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pos2 += player_p->current.pos;
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b_path2[i] = pos2;
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@@ -1530,8 +1530,6 @@ static void e_wb_b_run(e_wb_class* i_this) {
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i_this->mActionMode = 0;
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} else {
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s8 is_player_on_fast_horse = false;
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f32 cavalry_max_speed = l_HIO.leader_cavalry_battle_max_speed;
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if (daPy_getPlayerActorClass()->checkHorseRide() &&
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dComIfGp_getHorseActor()->speedF >= 30.0f)
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{
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@@ -1639,7 +1637,7 @@ static void e_wb_b_run(e_wb_class* i_this) {
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}
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}
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if (fopAcM_searchPlayerDistanceXZ(a_this) < 2000.0f) {
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if (fopAcM_searchPlayerDistanceXZ(a_this) < 2000.0f + KREG_F(0)) {
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target_speed *= 1.2f;
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if (a_this->speedF < l_HIO.max_speed) {
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@@ -1698,20 +1696,19 @@ static void e_wb_b_run(e_wb_class* i_this) {
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case 10: // jumping a fence / hit wall
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target_speed = l_HIO.max_speed;
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acceleration = 3.0f;
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int current_anim = i_this->mAnmID;
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if (current_anim == 0x18) {
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if (i_this->mAnmID == 0x18) {
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if (a_this->speed.y < 10.0f) {
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anm_init(i_this, 0x19, 10.0f, 0, anim_speed_factor);
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}
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} else if (current_anim == 0x19) {
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if (a_this->speed.y < -30.0f || i_this->mAcch.ChkGroundHit()) {
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} else if (i_this->mAnmID == 0x19) {
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if (a_this->speed.y < (-30.0f + JREG_F(9)) || i_this->mAcch.ChkGroundHit()) {
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anm_init(i_this, 0x1a, 2.0f, 0, 1.0f);
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i_this->mCollisionFlags |= 0xc;
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i_this->mLandingFlag = 1;
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i_this->mStatusFlags |= 0x200;
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}
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} else if (current_anim == 0x1a) {
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} else if (i_this->mAnmID == 0x1a) {
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i_this->mMovementType = 1;
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if (i_this->mpModelMorf->isStop()) {
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@@ -1724,8 +1721,9 @@ static void e_wb_b_run(e_wb_class* i_this) {
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if (i_this->mActionMode < 10) {
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cLib_addCalc2(&a_this->speedF, target_speed, 1.0f, acceleration);
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s16 targetAngle = (TREG_S(7) - 4) * (a_this->current.angle.y - initial_facing_angle);
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cLib_addCalcAngleS2(&i_this->mBodyTiltAngle,
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-4 * (a_this->current.angle.y - initial_facing_angle), 8, 0x200);
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targetAngle, 8, 0x200);
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i_this->mpModelMorf->setPlaySpeed(i_this->mPlaySpeed);
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cLib_addCalc2(&i_this->mPlaySpeed, anim_speed_factor, 1.0f, 0.1f);
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