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ovl_En_Kaizoku OK (#945)
* ovl_En_Kaizoku OK * format.sh * Review changes Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: Isghj <42048411+isghj5@users.noreply.github.com> * Fix building * first pass * picto * format * object * sfx * morecleanup * and more naming * boyo * Update src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Review Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * review Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * floats * steal some docs from OoT * review * format * sort * parens Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: Isghj <42048411+isghj5@users.noreply.github.com> Co-authored-by: angie <angheloalf95@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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Load Diff
@@ -2,19 +2,98 @@
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#define Z_EN_KAIZOKU_H
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#include "global.h"
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#include "z64snap.h"
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#include "objects/object_kz/object_kz.h"
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#define KAIZOKU_GET_EXIT_INDEX(thisx) ((thisx)->params & 0x3F)
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#define KAIZOKU_GET_SWITCHFLAG(thisx) (((thisx)->params >> 6) & 0x7F)
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struct EnKaizoku;
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typedef void (*EnKaizokuActionFunc)(struct EnKaizoku*, PlayState*);
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typedef enum EnKaizokuAnimation {
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/* 0 */ EN_KAIZOKU_ANIM_0,
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/* 1 */ EN_KAIZOKU_ANIM_1,
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/* 2 */ EN_KAIZOKU_ANIM_2,
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/* 3 */ EN_KAIZOKU_ANIM_3,
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/* 4 */ EN_KAIZOKU_ANIM_4,
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/* 5 */ EN_KAIZOKU_ANIM_5,
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/* 6 */ EN_KAIZOKU_ANIM_6,
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/* 7 */ EN_KAIZOKU_ANIM_7,
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/* 8 */ EN_KAIZOKU_ANIM_8,
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/* 9 */ EN_KAIZOKU_ANIM_9,
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/* 10 */ EN_KAIZOKU_ANIM_10,
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/* 11 */ EN_KAIZOKU_ANIM_11,
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/* 12 */ EN_KAIZOKU_ANIM_12,
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/* 13 */ EN_KAIZOKU_ANIM_13,
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/* 14 */ EN_KAIZOKU_ANIM_14,
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/* 15 */ EN_KAIZOKU_ANIM_15,
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/* 16 */ EN_KAIZOKU_ANIM_16,
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/* 17 */ EN_KAIZOKU_ANIM_17,
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/* 18 */ EN_KAIZOKU_ANIM_18,
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/* 19 */ EN_KAIZOKU_ANIM_MAX
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} EnKaizokuAnimation;
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typedef struct EnKaizoku {
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/* 0x000 */ Actor actor;
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/* 0x144 */ char unk_144[0x168];
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/* 0x000 */ PictoActor picto;
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/* 0x148 */ SkelAnime skelAnime;
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/* 0x18C */ Vec3s jointTable[KAIZOKU_LIMB_MAX];
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/* 0x21C */ Vec3s morphTable[KAIZOKU_LIMB_MAX];
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/* 0x2AC */ EnKaizokuActionFunc actionFunc;
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/* 0x2B0 */ char unk_2B0[0x40];
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/* 0x2B0 */ s16 action;
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/* 0x2B2 */ s16 unk_2B2;
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/* 0x2B4 */ s16 lookTimer;
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/* 0x2B6 */ s16 unk_2B6;
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/* 0x2B8 */ s16 unk_2B8;
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/* 0x2BA */ s16 drawDmgEffType;
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/* 0x2BC */ s16 switchFlag;
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/* 0x2BE */ s16 unk_2BE;
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/* 0x2C0 */ f32 drawDmgEffScale;
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/* 0x2C4 */ f32 drawDmgEffFrozenSteamScale;
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/* 0x2C8 */ s16 unk_2C8;
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/* 0x2CA */ s16 unk_2CA;
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/* 0x2CC */ s16 eyeIndex;
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/* 0x2CE */ s16 blinkTimer;
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/* 0x2D0 */ s16 unk_2D0;
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/* 0x2D2 */ s16 swordState;
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/* 0x2D4 */ s16 exitIndex;
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/* 0x2D6 */ s16 unk_2D6;
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/* 0x2D8 */ u8 unk_2D8;
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/* 0x2D9 */ u8 unk_2D9;
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/* 0x2DC */ f32 frameCount;
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/* 0x2E0 */ f32 unk_2E0;
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/* 0x2E4 */ EnKaizokuAnimation animIndex;
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/* 0x2E8 */ s32 bodyPartsPosIndex;
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/* 0x2EC */ s32 unk_2EC;
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/* 0x2F0 */ f32 unk_2F0;
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/* 0x2F4 */ s16 unk_2F4;
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/* 0x2F6 */ char unk_2F6[0x2FA];
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/* 0x2F8 */ Vec3f unk_2F8;
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/* 0x304 */ Vec3f unk_304;
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/* 0x310 */ Vec3f bodyPartsPos[15];
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/* 0x3C4 */ Vec3f unk_3C4;
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/* 0x3D0 */ s32 blureIndex;
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/* 0x3D4 */ ColliderCylinder bodyCollider;
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/* 0x420 */ ColliderQuad swordCollider;
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/* 0x4A0 */ ColliderTris blockCollider; // Unused. Inferred from OoT
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/* 0x4C0 */ ColliderTrisElement blockElements[2]; // Unused. Inferred from OoT
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/* 0x578 */ Vec3s headRot;
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/* 0x580 */ Vec3f rightFootPos;
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/* 0x58C */ Vec3f leftFootPos;
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/* 0x598 */ s32 unk_598;
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/* 0x59C */ s16 unk_59C;
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/* 0x59E */ s16 subCamId;
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/* 0x5A0 */ s16 unk_5A0;
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/* 0x5A2 */ s16 unk_5A2;
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/* 0x5A4 */ Vec3f subCamEye;
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/* 0x5B0 */ Vec3f subCamAt;
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/* 0x5BC */ Vec3f subCamUp;
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/* 0x5C8 */ Vec3f unk_5C8;
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/* 0x5D4 */ Vec3f unk_5D4;
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/* 0x5E0 */ f32 unk_5E0;
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/* 0x5E4 */ f32 unk_5E4;
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/* 0x5E8 */ f32 unk_5E8;
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/* 0x5EC */ f32 unk_5EC;
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} EnKaizoku; // size = 0x5F0
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#endif // Z_EN_KAIZOKU_H
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@@ -82,7 +82,7 @@ void ObjBoyo_UpdatePlayerBumpValues(ObjBoyo* this, Player* target) {
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void ObjBoyo_UpdatePirateBumpValues(ObjBoyo* src, EnKaizoku* target) {
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target->unk_2F0 = 30.0f;
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target->unk_2F4 = Actor_YawBetweenActors(&src->actor, &target->actor);
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target->unk_2F4 = Actor_YawBetweenActors(&src->actor, &target->picto.actor);
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}
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void ObjBoyo_UpdateBombBumpValues(ObjBoyo* src, EnBom* target) {
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