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https://github.com/TwilitRealm/dusklight
synced 2026-08-06 01:18:13 -04:00
Merge branch 'main' into 26-02-27-allocator-isolation
This commit is contained in:
+18
-17
@@ -14,6 +14,7 @@
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#include "d/d_com_inf_game.h"
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#include "f_op/f_op_actor_enemy.h"
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#include "f_op/f_op_camera_mng.h"
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#include <cstring>
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class daE_YM_HIO_c: public JORReflexible {
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public:
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@@ -964,13 +965,13 @@ void daE_YM_c::executeEscape() {
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cLib_chaseF(&speedF, 20.0f, 1.0f);
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setMoveSound(0);
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if (mAcch.ChkWallHit()) {
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field_0x6e4 += (s16) 0x800;
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ANGLE_ADD(field_0x6e4, 0x800);
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}
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if (field_0x6e8 >= 0) {
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field_0x6e6 -= (s16) 200;
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ANGLE_SUB(field_0x6e6, 200);
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} else {
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field_0x6e6 += (s16) 200;
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ANGLE_ADD(field_0x6e6, 200);
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}
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field_0x6e8 += field_0x6e6;
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@@ -1971,9 +1972,9 @@ void daE_YM_c::executeFly() {
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current.angle.y = cLib_targetAngleY(¤t.pos, &mPrevPos);
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current.angle.x = cLib_targetAngleX(¤t.pos, &mPrevPos);
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if ((s16)(cLib_targetAngleY(¤t.pos, &player_pos) - current.angle.y) < 0) {
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current.angle.y += (s16) 0x3000;
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ANGLE_ADD(current.angle.y, 0x3000);
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} else {
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current.angle.y -= (s16) 0x3000;
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ANGLE_SUB(current.angle.y, 0x3000);
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}
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}
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}
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@@ -2080,9 +2081,9 @@ void daE_YM_c::executeFly() {
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} else {
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tgt_ang_y = cLib_targetAngleY(¤t.pos, &mPrevPos);
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if (s16(cLib_targetAngleY(¤t.pos, &player_pos) - tgt_ang_y) < 0) {
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tgt_ang_y += (s16) 0x3000;
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ANGLE_ADD(tgt_ang_y, 0x3000);
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} else {
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tgt_ang_y -= (s16) 0x3000;
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ANGLE_SUB(tgt_ang_y, 0x3000);
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}
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cLib_chaseAngleS(¤t.angle.y, tgt_ang_y, 0x400);
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@@ -2100,7 +2101,7 @@ void daE_YM_c::executeFly() {
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}
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}
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field_0x6e4 += (s16) 0x800;
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ANGLE_ADD(field_0x6e4, 0x800);
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current.pos.y += cM_ssin(field_0x6e4) * 3.0f;
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}
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@@ -2176,7 +2177,7 @@ void daE_YM_c::executeFlyAttack() {
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case 4:
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case 5: {
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field_0x6e4 += (s16) 0x800;
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ANGLE_ADD(field_0x6e4, 0x800);
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current.pos.y += cM_ssin(field_0x6e4) * 3.0f;
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cLib_chaseF(&speed.y, 0.0f, 3.0f);
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cLib_chaseF(&speedF, 0.0f, 3.0f);
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@@ -2314,7 +2315,7 @@ void daE_YM_c::executeRail() {
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void daE_YM_c::executeBackRail() {
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static f32 YM_DIG_POS_Y[] = {-15.0f, -30.0f, -70.0f};
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cXyz my_vec_0 = dPath_GetPnt(mpPath, mCurrentPntNo)->m_position;
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cXyz my_vec_0 = (Vec)dPath_GetPnt(mpPath, mCurrentPntNo)->m_position;
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switch (mMode) {
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case 0: {
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if (current.pos.abs(my_vec_0) < 150.0f) {
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@@ -2537,12 +2538,12 @@ void daE_YM_c::executeSwitch() {
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cLib_chaseF(&field_0x6dc, 0.0f, 15.0f);
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setMoveSound(0);
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if (mAcch.ChkWallHit()) {
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field_0x6e4 += (s16) 0x800;
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ANGLE_ADD(field_0x6e4, 0x800);
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}
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if (field_0x6e8 >= 0) {
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field_0x6e6 -= (s16) 200;
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ANGLE_SUB(field_0x6e6, 200);
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} else {
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field_0x6e6 += (s16) 200;
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ANGLE_ADD(field_0x6e6, 200);
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}
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field_0x6e8 += field_0x6e6;
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cLib_addCalcAngleS(&shape_angle.y, field_0x6e4 + field_0x6e8, 4, 0x1000, 0x100);
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@@ -2742,7 +2743,7 @@ void daE_YM_c::executeFire() {
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default:
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break;
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}
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field_0x6e4 += (s16) 0x2000;
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ANGLE_ADD(field_0x6e4, 0x2000);
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current.pos.y += cM_ssin(field_0x6e4) * 3.0f;
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if (mMode) {
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mSound.startCreatureSoundLevel(Z2SE_EN_YM_FLY, 0, -1);
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@@ -2774,7 +2775,7 @@ void daE_YM_c::setLockByCargo() {
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void daE_YM_c::executeRiver() {
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cXyz player_pos = daPy_getPlayerActorClass()->current.pos;
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cXyz pnt_pos = dPath_GetPnt(mpPath, mCurrentPntNo)->m_position;
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cXyz pnt_pos = (Vec)dPath_GetPnt(mpPath, mCurrentPntNo)->m_position;
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cXyz my_vec_0;
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f32 next_path;
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switch (mMode) {
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@@ -2851,7 +2852,7 @@ void daE_YM_c::executeRiver() {
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case 2: {
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setRiverAttention();
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field_0x6e8 += (s16) 0x200;
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ANGLE_ADD(field_0x6e8, 0x200);
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current.pos.y += cM_ssin(field_0x6e8 << 1) * 15.0f;
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f32 my_float_val = cM_scos(field_0x6e8) * 15.0f;
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current.pos.x += my_float_val * cM_ssin(shape_angle.y);
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@@ -3146,7 +3147,7 @@ void daE_YM_c::action() {
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cXyz unused_vec(field_0x68c, field_0x68c, field_0x68c);
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cXyz my_pos = current.pos;
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setMidnaBindEffect(this, &mSound, &my_pos, &scale);
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mpMorf->play(NULL, dComIfGp_getReverb(fopAcM_GetRoomNo(this)));
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mpMorf->play(0, dComIfGp_getReverb(fopAcM_GetRoomNo(this)));
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mpBrk->play();
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}
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