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Ovl_En_Fsn Ok and Documented (#204)
* First decomp pass: Matched everything w/ data * Minor cleanup of func_80AE2F78 * Documented * Format * Some cleanup and PR suggestions * Format * Add the word player to a few functions to specify it is the player trying to buy * Add controller macros * Move common shopkeeper defines * name unk274 and add note to unk27A * Remove macros and just use flag defines * Convert Controller Macros to take globalCtx * Fix merge conflicts
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@@ -37,19 +37,19 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y;
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Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1);
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param_3->x = (param_3->x < -6000) ? -6000 : ((6000 < param_3->x) ? 6000 : param_3->x);
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param_3->x = CLAMP(param_3->x, -6000, 6000);
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yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1);
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param_3->y = (param_3->y < -8000) ? -8000 : ((8000 < param_3->y) ? 8000 : param_3->y);
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param_3->y = CLAMP(param_3->y, -8000, 8000);
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if (yawDiffFromTarget != 0) {
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if ((param_3->y < 0 ? -param_3->y : param_3->y) < 8000) {
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if (ABS_ALT(param_3->y) < 8000) {
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return 0;
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}
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}
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Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1);
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param_4->y = (param_4->y < -12000) ? -12000 : ((12000 < param_4->y) ? 12000 : param_4->y);
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param_4->y = CLAMP(param_4->y, -12000, 12000);
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return 1;
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}
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@@ -58,14 +58,15 @@ s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s*
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Player* player = PLAYER;
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += param_5;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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@@ -86,13 +87,14 @@ s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s*
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Player* player = PLAYER;
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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actor->focus.pos = param_5;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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@@ -61,7 +61,7 @@ u8 gItemSlots[] = {
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0x1C, 0x2B, 0x21, 0x2A, 0x2D, 0x1B, 0x1F, 0x1A, 0x22, 0x2E, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
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};
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u16 gItemPrices[] = {
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s16 gItemPrices[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0, 20,
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5, 20, 20, 50, 50, 200, 20, 20, 20, 200, 5, 0, 200, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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