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3aeadb42b8
* PLAYER -> GET_PLAYER(globalCtx), ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * formatter * PR Suggestions * `FIRST_ENEMY` -> `GET_FIRST_ENEMY(globalCtx)` * Fix merge conflicts
112 lines
2.9 KiB
C
112 lines
2.9 KiB
C
#include "global.h"
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void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
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func_80151938(globalCtx, textId);
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actor->textId = textId;
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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 = CLAMP(param_3->x, -6000, 6000);
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yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1);
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param_3->y = CLAMP(param_3->y, -8000, 8000);
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if (yawDiffFromTarget != 0) {
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if (ABS_ALT(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 = CLAMP(param_4->y, -12000, 12000);
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return 1;
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}
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s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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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 (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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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 (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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} else {
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local_14 = player->actor.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* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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actor->focus.pos = param_5;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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sVar3A = ABS_ALT(sVar3);
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if (sVar3A >= 0x4300) {
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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 (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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} else {
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local_14 = player->actor.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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