#include #include // This file is most likely z_en_a_obj.c void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) { ActorEnAObj* s0 = (ActorEnAObj*)this; s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300; s0->base.params = (s0->base.params & 0xFF) - 9; Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar); ActorShape_Init(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12); Collider_InitAndSetCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit); Collider_UpdateCylinder((Actor*)s0, &s0->collision); s0->base.colChkInfo.mass = 255; s0->update = (ActorFunc)EnAObj_Update1; } void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) { ColliderCylinder* a2 = &this->collision; Collider_DestroyCylinder(ctxt, a2); } void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) { s16 v0; s32 v1; if (func_800B84D0((Actor*)this, ctxt) != 0) { this->update = (ActorFunc)EnAObj_Update2; } else { v0 = this->base.yawTowardsPlayer - this->base.shape.rot.y; v1 = (v0 < 0)? -v0 : v0; if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) { func_800B863C((Actor*)this, ctxt); } } } void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) { if (func_800B867C((Actor*)this, ctxt) != 0) { this->update = (ActorFunc)EnAObj_Update1; } } void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) { (this->update)((Actor*)this, (GlobalContext*)ctxt); Actor_SetHeight((Actor*)this, 45.0f); CollisionCheck_SetOC(ctxt, &ctxt->colCheckCtx, (Collider*)&this->collision); } void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) { func_800BDFC0(ctxt, enAObjDisplayLists[this->base.params]); }