#include "global.h" void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) { func_80151938(globalCtx, textId); actor->textId = textId; } s32 nop_800E8ED0(UNK_TYPE4 param_1) { return 0; } void nop_800E8EE0(UNK_TYPE4 param_1) { } s32 nop_800E8EEC(UNK_TYPE4 param_1) { return 0; } void nop_800E8EFC(UNK_TYPE4 param_1) { } s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) { Math_SmoothStepToS(¶m_1->y, 0, 6, 6200, 100); Math_SmoothStepToS(¶m_1->x, 0, 6, 6200, 100); Math_SmoothStepToS(¶m_2->y, 0, 6, 6200, 100); Math_SmoothStepToS(¶m_2->x, 0, 6, 6200, 100); return 1; } s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) { s16 targetPitch; s16 targetYaw; s16 yawDiffFromTarget; targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2); targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y; Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1); param_3->x = CLAMP(param_3->x, -6000, 6000); yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1); param_3->y = CLAMP(param_3->y, -8000, 8000); if (yawDiffFromTarget != 0) { if (ABS_ALT(param_3->y) < 8000) { return 0; } } Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1); param_4->y = CLAMP(param_4->y, -12000, 12000); return 1; } s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; actor->focus.pos = actor->world.pos; actor->focus.pos.y += param_5; if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); if (sVar3 >= 0x4300) { func_800E8F08(param_3, param_4); return 0; } } if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = globalCtx->view.eye; } else { local_14 = player->actor.focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); return 1; } s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; actor->focus.pos = param_5; if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); if (sVar3 >= 0x4300) { func_800E8F08(param_3, param_4); return 0; } } if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = globalCtx->view.eye; } else { local_14 = player->actor.focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); return 1; }