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c56934038a
* Add trailing comma * Run format and add some missing trailing commas * Enforce the same clang-format version for everybody * z_en_m_fire1
112 lines
3.2 KiB
C
112 lines
3.2 KiB
C
#include <ultra64.h>
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#include <global.h>
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void func_800E8EA0(GlobalContext* ctxt, Actor* actor, u16 param_3) {
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func_80151938(ctxt, param_3);
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actor->textId = param_3;
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}
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s32 nop_800E8ED0(UNK_TYPE4 param_1) {
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return 0;
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}
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void nop_800E8EE0(UNK_TYPE4 param_1) {
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}
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s32 nop_800E8EEC(UNK_TYPE4 param_1) {
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return 0;
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}
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void nop_800E8EFC(UNK_TYPE4 param_1) {
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}
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s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) {
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Math_SmoothStepToS(¶m_1->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_1->x, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->x, 0, 6, 6200, 100);
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return 1;
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}
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s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) {
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s16 targetPitch;
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s16 targetYaw;
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s16 yawDiffFromTarget;
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targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2);
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y;
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Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1);
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param_3->x = (param_3->x < -6000) ? -6000 : ((6000 < param_3->x) ? 6000 : param_3->x);
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yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1);
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param_3->y = (param_3->y < -8000) ? -8000 : ((8000 < param_3->y) ? 8000 : param_3->y);
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if (yawDiffFromTarget != 0) {
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if ((param_3->y < 0 ? -param_3->y : param_3->y) < 8000) {
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return 0;
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}
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}
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Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1);
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param_4->y = (param_4->y < -12000) ? -12000 : ((12000 < param_4->y) ? 12000 : param_4->y);
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return 1;
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}
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s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
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s16 sVar3;
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Actor* player;
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Vec3f local_14;
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player = (ctxt->actorCtx).actorList[2].first;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += param_5;
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if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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}
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if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = ctxt->view.eye;
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} else {
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local_14 = player->focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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return 1;
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}
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s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
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s16 sVar3;
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Actor* player;
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Vec3f local_14;
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player = (ctxt->actorCtx).actorList[2].first;
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actor->focus.pos = param_5;
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if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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func_800E8F08(param_3, param_4);
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return 0;
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}
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}
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if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = ctxt->view.eye;
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} else {
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local_14 = player->focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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return 1;
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}
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