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DmChar08 OK (#1085)
* progress * progress * about to merge data. probably a bad idea * matches with ZAPD * docs * done for now * progress * about to merge data. probably a bad idea * matches with ZAPD * docs * done for now * Fix makefile and add non matching to spec * did some git stuff * Git being a problem as usual * format * PR fixes * PR fixes * PR fixes * Merge master and fixes * going to merge play * merged in the big one * docs * PR fixes * format * Clean up * transition * Better init * Glitchy animations * PR * Format * PR comments * Missed one * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * fix conflicts * Fix conflicts * format * PR Co-authored-by: louist103 <louist103@gmail.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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Load Diff
@@ -8,10 +8,36 @@ struct DmChar08;
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typedef void (*DmChar08ActionFunc)(struct DmChar08*, PlayState*);
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typedef struct DmChar08 {
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/* 0x000 */ Actor actor;
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/* 0x144 */ char unk_144[0x5C];
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x15C */ SkelAnime skelAnime;
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/* 0x1A0 */ DmChar08ActionFunc actionFunc;
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/* 0x1A4 */ char unk_1A4[0x68];
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/* 0x1A4 */ Actor* palmTree1;
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/* 0x1A8 */ Actor* palmTree2;
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/* 0x1AC */ Vec3f tree1Pos;
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/* 0x1B8 */ Vec3f tree2Pos;
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/* 0x1C4 */ Vec3f bubblePos;
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/* 0x1D0 */ Vec3f focusPos;
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/* 0x1DC */ UNK_TYPE1 unk_1DC[8];
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/* 0x1E4 */ f32 targetYPos;
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/* 0x1E8 */ UNK_TYPE1 unk_1E8[8];
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/* 0x1F0 */ f32 unk_1F0;
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/* 0x1F4 */ s16 unk_1F4;
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/* 0x1F6 */ s16 unk_1F6;
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/* 0x1F6 */ s16 blinkTimer;
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/* 0x1FA */ s16 unk_1FA;
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/* 0x1FC */ u16 unk_1FC;
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/* 0x1FE */ u8 bubbleCount;
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/* 0x1FF */ u8 unk_1FF;
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/* 0x200 */ u8 eyeMode;
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/* 0x201 */ u8 eyeIndex;
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/* 0x202 */ u8 animIndex;
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/* 0x203 */ u8 unk_203;
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/* 0x204 */ UNK_TYPE1 unk_204;
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/* 0x205 */ u8 alpha;
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/* 0x206 */ u8 unk_206;
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/* 0x207 */ u8 unk_207;
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/* 0x208 */ u8 unk_208;
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/* 0x209 */ u8 dynapolyInitialized;
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} DmChar08; // size = 0x20C
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extern const ActorInit Dm_Char08_InitVars;
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@@ -56,7 +56,7 @@ void EffKamejimaWave_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = func_80BCEC6C;
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sVtxAlpha = 255;
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}
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D_80BCF1C4 = Lib_SegmentedToVirtual(object_kamejima_Matanimheader_001AF0);
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D_80BCF1C4 = Lib_SegmentedToVirtual(gTurtleWaveTexAnim);
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}
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void EffKamejimaWave_Destroy(Actor* thisx, PlayState* play) {
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@@ -137,7 +137,7 @@ void EffKamejimaWave_Update(Actor* thisx, PlayState* play) {
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}
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void EffKamejimaWave_SetVtxAlpha(u8 alpha) {
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Vtx* vtx = Lib_SegmentedToVirtual(&object_kamejima_Vtx_000000);
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Vtx* vtx = Lib_SegmentedToVirtual(&gTurtleWaveVtx);
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vtx[2].v.cn[3] = alpha;
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vtx[6].v.cn[3] = alpha;
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@@ -165,7 +165,7 @@ void EffKamejimaWave_Draw(Actor* thisx, PlayState* play) {
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AnimatedMat_Draw(play, D_80BCF1C4);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, primColor.r, primColor.g, primColor.b, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, envColor.r, envColor.g, envColor.b, 255);
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gSPDisplayList(POLY_XLU_DISP++, object_kamejima_DL_000140);
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gSPDisplayList(POLY_XLU_DISP++, gTurtleWaveDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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