mirror of
https://github.com/zeldaret/oot
synced 2026-06-20 00:07:55 -04:00
Document BodyBreak (en_part, body part spawner) (#797)
* done * status defines * whoops * comment wording * size calc change * elseif
This commit is contained in:
+60
-53
@@ -3037,104 +3037,111 @@ s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
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return arg0[0];
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}
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void func_80032E24(struct_80032E24* arg0, s32 arg1, GlobalContext* globalCtx) {
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u32 sp28;
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u32 sp24;
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u32 sp20;
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, GlobalContext* globalCtx) {
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u32 matricesSize;
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u32 dListsSize;
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u32 objectIdsSize;
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sp28 = (arg1 * sizeof(*arg0->unk_00)) + sizeof(*arg0->unk_00);
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arg0->unk_00 = ZeldaArena_MallocDebug(sp28, "../z_actor.c", 7540);
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if (arg0->unk_00 != NULL) {
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sp24 = (arg1 * sizeof(*arg0->unk_0C)) + sizeof(*arg0->unk_0C);
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arg0->unk_0C = ZeldaArena_MallocDebug(sp24, "../z_actor.c", 7543);
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if (arg0->unk_0C != NULL) {
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sp20 = (arg1 * sizeof(*arg0->unk_04)) + sizeof(*arg0->unk_04);
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arg0->unk_04 = ZeldaArena_MallocDebug(sp20, "../z_actor.c", 7546);
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if (arg0->unk_04 != NULL) {
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Lib_MemSet((u8*)arg0->unk_00, sp28, 0);
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Lib_MemSet((u8*)arg0->unk_0C, sp24, 0);
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Lib_MemSet((u8*)arg0->unk_04, sp20, 0);
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arg0->unk_10 = 1;
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matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
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bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
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if (bodyBreak->matrices != NULL) {
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dListsSize = (count + 1) * sizeof(*bodyBreak->dLists);
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bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
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if (bodyBreak->dLists != NULL) {
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objectIdsSize = (count + 1) * sizeof(*bodyBreak->objectIds);
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bodyBreak->objectIds = ZeldaArena_MallocDebug(objectIdsSize, "../z_actor.c", 7546);
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if (bodyBreak->objectIds != NULL) {
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Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
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Lib_MemSet((u8*)bodyBreak->dLists, dListsSize, 0);
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Lib_MemSet((u8*)bodyBreak->objectIds, objectIdsSize, 0);
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bodyBreak->val = 1;
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return;
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}
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}
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}
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if (arg0->unk_00 != NULL) {
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ZeldaArena_FreeDebug(arg0->unk_00, "../z_actor.c", 7558);
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if (bodyBreak->matrices != NULL) {
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ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7558);
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}
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if (arg0->unk_0C != NULL) {
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ZeldaArena_FreeDebug(arg0->unk_0C, "../z_actor.c", 7561);
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if (bodyBreak->dLists != NULL) {
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ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
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}
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if (arg0->unk_04 != NULL) {
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ZeldaArena_FreeDebug(arg0->unk_04, "../z_actor.c", 7564);
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if (bodyBreak->objectIds != NULL) {
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ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7564);
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}
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}
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void func_80032F54(struct_80032E24* arg0, s32 arg1, s32 arg2, s32 arg3, u32 arg4, Gfx** dList, s16 arg6) {
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void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
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s16 objectId) {
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GlobalContext* globalCtx = Effect_GetGlobalCtx();
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if ((globalCtx->actorCtx.unk_00 == 0) && (arg0->unk_10 > 0)) {
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if ((arg1 >= arg2) && (arg3 >= arg1) && (*dList != 0)) {
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arg0->unk_0C[arg0->unk_10] = *dList;
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Matrix_Get(&arg0->unk_00[arg0->unk_10]);
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arg0->unk_04[arg0->unk_10] = arg6;
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arg0->unk_10++;
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if ((globalCtx->actorCtx.unk_00 == 0) && (bodyBreak->val > 0)) {
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if ((limbIndex >= minLimbIndex) && (limbIndex <= maxLimbIndex) && (*dList != NULL)) {
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bodyBreak->dLists[bodyBreak->val] = *dList;
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Matrix_Get(&bodyBreak->matrices[bodyBreak->val]);
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bodyBreak->objectIds[bodyBreak->val] = objectId;
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bodyBreak->val++;
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}
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if (arg1 != arg0->unk_14) {
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arg0->unk_08++;
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if (limbIndex != bodyBreak->prevLimbIndex) {
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bodyBreak->count++;
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}
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if ((u32)arg0->unk_08 >= arg4) {
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arg0->unk_08 = arg0->unk_10 - 1;
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arg0->unk_10 = -1;
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if ((u32)bodyBreak->count >= count) {
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bodyBreak->count = bodyBreak->val - 1;
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bodyBreak->val = BODYBREAK_STATUS_READY;
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}
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}
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arg0->unk_14 = arg1;
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bodyBreak->prevLimbIndex = limbIndex;
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}
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s32 func_8003305C(Actor* actor, struct_80032E24* arg1, GlobalContext* globalCtx, s16 params) {
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s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, GlobalContext* globalCtx, s16 type) {
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EnPart* spawnedEnPart;
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MtxF* mtx;
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s16 objBankIndex;
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if (arg1->unk_10 != -1) {
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if (bodyBreak->val != BODYBREAK_STATUS_READY) {
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return false;
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}
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while (arg1->unk_08 > 0) {
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Matrix_Put(&arg1->unk_00[arg1->unk_08]);
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while (bodyBreak->count > 0) {
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Matrix_Put(&bodyBreak->matrices[bodyBreak->count]);
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Matrix_Scale(1.0f / actor->scale.x, 1.0f / actor->scale.y, 1.0f / actor->scale.z, MTXMODE_APPLY);
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Matrix_Get(&arg1->unk_00[arg1->unk_08]);
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Matrix_Get(&bodyBreak->matrices[bodyBreak->count]);
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if (1) { // Necessary to match
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if (arg1->unk_04[arg1->unk_08] >= 0) {
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objBankIndex = arg1->unk_04[arg1->unk_08];
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if (1) {
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if (bodyBreak->objectIds[bodyBreak->count] >= 0) {
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objBankIndex = bodyBreak->objectIds[bodyBreak->count];
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} else {
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objBankIndex = actor->objBankIndex;
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}
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}
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mtx = &arg1->unk_00[arg1->unk_08];
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mtx = &bodyBreak->matrices[bodyBreak->count];
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spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, mtx->wx,
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mtx->wy, mtx->wz, 0, 0, objBankIndex, params);
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mtx->wy, mtx->wz, 0, 0, objBankIndex, type);
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if (spawnedEnPart != NULL) {
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func_800D20CC(&arg1->unk_00[arg1->unk_08], &spawnedEnPart->actor.shape.rot, 0);
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spawnedEnPart->displayList = arg1->unk_0C[arg1->unk_08];
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func_800D20CC(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
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spawnedEnPart->displayList = bodyBreak->dLists[bodyBreak->count];
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spawnedEnPart->actor.scale = actor->scale;
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}
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arg1->unk_08--;
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bodyBreak->count--;
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}
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arg1->unk_10 = 0;
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ZeldaArena_FreeDebug(arg1->unk_00, "../z_actor.c", 7678);
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ZeldaArena_FreeDebug(arg1->unk_0C, "../z_actor.c", 7679);
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ZeldaArena_FreeDebug(arg1->unk_04, "../z_actor.c", 7680);
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bodyBreak->val = BODYBREAK_STATUS_FINISHED;
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ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
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ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
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ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7680);
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return true;
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}
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@@ -362,7 +362,7 @@ void BgMizuMovebg_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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u32 frames;
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if (1) {}
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_mizu_movebg.c", 754);
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frames = globalCtx->gameplayFrames;
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@@ -169,7 +169,7 @@ void EfcErupc_DrawParticles(EfcErupcParticles* particles, GlobalContext* globalC
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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s16 i;
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s32 pad;
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OPEN_DISPS(gfxCtx, "../z_efc_erupc.c", 368);
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for (i = 0; i < EFC_ERUPC_NUM_PARTICLES; i++, particles++) {
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if (particles->isActive) {
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@@ -468,7 +468,7 @@ void EnBb_SetupDeath(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_Death(EnBb* this, GlobalContext* globalCtx) {
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s16 sp4E = 3;
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s16 enpartType = 3;
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Vec3f sp40 = { 0.0f, 0.5f, 0.0f };
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Vec3f sp34 = { 0.0f, 0.0f, 0.0f };
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@@ -480,13 +480,16 @@ void EnBb_Death(EnBb* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.x -= 0x4E20;
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return;
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}
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if (this->enPartInfo.unk_10 == 0) {
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func_80032E24(&this->enPartInfo, 0xC, globalCtx);
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if (this->bodyBreak.val == BODYBREAK_STATUS_FINISHED) {
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BodyBreak_Alloc(&this->bodyBreak, 12, globalCtx);
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}
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if ((this->dmgEffect == 7) || (this->dmgEffect == 5)) {
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sp4E = 0xB;
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enpartType = 11;
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}
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if (!func_8003305C(&this->actor, &this->enPartInfo, globalCtx, sp4E)) {
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if (!BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, enpartType)) {
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return;
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}
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xD0);
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@@ -1263,7 +1266,7 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
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void EnBb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnBb* this = THIS;
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func_80032F54(&this->enPartInfo, limbIndex, 4, 0xF, 0xF, dList, -1);
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 4, 15, 15, dList, BODYBREAK_OBJECT_DEFAULT);
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}
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static Vec3f sFireIceOffsets[] = {
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@@ -42,7 +42,7 @@ typedef struct EnBb {
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/* 0x02AA */ u8 dmgEffect;
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/* 0x02AC */ ColliderJntSph collider;
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/* 0x02CC */ ColliderJntSphElement elements[1];
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/* 0x030C */ struct_80032E24 enPartInfo;
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/* 0x030C */ BodyBreak bodyBreak;
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/* 0x0324 */ Actor* targetActor;
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} EnBb; // size = 0x0328
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@@ -632,8 +632,8 @@ void func_80A75790(EnIk* this) {
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void func_80A758B0(EnIk* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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if (func_8003305C(&this->actor, &this->unk_308, globalCtx, this->actor.params + 4)) {
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this->unk_308.unk_10 = 0;
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if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params + 4)) {
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this->bodyBreak.val = BODYBREAK_STATUS_FINISHED;
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}
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if (SkelAnime_Update(&this->skelAnime)) {
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4000) {
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@@ -730,7 +730,7 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
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if (this->actor.params != 0) {
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if ((prevHealth > 10) && (this->actor.colChkInfo.health <= 10)) {
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this->unk_2FB = 1;
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func_80032E24(&this->unk_308, 3, globalCtx);
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BodyBreak_Alloc(&this->bodyBreak, 3, globalCtx);
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}
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} else if (this->actor.colChkInfo.health <= 10) {
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_BOSS);
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@@ -884,7 +884,7 @@ void EnIk_PostLimbDraw3(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ik_inFight.c", 1201);
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if (this->unk_2FB & 1) {
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func_80032F54(&this->unk_308, limbIndex, 0x1A, 0x1B, 0x1C, dList, -1);
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 26, 27, 28, dList, BODYBREAK_OBJECT_DEFAULT);
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}
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if (limbIndex == 12) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
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@@ -24,7 +24,7 @@ typedef struct EnIk {
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/* 0x0300 */ s16 unk_300;
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/* 0x0302 */ s16 switchFlags;
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/* 0x0304 */ EnIkActionFunc actionFunc;
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/* 0x0308 */ struct_80032E24 unk_308;
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/* 0x0308 */ BodyBreak bodyBreak;
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/* 0x0320 */ ColliderCylinder bodyCollider;
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/* 0x036C */ ColliderQuad axeCollider;
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/* 0x03EC */ ColliderTris shieldCollider;
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@@ -425,7 +425,7 @@ s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
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}
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if (this->actor.colChkInfo.health == 0) {
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this->hitByWindArrow = hitByWindArrow;
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func_80032E24(&this->unk_1E0, 8, globalCtx);
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BodyBreak_Alloc(&this->bodyBreak, 8, globalCtx);
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this->isDead = true;
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func_80032C7C(globalCtx, &this->actor);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 40, NA_SE_EN_SHELL_DEAD);
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@@ -454,7 +454,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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} else {
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this->actor.params = 1;
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}
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if (func_8003305C(&this->actor, &this->unk_1E0, globalCtx, this->actor.params) != 0) {
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if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params)) {
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if (!this->hitByWindArrow) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80);
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} else {
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@@ -480,7 +480,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnSb* this = THIS;
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func_80032F54(&this->unk_1E0, limbIndex, 0, 6, 8, dList, -1);
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 6, 8, dList, BODYBREAK_OBJECT_DEFAULT);
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}
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void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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@@ -13,7 +13,7 @@ typedef struct EnSb {
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/* 0x014C */ SkelAnime skelAnime;
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/* 0x0190 */ EnSbActionFunc actionFunc;
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/* 0x0194 */ ColliderCylinder collider;
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/* 0x01E0 */ struct_80032E24 unk_1E0;
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/* 0x01E0 */ BodyBreak bodyBreak;
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/* 0x01F8 */ s16 fire;
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/* 0x01FA */ s16 behavior;
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/* 0x01FC */ s16 isDead;
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@@ -380,7 +380,7 @@ void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx) {
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// this cast is likely not real, but allows for a match
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u8* new_var;
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new_var = &this->unk_283;
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if ((this->unk_283 != 1) || func_8003305C(&this->actor, &this->unk_28C, globalCtx, 1)) {
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if ((this->unk_283 != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, 1)) {
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if ((*new_var) != 0) {
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this->unk_283 = (*new_var) | 2;
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}
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@@ -409,25 +409,24 @@ void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
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}
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this->unk_280 = 1;
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this->actor.flags &= ~1;
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func_80032E24(&this->unk_28C, 18, globalCtx);
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BodyBreak_Alloc(&this->bodyBreak, 18, globalCtx);
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this->unk_283 |= 4;
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EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28);
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EnSkb_SetupAction(this, func_80AFD880);
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}
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void func_80AFD880(EnSkb* this, GlobalContext* globalCtx) {
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if (func_8003305C(&this->actor, &this->unk_28C, globalCtx, 1) != 0) {
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if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, 1)) {
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if (this->actor.scale.x == 0.01f) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x10);
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} else if (this->actor.scale.x <= 0.015f) {
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_BLUE);
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} else {
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if (this->actor.scale.x <= 0.015f) {
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_BLUE);
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} else {
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
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}
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
}
|
||||
|
||||
this->unk_283 |= 8;
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
@@ -482,7 +481,7 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
||||
((this->actor.colChkInfo.damageEffect == 0xE) &&
|
||||
((player->swordAnimation >= 4 && player->swordAnimation <= 11) ||
|
||||
(player->swordAnimation == 20 || player->swordAnimation == 21)))) {
|
||||
func_80032E24(&this->unk_28C, 2, globalCtx);
|
||||
BodyBreak_Alloc(&this->bodyBreak, 2, globalCtx);
|
||||
this->unk_283 = 1;
|
||||
}
|
||||
}
|
||||
@@ -545,9 +544,9 @@ void EnSkb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
||||
Collider_UpdateSpheres(limbIndex, &this->collider);
|
||||
|
||||
if ((this->unk_283 ^ 1) == 0) {
|
||||
func_80032F54(&this->unk_28C, limbIndex, 0xB, 0xC, 0x12, dList, -1);
|
||||
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 11, 12, 18, dList, BODYBREAK_OBJECT_DEFAULT);
|
||||
} else if ((this->unk_283 | 4) == this->unk_283) {
|
||||
func_80032F54(&this->unk_28C, limbIndex, 0, 0x12, 0x12, dList, -1);
|
||||
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 18, 18, dList, BODYBREAK_OBJECT_DEFAULT);
|
||||
}
|
||||
}
|
||||
#else
|
||||
|
||||
@@ -19,7 +19,7 @@ typedef struct EnSkb {
|
||||
/* 0x0283 */ u8 unk_283;
|
||||
/* 0x0284 */ EnSkbActionFunc actionFunc;
|
||||
/* 0x0288 */ s16 unk_288;
|
||||
/* 0x028C */ struct_80032E24 unk_28C;
|
||||
/* 0x028C */ BodyBreak bodyBreak;
|
||||
/* 0x02A4 */ ColliderJntSph collider;
|
||||
/* 0x02C4 */ ColliderJntSphElement colliderItem[2];
|
||||
} EnSkb; // size = 0x0344
|
||||
|
||||
@@ -199,8 +199,8 @@ void EnTite_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
ActorShape_Init(&thisx->shape, -200.0f, ActorShadow_DrawCircle, 70.0f);
|
||||
this->flipState = TEKTITE_INITIAL;
|
||||
thisx->colChkInfo.damageTable = sDamageTable;
|
||||
this->actionVar1 = 0; // value immediately overwritten in SetupIdle
|
||||
this->unk_2C4.unk_10 = 0;
|
||||
this->actionVar1 = 0;
|
||||
this->bodyBreak.val = BODYBREAK_STATUS_FINISHED;
|
||||
thisx->focus.pos = thisx->world.pos;
|
||||
thisx->focus.pos.y += 20.0f;
|
||||
thisx->colChkInfo.health = 2;
|
||||
@@ -769,14 +769,14 @@ void EnTite_DeathCry(EnTite* this, GlobalContext* globalCtx) {
|
||||
DEADSOUND_REPEAT_MODE_OFF, 40);
|
||||
this->action = TEKTITE_FALL_APART;
|
||||
EnTite_SetupAction(this, EnTite_FallApart);
|
||||
func_80032E24(&this->unk_2C4, 0x18, globalCtx);
|
||||
BodyBreak_Alloc(&this->bodyBreak, 24, globalCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawn EnPart and drop items
|
||||
*/
|
||||
void EnTite_FallApart(EnTite* this, GlobalContext* globalCtx) {
|
||||
if (func_8003305C(&this->actor, &this->unk_2C4, globalCtx, (this->actor.params + 0xB))) {
|
||||
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params + 0xB)) {
|
||||
if (this->actor.params == TEKTITE_BLUE) {
|
||||
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0);
|
||||
} else {
|
||||
@@ -971,26 +971,25 @@ void EnTite_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the locations where the tektite feet are rendered
|
||||
*/
|
||||
void EnTite_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** limbDList, Vec3s* rot, void* thisx) {
|
||||
EnTite* this = THIS;
|
||||
|
||||
switch (limbIndex) {
|
||||
case 8:
|
||||
Matrix_MultVec3f(&sFootOffset, &this->backRightFootPos);
|
||||
break;
|
||||
case 0xD:
|
||||
case 13:
|
||||
Matrix_MultVec3f(&sFootOffset, &this->frontRightFootPos);
|
||||
break;
|
||||
case 0x12:
|
||||
case 18:
|
||||
Matrix_MultVec3f(&sFootOffset, &this->backLeftFootPos);
|
||||
break;
|
||||
case 0x17:
|
||||
case 23:
|
||||
Matrix_MultVec3f(&sFootOffset, &this->frontLeftFootPos);
|
||||
break;
|
||||
}
|
||||
func_80032F54(&this->unk_2C4, limbIndex, 0, 0x18, 0x18, limbDList, -1);
|
||||
|
||||
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 24, 24, limbDList, BODYBREAK_OBJECT_DEFAULT);
|
||||
}
|
||||
|
||||
void EnTite_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
@@ -21,7 +21,7 @@ typedef struct EnTite {
|
||||
/* 0x02BC */ u8 action;
|
||||
/* 0x02BD */ u8 flipState;
|
||||
/* 0x02C0 */ EnTiteActionFunc actionFunc;
|
||||
/* 0x02C4 */ struct_80032E24 unk_2C4; // Data for EnPart which is spawned at death
|
||||
/* 0x02C4 */ BodyBreak bodyBreak;
|
||||
/* 0x02DC */ s32 unk_2DC; // flags related to bgCheck drawn effects
|
||||
/* 0x02E0 */ s16 actionVar1; // Usage depends on current action function
|
||||
/* 0x02E2 */ u8 actionVar2; // Usage depends on current action function
|
||||
|
||||
Reference in New Issue
Block a user