#include #include void func_800E8EA0(GlobalContext* ctxt, Actor* actor, u16 param_3) { func_80151938(ctxt, param_3); actor->textId = param_3; } 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 = (param_3->x < -6000) ? -6000 : ((6000 < param_3->x) ? 6000 : param_3->x); yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1); param_3->y = (param_3->y < -8000) ? -8000 : ((8000 < param_3->y) ? 8000 : param_3->y); if (yawDiffFromTarget != 0) { if ((param_3->y < 0 ? -param_3->y : param_3->y) < 8000) { return 0; } } Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1); param_4->y = (param_4->y < -12000) ? -12000 : ((12000 < param_4->y) ? 12000 : param_4->y); return 1; } s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { s16 sVar3; Actor* player; Vec3f local_14; player = (ctxt->actorCtx).actorList[2].first; actor->focus.pos = actor->world.pos; actor->focus.pos.y += param_5; if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { func_800E8F08(param_3, param_4); return 0; } } if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = ctxt->view.eye; } else { local_14 = player->focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); return 1; } s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { s16 sVar3; Actor* player; Vec3f local_14; player = (ctxt->actorCtx).actorList[2].first; actor->focus.pos = param_5; if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { func_800E8F08(param_3, param_4); return 0; } } if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = ctxt->view.eye; } else { local_14 = player->focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); return 1; }