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EnBba01 Ok and Documented (#667)
* Decomp Bba_01 * Doc bba01 * Document object_bba * Remove new line * Cleanup/rename EnHy to help differentiate it from overlays * Adjust xml comment * PR suggestions * English is hard * English is hard 2 * Add note about invalid textIds * typo * Fix merge * Remove 0 defines
This commit is contained in:
@@ -3,7 +3,7 @@
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* Description: Unused System for NPCs (includes animation, door interaction, blinking, pathing, and collider helpers)
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*/
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#include "z_en_hy.h"
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#include "z_en_hy_code.h"
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#include "overlays/actors/ovl_En_Door/z_en_door.h"
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#include "objects/object_aob/object_aob.h"
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#include "objects/object_bba/object_bba.h"
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@@ -18,7 +18,7 @@ static AnimationInfoS sAnimations[] = {
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{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &object_boj_Anim_001908, 1.0f, 0, -1, ANIMMODE_LOOP, -8 },
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{ &object_boj_Anim_0008C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &object_bba_Anim_005DC4, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &gBbaIdleHoldingBagAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &object_bji_Anim_000FDC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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{ &object_bji_Anim_000AB0, 1.0f, 0, -1, ANIMMODE_LOOP, -8 },
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{ &object_bji_Anim_00066C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
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@@ -42,12 +42,12 @@ const ActorInit En_Baba_InitVars = {
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};
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static AnimationInfo sAnimations[] = {
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{ &object_bba_Anim_005DC4, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &object_bba_Anim_006550, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &object_bba_Anim_006B10, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &object_bba_Anim_005154, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f },
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{ &object_bba_Anim_0058B8, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &object_bba_Anim_004910, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &gBbaIdleHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &gBbaIdleAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &gBbaWalkingHoldingBagAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &gBbaKnockedOverAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f },
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{ &gBbaLyingDownAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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{ &gBbaWalkingAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
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};
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static ColliderCylinderInit sCylinderInit = {
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@@ -429,7 +429,7 @@ void func_80BA93AC(EnBaba* this, GlobalContext* globalCtx) {
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}
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void func_80BA9480(EnBaba* this, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_bba_Skel_005EF0, &object_bba_Anim_006B10, this->jointTable,
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gBbaSkel, &gBbaWalkingHoldingBagAnim, this->jointTable,
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this->morphTable, 0x12);
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this->actor.draw = EnBaba_Draw;
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@@ -741,7 +741,7 @@ void EnBaba_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_8012C5B0(globalCtx->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(&object_bba_Tex_0092A0));
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(gBbaEyeTex));
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SkelAnime_DrawTransformFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, EnBaba_OverrideLimbDraw, EnBaba_PostLimbDraw,
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@@ -2,9 +2,18 @@
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* File: z_en_bba_01.c
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* Overlay: ovl_En_Bba_01
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* Description: Unused Bomb Shop Lady NPC
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*
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* Note: This actor was probably written with OOT's object_bba's skeleton in mind, and so this actor is very bugged.
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*
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* The main offender is that gBbaSkel has 18 limbs, while the system used (EnHy) expects 16 (see @bug in FinishInit
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* below).
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*
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* The draw functions also use different limbs than expected, which results in, for example, EnBba01's right arm and bag
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* following the player instead of her head and torso.
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*/
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#include "z_en_bba_01.h"
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#include "objects/object_bba/object_bba.h"
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#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10)
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@@ -15,12 +24,10 @@ void EnBba01_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnBba01_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnBba01_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_809CC2F0(EnBba01* this, GlobalContext* globalCtx);
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void func_809CC370(EnBba01* this, GlobalContext* globalCtx);
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void func_809CC3A8(EnBba01* this, GlobalContext* globalCtx);
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void func_809CC3CC(EnBba01* this, GlobalContext* globalCtx);
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void EnBba01_Walk(EnHy* this, GlobalContext* globalCtx);
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void EnBba01_FaceFoward(EnHy* this, GlobalContext* globalCtx);
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void EnBba01_Talk(EnHy* this, GlobalContext* globalCtx);
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#if 0
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const ActorInit En_Bba_01_InitVars = {
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ACTOR_EN_BBA_01,
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ACTORCAT_NPC,
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@@ -33,84 +40,296 @@ const ActorInit En_Bba_01_InitVars = {
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(ActorFunc)EnBba01_Draw,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_809CCC80 = {
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{ COLTYPE_HIT0, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
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{ ELEMTYPE_UNK1, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK1,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 18, 64, 0, { 0, 0, 0 } },
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};
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// sColChkInfoInit
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static CollisionCheckInfoInit2 D_809CCCAC = { 0, 0, 0, 0, MASS_IMMOVABLE };
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static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
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// static DamageTable sDamageTable = {
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static DamageTable D_809CCCB8 = {
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/* Deku Nut */ DMG_ENTRY(0, 0x0),
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/* Deku Stick */ DMG_ENTRY(0, 0x0),
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/* Horse trample */ DMG_ENTRY(0, 0x0),
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/* Explosives */ DMG_ENTRY(0, 0x0),
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/* Zora boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x0),
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/* Goron punch */ DMG_ENTRY(0, 0x0),
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/* Sword */ DMG_ENTRY(0, 0x0),
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/* Goron pound */ DMG_ENTRY(0, 0x0),
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/* Fire arrow */ DMG_ENTRY(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Goron spikes */ DMG_ENTRY(0, 0x0),
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/* Deku spin */ DMG_ENTRY(0, 0x0),
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/* Deku bubble */ DMG_ENTRY(0, 0x0),
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/* Deku launch */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x0),
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/* Zora barrier */ DMG_ENTRY(0, 0x0),
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/* Normal shield */ DMG_ENTRY(0, 0x0),
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/* Light ray */ DMG_ENTRY(0, 0x0),
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/* Thrown object */ DMG_ENTRY(0, 0x0),
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/* Zora punch */ DMG_ENTRY(0, 0x0),
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/* Spin attack */ DMG_ENTRY(0, 0x0),
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/* Sword beam */ DMG_ENTRY(0, 0x0),
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/* Normal Roll */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0),
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/* Powder Keg */ DMG_ENTRY(0, 0x0),
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static DamageTable sDamageTable = {
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/* Deku Nut */ DMG_ENTRY(0, 0),
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/* Deku Stick */ DMG_ENTRY(0, 0),
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/* Horse trample */ DMG_ENTRY(0, 0),
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/* Explosives */ DMG_ENTRY(0, 0),
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/* Zora boomerang */ DMG_ENTRY(0, 0),
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/* Normal arrow */ DMG_ENTRY(0, 0),
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0),
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/* Hookshot */ DMG_ENTRY(0, 0),
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/* Goron punch */ DMG_ENTRY(0, 0),
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/* Sword */ DMG_ENTRY(0, 0),
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/* Goron pound */ DMG_ENTRY(0, 0),
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/* Fire arrow */ DMG_ENTRY(0, 0),
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/* Ice arrow */ DMG_ENTRY(0, 0),
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/* Light arrow */ DMG_ENTRY(0, 0),
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/* Goron spikes */ DMG_ENTRY(0, 0),
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/* Deku spin */ DMG_ENTRY(0, 0),
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/* Deku bubble */ DMG_ENTRY(0, 0),
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/* Deku launch */ DMG_ENTRY(0, 0),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0),
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/* Zora barrier */ DMG_ENTRY(0, 0),
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/* Normal shield */ DMG_ENTRY(0, 0),
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/* Light ray */ DMG_ENTRY(0, 0),
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/* Thrown object */ DMG_ENTRY(0, 0),
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/* Zora punch */ DMG_ENTRY(0, 0),
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/* Spin attack */ DMG_ENTRY(0, 0),
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/* Sword beam */ DMG_ENTRY(0, 0),
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/* Normal Roll */ DMG_ENTRY(0, 0),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0),
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0),
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/* Unblockable */ DMG_ENTRY(0, 0),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0),
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/* Powder Keg */ DMG_ENTRY(0, 0),
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};
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#endif
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u16 D_809CCCD8[] = { 4000, 4, 1, 3, 6000, 4, 1, 6, 4000, 4, 1, 3, 6000, 4, 1, 6 };
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extern ColliderCylinderInit D_809CCC80;
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extern CollisionCheckInfoInit2 D_809CCCAC;
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extern DamageTable D_809CCCB8;
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void EnBba01_UpdateModel(EnBba01* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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Vec3f focus;
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extern UNK_TYPE D_06005EF0;
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EnHy_UpdateSkelAnime(&this->enHy, globalCtx);
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if (func_8013D5E8(this->enHy.actor.shape.rot.y, 0x36B0, this->enHy.actor.yawTowardsPlayer)) {
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focus.x = player->actor.world.pos.x;
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focus.y = player->bodyPartsPos[7].y + 3.0f;
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focus.z = player->actor.world.pos.z;
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func_8013D2E0(&focus, &this->enHy.actor.focus.pos, &this->enHy.actor.shape.rot, &this->enHy.focusTarget,
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&this->enHy.headRot, &this->enHy.torsoRot, D_809CCCD8);
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} else {
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Math_SmoothStepToS(&this->enHy.focusTarget.x, 0, 4, 0x3E8, 1);
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Math_SmoothStepToS(&this->enHy.focusTarget.y, 0, 4, 0x3E8, 1);
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Math_SmoothStepToS(&this->enHy.headRot.x, 0, 4, 0x3E8, 1);
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Math_SmoothStepToS(&this->enHy.headRot.y, 0, 4, 0x3E8, 1);
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Math_SmoothStepToS(&this->enHy.torsoRot.x, 0, 4, 0x3E8, 1);
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Math_SmoothStepToS(&this->enHy.torsoRot.y, 0, 4, 0x3E8, 1);
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}
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SubS_FillLimbRotTables(globalCtx, this->enHy.limbRotTableY, this->enHy.limbRotTableZ,
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ARRAY_COUNT(this->enHy.limbRotTableY));
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EnHy_UpdateCollider(&this->enHy, globalCtx);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC060.s")
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s32 EnBba01_TestIsTalking(EnBba01* this, GlobalContext* globalCtx) {
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s32 isTalking = false;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC1D4.s")
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if (Actor_ProcessTalkRequest(&this->enHy.actor, &globalCtx->state)) {
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isTalking = true;
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this->enHy.textId = 0x10B9; // Invalid textId, produces empty textbox
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this->enHy.tmpFocusTarget = this->enHy.focusTarget;
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this->enHy.tmpHeadRot = this->enHy.headRot;
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this->enHy.tmpTorsoRot = this->enHy.torsoRot;
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this->enHy.tmpActionFunc = this->enHy.actionFunc;
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this->enHy.actionFunc = EnBba01_Talk;
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}
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return isTalking;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC270.s")
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s32 func_809CC270(EnBba01* this, GlobalContext* globalCtx) {
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s16 x;
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s16 y;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC2F0.s")
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Actor_GetScreenPos(globalCtx, &this->enHy.actor, &x, &y);
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//! @bug: Both x and y conditionals are always true, || should be an &&
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if (!this->enHy.waitingOnInit && ((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT))) {
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func_800B85E0(&this->enHy.actor, globalCtx, 30.0f, EXCH_ITEM_2E);
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}
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return true;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC370.s")
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void EnBba01_FinishInit(EnHy* this, GlobalContext* globalCtx) {
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//! @bug: gBbaSkel does not match EnHy's skeleton assumptions.
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//! Since gBbaSkel has more limbs than expected, joint and morph tables will overflow
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if (EnHy_Init(this, globalCtx, &gBbaSkel, ENHY_ANIMATION_BBA_6)) {
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this->actor.flags |= ACTOR_FLAG_1;
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this->actor.draw = EnBba01_Draw;
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this->waitingOnInit = false;
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if (ENBBA01_GET_PATH(&this->actor) == ENBBA01_NO_PATH) {
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this->actionFunc = EnBba01_FaceFoward;
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} else {
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this->actionFunc = EnBba01_Walk;
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC3A8.s")
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void EnBba01_Walk(EnHy* this, GlobalContext* globalCtx) {
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if (EnHy_MoveForwards(this, 1.0f)) {
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this->curPoint = 0;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC3CC.s")
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void EnBba01_FaceFoward(EnHy* this, GlobalContext* globalCtx) {
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this->actor.shape.rot = this->actor.world.rot;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/EnBba01_Init.s")
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void EnBba01_Talk(EnHy* this, GlobalContext* globalCtx) {
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s16 yaw;
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u8 talkState;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/EnBba01_Destroy.s")
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 4, 0xFA0, 1);
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talkState = Message_GetState(&globalCtx->msgCtx);
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this->inMsgState3 = (talkState == 3) ? true : false;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/EnBba01_Update.s")
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switch (talkState) {
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case 0:
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yaw = ABS_ALT(this->actor.shape.rot.y - this->actor.yawTowardsPlayer);
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if (yaw < 0x64) {
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func_801518B0(globalCtx, this->textId, NULL);
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}
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break;
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case 2:
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this->actor.textId = 0;
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this->focusTarget = this->tmpFocusTarget;
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this->headRot = this->tmpHeadRot;
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this->torsoRot = this->tmpTorsoRot;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->actionFunc = this->tmpActionFunc;
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this->tmpActionFunc = NULL;
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break;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC6F0.s")
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void EnBba01_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnBba01* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CC984.s")
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this->enHy.animObjIndex = func_8013D924(OBJECT_BBA, globalCtx);
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this->enHy.headObjIndex = func_8013D924(OBJECT_BBA, globalCtx);
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this->enHy.skelUpperObjIndex = func_8013D924(OBJECT_BBA, globalCtx);
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this->enHy.skelLowerObjIndex = func_8013D924(OBJECT_BBA, globalCtx);
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|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/func_809CCA5C.s")
|
||||
if ((this->enHy.animObjIndex < 0) || (this->enHy.headObjIndex < 0) || (this->enHy.skelUpperObjIndex < 0) ||
|
||||
(this->enHy.skelLowerObjIndex < 0)) {
|
||||
Actor_MarkForDeath(&this->enHy.actor);
|
||||
}
|
||||
this->enHy.actor.draw = NULL;
|
||||
Collider_InitCylinder(globalCtx, &this->enHy.collider);
|
||||
Collider_SetCylinder(globalCtx, &this->enHy.collider, &this->enHy.actor, &sCylinderInit);
|
||||
CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
|
||||
this->enHy.actor.flags &= ~ACTOR_FLAG_1;
|
||||
this->enHy.path = func_8013D648(globalCtx, ENBBA01_GET_PATH(&this->enHy.actor), ENBBA01_NO_PATH);
|
||||
this->enHy.waitingOnInit = true;
|
||||
Actor_SetScale(&this->enHy.actor, 0.01f);
|
||||
this->enHy.actionFunc = EnBba01_FinishInit;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bba_01/EnBba01_Draw.s")
|
||||
void EnBba01_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnBba01* this = THIS;
|
||||
|
||||
Collider_DestroyCylinder(globalCtx, &this->enHy.collider);
|
||||
}
|
||||
|
||||
void EnBba01_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnBba01* this = THIS;
|
||||
|
||||
EnBba01_TestIsTalking(this, globalCtx);
|
||||
this->enHy.actionFunc(&this->enHy, globalCtx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->enHy.actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
EnBba01_UpdateModel(this, globalCtx);
|
||||
func_809CC270(this, globalCtx);
|
||||
}
|
||||
|
||||
s32 EnBba01_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
Actor* thisx) {
|
||||
EnBba01* this = THIS;
|
||||
s8 bodyPart;
|
||||
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
bodyPart = gEnHyBodyParts[limbIndex];
|
||||
if (bodyPart >= 0) {
|
||||
Matrix_MultiplyVector3fByState(&zeroVec, &this->enHy.bodyPartsPos[bodyPart]);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[this->enHy.skelLowerObjIndex].segment);
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
Matrix_InsertTranslation(1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_InsertXRotation_s(this->enHy.headRot.y, MTXMODE_APPLY);
|
||||
Matrix_InsertZRotation_s(-this->enHy.headRot.x, MTXMODE_APPLY);
|
||||
Matrix_InsertTranslation(-1500.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_BAG) {
|
||||
Matrix_InsertXRotation_s(-this->enHy.torsoRot.y, MTXMODE_APPLY);
|
||||
Matrix_InsertZRotation_s(-this->enHy.torsoRot.x, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) && this->enHy.inMsgState3 &&
|
||||
((globalCtx->state.frames % 2) == 0)) {
|
||||
Matrix_InsertTranslation(40.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
|
||||
if ((limbIndex == BBA_LIMB_BAG) || (limbIndex == BBA_LIMB_TORSO) || (limbIndex == BBA_LIMB_LEFT_FOREARM)) {
|
||||
rot->y += (s16)(Math_SinS(this->enHy.limbRotTableY[limbIndex]) * 200.0f);
|
||||
rot->z += (s16)(Math_CosS(this->enHy.limbRotTableZ[limbIndex]) * 200.0f);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void EnBba01_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
EnBba01* this = THIS;
|
||||
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
|
||||
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
if (limbIndex == BBA_LIMB_HEAD) {
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
gSegments[0x06] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
Matrix_MultiplyVector3fByState(&zeroVec, &this->enHy.actor.focus.pos);
|
||||
}
|
||||
}
|
||||
|
||||
void EnBba01_TransformLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Actor* thisx) {
|
||||
}
|
||||
|
||||
void EnBba01_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnBba01* this = THIS;
|
||||
s32 i;
|
||||
u8* shadowTex = GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(u8[64][64]));
|
||||
u8* shadowTexIter;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_EnvColor(globalCtx->state.gfxCtx, 255, 255, 255, 0));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_EnvColor(globalCtx->state.gfxCtx, 55, 55, 255, 0));
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
SkelAnime_DrawTransformFlexOpa(globalCtx, this->enHy.skelAnime.skeleton, this->enHy.skelAnime.jointTable,
|
||||
this->enHy.skelAnime.dListCount, EnBba01_OverrideLimbDraw, EnBba01_PostLimbDraw,
|
||||
EnBba01_TransformLimbDraw, &this->enHy.actor);
|
||||
Matrix_InsertXRotation_s(0, MTXMODE_NEW);
|
||||
|
||||
for (i = 0, shadowTexIter = shadowTex; i < (s32)sizeof(u8[64][64]); i++) {
|
||||
*shadowTexIter++ = 0;
|
||||
}
|
||||
for (i = 0; i < 5; i++) {
|
||||
func_8013CD64(this->enHy.bodyPartsPos, &this->enHy.actor.world.pos, shadowTex, i / 5.0f,
|
||||
ARRAY_COUNT(this->enHy.bodyPartsPos), gEnHyShadowSize, gEnHyBodyPartsIndex);
|
||||
}
|
||||
func_8013CF04(&this->enHy.actor, &globalCtx->state.gfxCtx, shadowTex);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
#ifndef Z_EN_BBA_01_H
|
||||
#define Z_EN_BBA_01_H
|
||||
|
||||
#include "global.h"
|
||||
#include "z_en_hy_code.h"
|
||||
|
||||
struct EnBba01;
|
||||
|
||||
typedef void (*EnBba01ActionFunc)(struct EnBba01*, GlobalContext*);
|
||||
|
||||
#define ENBBA01_GET_PATH(thisx) (((thisx)->params & 0x7E00) >> 9)
|
||||
#define ENBBA01_NO_PATH 0x3F
|
||||
|
||||
typedef struct EnBba01 {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x0144 */ EnBba01ActionFunc actionFunc;
|
||||
/* 0x0148 */ char unk_148[0x4D4];
|
||||
/* 0x000 */ EnHy enHy;
|
||||
/* 0x3EC */ UNK_TYPE1 unk_3EC[0x230];
|
||||
} EnBba01; // size = 0x61C
|
||||
|
||||
extern const ActorInit En_Bba_01_InitVars;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "z_en_cne_01.h"
|
||||
#include "objects/object_cne/object_cne.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_8 | ACTOR_FLAG_1)
|
||||
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10)
|
||||
|
||||
#define THIS ((EnCne01*)thisx)
|
||||
|
||||
@@ -20,8 +20,6 @@ void EnCne01_Walk(EnHy* this, GlobalContext* globalCtx);
|
||||
void EnCne01_FaceForward(EnHy* this, GlobalContext* globalCtx);
|
||||
void EnCne01_Talk(EnHy* this, GlobalContext* globalCtx);
|
||||
|
||||
typedef enum { CNE01_DMG_EFF_NONE } EnCne01DamageEffect;
|
||||
|
||||
const ActorInit En_Cne_01_InitVars = {
|
||||
ACTOR_EN_CNE_01,
|
||||
ACTORCAT_NPC,
|
||||
@@ -57,41 +55,41 @@ static ColliderCylinderInit sCylinderInit = {
|
||||
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
|
||||
|
||||
static DamageTable sDamageTable = {
|
||||
/* Deku Nut */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Deku Stick */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Horse trample */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Explosives */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Zora boomerang */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Normal arrow */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Hookshot */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Goron punch */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Sword */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Goron pound */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Fire arrow */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Ice arrow */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Light arrow */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Goron spikes */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Deku spin */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Deku bubble */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Deku launch */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Zora barrier */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Normal shield */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Light ray */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Thrown object */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Zora punch */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Spin attack */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Sword beam */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Normal Roll */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Unblockable */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Powder Keg */ DMG_ENTRY(0, CNE01_DMG_EFF_NONE),
|
||||
/* Deku Nut */ DMG_ENTRY(0, 0),
|
||||
/* Deku Stick */ DMG_ENTRY(0, 0),
|
||||
/* Horse trample */ DMG_ENTRY(0, 0),
|
||||
/* Explosives */ DMG_ENTRY(0, 0),
|
||||
/* Zora boomerang */ DMG_ENTRY(0, 0),
|
||||
/* Normal arrow */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0),
|
||||
/* Hookshot */ DMG_ENTRY(0, 0),
|
||||
/* Goron punch */ DMG_ENTRY(0, 0),
|
||||
/* Sword */ DMG_ENTRY(0, 0),
|
||||
/* Goron pound */ DMG_ENTRY(0, 0),
|
||||
/* Fire arrow */ DMG_ENTRY(0, 0),
|
||||
/* Ice arrow */ DMG_ENTRY(0, 0),
|
||||
/* Light arrow */ DMG_ENTRY(0, 0),
|
||||
/* Goron spikes */ DMG_ENTRY(0, 0),
|
||||
/* Deku spin */ DMG_ENTRY(0, 0),
|
||||
/* Deku bubble */ DMG_ENTRY(0, 0),
|
||||
/* Deku launch */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0),
|
||||
/* Zora barrier */ DMG_ENTRY(0, 0),
|
||||
/* Normal shield */ DMG_ENTRY(0, 0),
|
||||
/* Light ray */ DMG_ENTRY(0, 0),
|
||||
/* Thrown object */ DMG_ENTRY(0, 0),
|
||||
/* Zora punch */ DMG_ENTRY(0, 0),
|
||||
/* Spin attack */ DMG_ENTRY(0, 0),
|
||||
/* Sword beam */ DMG_ENTRY(0, 0),
|
||||
/* Normal Roll */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0),
|
||||
/* Unblockable */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0),
|
||||
/* Powder Keg */ DMG_ENTRY(0, 0),
|
||||
};
|
||||
|
||||
static u16 D_809CBF58[] = { 4000, 4, 1, 3, 6000, 4, 1, 6, 4000, 4, 1, 3, 6000, 4, 1, 6 };
|
||||
u16 D_809CBF58[] = { 4000, 4, 1, 3, 6000, 4, 1, 6, 4000, 4, 1, 3, 6000, 4, 1, 6 };
|
||||
|
||||
void EnCne01_UpdateModel(EnCne01* this, GlobalContext* globalCtx) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
@@ -122,7 +120,7 @@ s32 EnCne01_TestIsTalking(EnCne01* this, GlobalContext* globalCtx) {
|
||||
|
||||
if (Actor_ProcessTalkRequest(&this->enHy.actor, &globalCtx->state)) {
|
||||
isTalking = true;
|
||||
this->enHy.textId = 0x10B9;
|
||||
this->enHy.textId = 0x10B9; // Invalid textId, produces empty textbox
|
||||
this->enHy.tmpFocusTarget = this->enHy.focusTarget;
|
||||
this->enHy.tmpHeadRot = this->enHy.headRot;
|
||||
this->enHy.tmpTorsoRot = this->enHy.torsoRot;
|
||||
@@ -169,13 +167,13 @@ void EnCne01_FaceForward(EnHy* this, GlobalContext* globalCtx) {
|
||||
|
||||
void EnCne01_Talk(EnHy* this, GlobalContext* globalCtx) {
|
||||
s16 yaw;
|
||||
u8 talkstate;
|
||||
u8 talkState;
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 4, 0xFA0, 1);
|
||||
talkstate = Message_GetState(&globalCtx->msgCtx);
|
||||
this->inMsgState3 = (talkstate == 3) ? true : false;
|
||||
talkState = Message_GetState(&globalCtx->msgCtx);
|
||||
this->inMsgState3 = (talkState == 3) ? true : false;
|
||||
|
||||
switch (talkstate) {
|
||||
switch (talkState) {
|
||||
case 0:
|
||||
yaw = ABS_ALT(this->actor.shape.rot.y - this->actor.yawTowardsPlayer);
|
||||
if (yaw < 0x64) {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#ifndef Z_EN_CNE_01_H
|
||||
#define Z_EN_CNE_01_H
|
||||
|
||||
#include "z_en_hy.h"
|
||||
#include "z_en_hy_code.h"
|
||||
|
||||
struct EnCne01;
|
||||
|
||||
|
||||
@@ -20,8 +20,6 @@ void EnZo_FollowPath(EnZo* this, GlobalContext* globalCtx);
|
||||
void EnZo_TreadWater(EnZo* this, GlobalContext* globalCtx);
|
||||
void EnZo_DoNothing(EnZo* this, GlobalContext* globalCtx);
|
||||
|
||||
typedef enum { ZO_DMG_EFF_NONE } EnZoDamageEffect;
|
||||
|
||||
const ActorInit En_Zo_InitVars = {
|
||||
ACTOR_EN_ZO,
|
||||
ACTORCAT_NPC,
|
||||
@@ -57,38 +55,38 @@ static ColliderCylinderInit sCylinderInit = {
|
||||
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
|
||||
|
||||
static DamageTable sDamageTable = {
|
||||
/* Deku Nut */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Deku Stick */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Horse trample */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Explosives */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Zora boomerang */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Normal arrow */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Hookshot */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Goron punch */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Sword */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Goron pound */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Fire arrow */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Ice arrow */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Light arrow */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Goron spikes */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Deku spin */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Deku bubble */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Deku launch */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Zora barrier */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Normal shield */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Light ray */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Thrown object */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Zora punch */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Spin attack */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Sword beam */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Normal Roll */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Unblockable */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Powder Keg */ DMG_ENTRY(0, ZO_DMG_EFF_NONE),
|
||||
/* Deku Nut */ DMG_ENTRY(0, 0),
|
||||
/* Deku Stick */ DMG_ENTRY(0, 0),
|
||||
/* Horse trample */ DMG_ENTRY(0, 0),
|
||||
/* Explosives */ DMG_ENTRY(0, 0),
|
||||
/* Zora boomerang */ DMG_ENTRY(0, 0),
|
||||
/* Normal arrow */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0),
|
||||
/* Hookshot */ DMG_ENTRY(0, 0),
|
||||
/* Goron punch */ DMG_ENTRY(0, 0),
|
||||
/* Sword */ DMG_ENTRY(0, 0),
|
||||
/* Goron pound */ DMG_ENTRY(0, 0),
|
||||
/* Fire arrow */ DMG_ENTRY(0, 0),
|
||||
/* Ice arrow */ DMG_ENTRY(0, 0),
|
||||
/* Light arrow */ DMG_ENTRY(0, 0),
|
||||
/* Goron spikes */ DMG_ENTRY(0, 0),
|
||||
/* Deku spin */ DMG_ENTRY(0, 0),
|
||||
/* Deku bubble */ DMG_ENTRY(0, 0),
|
||||
/* Deku launch */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0),
|
||||
/* Zora barrier */ DMG_ENTRY(0, 0),
|
||||
/* Normal shield */ DMG_ENTRY(0, 0),
|
||||
/* Light ray */ DMG_ENTRY(0, 0),
|
||||
/* Thrown object */ DMG_ENTRY(0, 0),
|
||||
/* Zora punch */ DMG_ENTRY(0, 0),
|
||||
/* Spin attack */ DMG_ENTRY(0, 0),
|
||||
/* Sword beam */ DMG_ENTRY(0, 0),
|
||||
/* Normal Roll */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0),
|
||||
/* Unblockable */ DMG_ENTRY(0, 0),
|
||||
/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0),
|
||||
/* Powder Keg */ DMG_ENTRY(0, 0),
|
||||
};
|
||||
|
||||
static AnimationInfoS sAnimations[] = {
|
||||
|
||||
Reference in New Issue
Block a user