mirror of
https://github.com/zeldaret/oot
synced 2026-05-23 06:54:24 -04:00
@@ -26,17 +26,17 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play);
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void EnWeiyer_Update(Actor* thisx, PlayState* play);
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void EnWeiyer_Draw(Actor* thisx, PlayState* play);
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void func_80B32804(EnWeiyer* this, PlayState* play);
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void func_80B328E8(EnWeiyer* this, PlayState* play);
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void func_80B32C2C(EnWeiyer* this, PlayState* play);
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void func_80B32D30(EnWeiyer* this, PlayState* play);
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void func_80B32E34(EnWeiyer* this, PlayState* play);
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void func_80B33018(EnWeiyer* this, PlayState* play);
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void func_80B331CC(EnWeiyer* this, PlayState* play);
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void func_80B333B8(EnWeiyer* this, PlayState* play);
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void func_80B332B4(EnWeiyer* this, PlayState* play);
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void func_80B33338(EnWeiyer* this, PlayState* play);
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void func_80B3349C(EnWeiyer* this, PlayState* play);
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void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play);
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void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play);
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void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play);
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void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Attack(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Inactive(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Hurt(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Stunned(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Die(EnWeiyer* this, PlayState* play);
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void EnWeiyer_Dead(EnWeiyer* this, PlayState* play);
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void EnWeiyer_OutOfWater(EnWeiyer* this, PlayState* play);
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ActorProfile En_Weiyer_Profile = {
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/**/ ACTOR_EN_WEIYER,
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@@ -122,7 +122,7 @@ void EnWeiyer_Init(Actor* thisx, PlayState* play) {
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
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this->actionFunc = func_80B32804;
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this->actionFunc = EnWeiyer_InitInsideWaterBox;
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}
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void EnWeiyer_Destroy(Actor* thisx, PlayState* play) {
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@@ -131,52 +131,52 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyCylinder(play, &this->collider);
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}
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void func_80B32384(EnWeiyer* this) {
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this->unk_196 = this->actor.shape.rot.y;
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this->unk_27C = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y;
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void EnWeiyer_SetupFreeSwim(EnWeiyer* this) {
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this->targetYaw = this->actor.shape.rot.y;
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this->swimHeight = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y;
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Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
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this->unk_194 = 30;
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this->timer = 30;
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this->actor.speed = CLAMP_MAX(this->actor.speed, 2.5f);
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this->collider.base.atFlags &= ~AT_ON;
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this->unk_280 = this->actor.floorHeight;
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this->actionFunc = func_80B328E8;
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this->targetSwimHeight = this->actor.floorHeight;
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this->actionFunc = EnWeiyer_FreeSwim;
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}
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void func_80B32434(EnWeiyer* this) {
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void EnWeiyer_SetupTurnAround(EnWeiyer* this) {
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Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
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this->collider.base.atFlags |= AT_ON;
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this->unk_194 = 0;
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this->timer = 0;
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this->actor.speed = 5.0f;
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this->actionFunc = func_80B32C2C;
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this->actionFunc = EnWeiyer_TurnAround;
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}
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void func_80B32494(EnWeiyer* this) {
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void EnWeiyer_SetupStuckOnFloor(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
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this->unk_194 = 40;
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this->timer = 40;
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this->collider.base.atFlags |= AT_ON;
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this->actionFunc = func_80B32D30;
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this->actionFunc = EnWeiyer_StuckOnFloor;
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}
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void func_80B32508(EnWeiyer* this) {
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this->unk_194 = 200;
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void EnWeiyer_SetupAttack(EnWeiyer* this) {
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this->timer = 200;
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this->collider.base.atFlags |= AT_ON;
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this->skelAnime.playSpeed = 3.0f;
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this->actionFunc = func_80B32E34;
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this->actionFunc = EnWeiyer_Attack;
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}
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void func_80B32538(EnWeiyer* this) {
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this->unk_194 = 200;
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this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
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this->unk_27C = this->actor.world.pos.y;
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void EnWeiyer_SetupInactive(EnWeiyer* this) {
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this->timer = 200;
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this->targetYaw = this->actor.yawTowardsPlayer + 0x8000;
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this->swimHeight = this->actor.world.pos.y;
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this->actor.speed = CLAMP_MAX(this->actor.speed, 4.0f);
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this->collider.base.atFlags &= ~AT_ON;
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this->skelAnime.playSpeed = 1.0f;
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this->actionFunc = func_80B33018;
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this->actionFunc = EnWeiyer_Inactive;
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}
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void func_80B325A0(EnWeiyer* this) {
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void EnWeiyer_SetupHurt(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &gStingerHitAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -3.0f);
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this->unk_194 = 40;
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this->timer = 40;
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->actor.gravity = 0.0f;
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@@ -184,12 +184,12 @@ void func_80B325A0(EnWeiyer* this) {
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this->actor.speed = 3.0f;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA, 40);
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this->collider.dim.height = sCylinderInit.dim.height;
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this->actionFunc = func_80B331CC;
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this->actionFunc = EnWeiyer_Hurt;
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}
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void func_80B32660(EnWeiyer* this) {
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void EnWeiyer_SetupStunned(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
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this->unk_194 = 80;
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this->timer = 80;
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this->actor.speed = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = -1.0f;
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@@ -197,34 +197,34 @@ void func_80B32660(EnWeiyer* this) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80);
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this->collider.base.atFlags &= ~AT_ON;
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actionFunc = func_80B333B8;
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this->actionFunc = EnWeiyer_Stunned;
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}
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void func_80B32724(EnWeiyer* this) {
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void EnWeiyer_SetupDie(EnWeiyer* this) {
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Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
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this->unk_194 = 20;
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this->timer = 20;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA, 40);
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->actor.speed = 3.0f;
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this->actionFunc = func_80B332B4;
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this->actionFunc = EnWeiyer_Die;
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}
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void func_80B327B0(EnWeiyer* this) {
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void EnWeiyer_SetupDead(EnWeiyer* this) {
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this->actor.speed = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.colorFilterParams |= 0x2000;
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this->actionFunc = func_80B33338;
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this->actionFunc = EnWeiyer_Dead;
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}
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void func_80B327D8(EnWeiyer* this) {
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void EnWeiyer_SetupOutOfWater(EnWeiyer* this) {
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this->actor.shape.rot.x = -0x2000;
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this->unk_194 = -1;
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this->timer = -1;
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this->actor.speed = 5.0f;
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this->actionFunc = func_80B3349C;
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this->actionFunc = EnWeiyer_OutOfWater;
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}
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void func_80B32804(EnWeiyer* this, PlayState* play) {
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void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play) {
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WaterBox* waterBox;
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s32 bgId;
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@@ -239,20 +239,20 @@ void func_80B32804(EnWeiyer* this, PlayState* play) {
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} else {
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this->actor.home.pos.y -= 5.0f;
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this->actor.world.pos.y = (this->actor.home.pos.y + this->actor.floorHeight) / 2.0f;
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func_80B32384(this);
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EnWeiyer_SetupFreeSwim(this);
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}
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}
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void func_80B328E8(EnWeiyer* this, PlayState* play) {
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s32 sp34;
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void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play) {
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s32 animRestarted;
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f32 curFrame;
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SkelAnime_Update(&this->skelAnime);
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
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sp34 = Animation_OnFrame(&this->skelAnime, 0.0f);
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animRestarted = Animation_OnFrame(&this->skelAnime, 0.0f);
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curFrame = this->skelAnime.curFrame;
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Math_StepToF(&this->unk_27C, this->unk_280, 0.5f);
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this->actor.world.pos.y = this->unk_27C - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
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Math_StepToF(&this->swimHeight, this->targetSwimHeight, 0.5f);
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this->actor.world.pos.y = this->swimHeight - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
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if (curFrame <= 45.0f) {
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Math_StepToF(&this->actor.speed, 1.0f, 0.03f);
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@@ -261,19 +261,19 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) {
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}
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if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
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this->unk_196 = this->actor.wallYaw;
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this->unk_194 = 30;
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this->targetYaw = this->actor.wallYaw;
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this->timer = 30;
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}
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if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->unk_196, 182)) {
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if (this->unk_194 != 0) {
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this->unk_194--;
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if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 182)) {
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->unk_194 == 0) {
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this->unk_196 =
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if (this->timer == 0) {
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this->targetYaw =
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Rand_S16Offset(0x2000, 0x2000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1) + this->actor.shape.rot.y;
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this->unk_194 = 30;
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this->timer = 30;
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if (Rand_ZeroOne() < 0.3333f) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_CRY);
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@@ -283,38 +283,38 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) {
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if (this->actor.home.pos.y < this->actor.world.pos.y) {
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if (this->actor.home.pos.y < this->actor.floorHeight) {
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func_80B32434(this);
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EnWeiyer_SetupTurnAround(this);
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} else {
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this->actor.world.pos.y = this->actor.home.pos.y;
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this->unk_280 =
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this->targetSwimHeight =
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Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f) + this->actor.floorHeight;
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}
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} else {
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Player* player = GET_PLAYER(play);
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->unk_280 =
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this->targetSwimHeight =
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this->actor.home.pos.y - Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f);
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} else if (sp34 && (Rand_ZeroOne() < 0.1f)) {
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this->unk_280 =
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} else if (animRestarted && (Rand_ZeroOne() < 0.1f)) {
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this->targetSwimHeight =
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Rand_ZeroOne() * (this->actor.home.pos.y - this->actor.floorHeight) + this->actor.floorHeight;
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}
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if ((this->actor.xzDistToPlayer < 400.0f) && (fabsf(this->actor.yDistToPlayer) < 250.0f) &&
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(player->actor.world.pos.y < (this->actor.home.pos.y + 20.0f))) {
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func_80B32508(this);
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EnWeiyer_SetupAttack(this);
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}
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}
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}
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void func_80B32C2C(EnWeiyer* this, PlayState* play) {
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void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (this->unk_194 == 0) {
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if (this->timer == 0) {
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if (Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x800)) {
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this->actor.shape.rot.z = 0;
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this->actor.shape.rot.y += 0x8000;
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this->unk_194 = 1;
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this->timer = 1;
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} else {
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this->actor.shape.rot.z = this->actor.shape.rot.x * 2;
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}
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@@ -327,14 +327,14 @@ void func_80B32C2C(EnWeiyer* this, PlayState* play) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_SINK);
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}
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func_80B32538(this);
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EnWeiyer_SetupInactive(this);
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} else if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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func_80B32494(this);
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EnWeiyer_SetupStuckOnFloor(this);
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}
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}
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}
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void func_80B32D30(EnWeiyer* this, PlayState* play) {
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void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
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@@ -344,40 +344,40 @@ void func_80B32D30(EnWeiyer* this, PlayState* play) {
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
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Math_StepToF(&this->actor.speed, 0.0f, 1.0f);
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if (this->unk_194 != 0) {
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this->unk_194--;
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->unk_194 == 0) {
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func_80B32434(this);
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if (this->timer == 0) {
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EnWeiyer_SetupTurnAround(this);
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} else if (this->actor.world.pos.y < this->actor.home.pos.y) {
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func_80B32384(this);
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EnWeiyer_SetupFreeSwim(this);
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||||
}
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||||
}
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||||
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||||
s16 func_80B32DEC(EnWeiyer* this, PlayState* play) {
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s16 EnWeiyer_PitchTowardPlayer(EnWeiyer* this, PlayState* play) {
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||||
Player* player = GET_PLAYER(play);
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||||
Vec3f vec;
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||||
Vec3f playerWorldPos;
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||||
|
||||
vec.x = player->actor.world.pos.x;
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||||
vec.y = player->actor.world.pos.y + 20.0f;
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||||
vec.z = player->actor.world.pos.z;
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||||
playerWorldPos.x = player->actor.world.pos.x;
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||||
playerWorldPos.y = player->actor.world.pos.y + 20.0f;
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||||
playerWorldPos.z = player->actor.world.pos.z;
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||||
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||||
return Actor_WorldPitchTowardPoint(&this->actor, &vec);
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||||
return Actor_WorldPitchTowardPoint(&this->actor, &playerWorldPos);
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||||
}
|
||||
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||||
void func_80B32E34(EnWeiyer* this, PlayState* play) {
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void EnWeiyer_Attack(EnWeiyer* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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||||
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SkelAnime_Update(&this->skelAnime);
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||||
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||||
if (this->unk_194 != 0) {
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||||
this->unk_194--;
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||||
if (this->timer != 0) {
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||||
this->timer--;
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||||
}
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||||
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||||
if ((this->unk_194 == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) ||
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||||
if ((this->timer == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) ||
|
||||
(this->collider.base.atFlags & AT_HIT)) {
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||||
func_80B32538(this);
|
||||
EnWeiyer_SetupInactive(this);
|
||||
} else {
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||||
if (Actor_IsFacingPlayer(&this->actor, 0x2800)) {
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||||
Math_StepToF(&this->actor.speed, 4.0f, 0.2f);
|
||||
@@ -388,34 +388,34 @@ void func_80B32E34(EnWeiyer* this, PlayState* play) {
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
if (this->actor.home.pos.y < this->actor.floorHeight) {
|
||||
this->actor.shape.rot.x = 0;
|
||||
func_80B32434(this);
|
||||
EnWeiyer_SetupTurnAround(this);
|
||||
return;
|
||||
}
|
||||
|
||||
this->actor.world.pos.y = this->actor.home.pos.y;
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, 0x1000, 2, 0x100, 0x40);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, func_80B32DEC(this, play), 2, 0x100, 0x40);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, EnWeiyer_PitchTowardPlayer(this, play), 2, 0x100, 0x40);
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0x200, 0x80);
|
||||
|
||||
if ((player->actor.depthInWater < 50.0f) && (this->actor.depthInWater < 20.0f) &&
|
||||
Actor_IsFacingPlayer(&this->actor, 0x2000)) {
|
||||
func_80B327D8(this);
|
||||
EnWeiyer_SetupOutOfWater(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B33018(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_Inactive(EnWeiyer* this, PlayState* play) {
|
||||
f32 curFrame;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
|
||||
curFrame = this->skelAnime.curFrame;
|
||||
Math_StepToF(&this->unk_27C, (this->actor.home.pos.y - this->actor.floorHeight) / 4.0f + this->actor.floorHeight,
|
||||
Math_StepToF(&this->swimHeight, (this->actor.home.pos.y - this->actor.floorHeight) / 4.0f + this->actor.floorHeight,
|
||||
1.0f);
|
||||
this->actor.world.pos.y = this->unk_27C - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
|
||||
this->actor.world.pos.y = this->swimHeight - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
|
||||
|
||||
if (curFrame <= 45.0f) {
|
||||
Math_StepToF(&this->actor.speed, 1.0f, 0.03f);
|
||||
@@ -423,70 +423,70 @@ void func_80B33018(EnWeiyer* this, PlayState* play) {
|
||||
Math_StepToF(&this->actor.speed, 1.3f, 0.03f);
|
||||
}
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
this->unk_196 = this->actor.wallYaw;
|
||||
this->targetYaw = this->actor.wallYaw;
|
||||
}
|
||||
|
||||
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_196, 2, 0x200, 0x80) == 0) {
|
||||
this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->targetYaw, 2, 0x200, 0x80) == 0) {
|
||||
this->targetYaw = this->actor.yawTowardsPlayer + 0x8000;
|
||||
}
|
||||
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
if (this->actor.home.pos.y < this->actor.floorHeight) {
|
||||
func_80B32434(this);
|
||||
EnWeiyer_SetupTurnAround(this);
|
||||
} else {
|
||||
this->actor.world.pos.y = this->actor.home.pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
func_80B32384(this);
|
||||
if (this->timer == 0) {
|
||||
EnWeiyer_SetupFreeSwim(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B331CC(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_Hurt(EnWeiyer* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
this->unk_196 = this->actor.wallYaw;
|
||||
this->targetYaw = this->actor.wallYaw;
|
||||
} else {
|
||||
this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->targetYaw = this->actor.yawTowardsPlayer + 0x8000;
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.world.rot.y, this->unk_196, 0x38E);
|
||||
Math_ScaledStepToS(&this->actor.world.rot.y, this->targetYaw, 0x38E);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
this->actor.shape.rot.z = sinf(this->unk_194 * (M_PI / 5)) * 5120.0f;
|
||||
this->actor.shape.rot.z = sinf(this->timer * (M_PI / 5)) * 5120.0f;
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
if (this->timer == 0) {
|
||||
this->actor.shape.rot.z = 0;
|
||||
this->collider.base.acFlags |= AC_ON;
|
||||
func_80B32384(this);
|
||||
EnWeiyer_SetupFreeSwim(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B332B4(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_Die(EnWeiyer* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x400);
|
||||
this->actor.shape.rot.z += 0x1000;
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
if ((this->unk_194 == 0) || (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING)) {
|
||||
func_80B327B0(this);
|
||||
if ((this->timer == 0) || (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING)) {
|
||||
EnWeiyer_SetupDead(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B33338(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_Dead(EnWeiyer* this, PlayState* play) {
|
||||
this->actor.shape.shadowAlpha = CLAMP_MIN((s16)(this->actor.shape.shadowAlpha - 5), 0);
|
||||
this->actor.world.pos.y -= 2.0f;
|
||||
|
||||
@@ -496,9 +496,9 @@ void func_80B33338(EnWeiyer* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B333B8(EnWeiyer* this, PlayState* play) {
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
void EnWeiyer_Stunned(EnWeiyer* this, PlayState* play) {
|
||||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
@@ -515,78 +515,78 @@ void func_80B333B8(EnWeiyer* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
if (this->timer == 0) {
|
||||
this->actor.gravity = 0.0f;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
this->collider.dim.height = sCylinderInit.dim.height;
|
||||
func_80B32384(this);
|
||||
EnWeiyer_SetupFreeSwim(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B3349C(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_OutOfWater(EnWeiyer* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s16 phi_a1;
|
||||
s32 phi_a0;
|
||||
s16 pitch;
|
||||
s32 playerIsOutOfWater;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
phi_a0 = ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y);
|
||||
playerIsOutOfWater = ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y);
|
||||
|
||||
if (this->unk_194 == -1) {
|
||||
if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) {
|
||||
func_80B32538(this);
|
||||
if (this->timer == -1) {
|
||||
if (playerIsOutOfWater || (this->collider.base.atFlags & AT_HIT)) {
|
||||
EnWeiyer_SetupInactive(this);
|
||||
} else if (this->actor.depthInWater < 0.0f) {
|
||||
this->unk_194 = 10;
|
||||
this->timer = 10;
|
||||
EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 400);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
|
||||
}
|
||||
} else {
|
||||
if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) {
|
||||
this->unk_194 = 0;
|
||||
} else if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
if (playerIsOutOfWater || (this->collider.base.atFlags & AT_HIT)) {
|
||||
this->timer = 0;
|
||||
} else if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
phi_a1 = 0x1800;
|
||||
if (this->timer == 0) {
|
||||
pitch = 0x1800;
|
||||
} else {
|
||||
phi_a1 = func_80B32DEC(this, play);
|
||||
phi_a1 = CLAMP_MIN(phi_a1, 0);
|
||||
pitch = EnWeiyer_PitchTowardPlayer(this, play);
|
||||
pitch = CLAMP_MIN(pitch, 0);
|
||||
}
|
||||
|
||||
if (this->actor.shape.rot.x < phi_a1) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, phi_a1, 0x400);
|
||||
if (this->actor.shape.rot.x < pitch) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, pitch, 0x400);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
func_80B32434(this);
|
||||
EnWeiyer_SetupTurnAround(this);
|
||||
} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.shape.rot.x > 0)) {
|
||||
EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 400);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_SINK);
|
||||
func_80B32538(this);
|
||||
EnWeiyer_SetupInactive(this);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 8, 0x100, 0x80);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B3368C(EnWeiyer* this, PlayState* play) {
|
||||
void EnWeiyer_UpdateDamage(EnWeiyer* this, PlayState* play) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
|
||||
|
||||
if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) {
|
||||
if (this->actor.colChkInfo.damageReaction == 1) {
|
||||
if (this->actionFunc != func_80B333B8) {
|
||||
func_80B32660(this);
|
||||
if (this->actionFunc != EnWeiyer_Stunned) {
|
||||
EnWeiyer_SetupStunned(this);
|
||||
}
|
||||
} else if (Actor_ApplyDamage(&this->actor) == 0) {
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DEAD);
|
||||
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
|
||||
func_80B32724(this);
|
||||
EnWeiyer_SetupDie(this);
|
||||
} else {
|
||||
func_80B325A0(this);
|
||||
EnWeiyer_SetupHurt(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -597,12 +597,12 @@ void EnWeiyer_Update(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
|
||||
this->actor.home.pos.y = this->actor.depthInWater + this->actor.world.pos.y - 5.0f;
|
||||
func_80B3368C(this, play);
|
||||
EnWeiyer_UpdateDamage(this, play);
|
||||
this->actionFunc(this, play);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.world.rot.x = -this->actor.shape.rot.x;
|
||||
|
||||
if ((this->actor.world.rot.x == 0) || (this->actionFunc == func_80B333B8)) {
|
||||
if ((this->actor.world.rot.x == 0) || (this->actionFunc == EnWeiyer_Stunned)) {
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
} else {
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
@@ -644,7 +644,7 @@ void EnWeiyer_Draw(Actor* thisx, PlayState* play) {
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_weiyer.c", 1193);
|
||||
|
||||
if (this->actionFunc != func_80B33338) {
|
||||
if (this->actionFunc != EnWeiyer_Dead) {
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
|
||||
|
||||
@@ -12,12 +12,12 @@ typedef struct EnWeiyer {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ SkelAnime skelAnime;
|
||||
/* 0x0190 */ EnWeiyerActionFunc actionFunc;
|
||||
/* 0x0194 */ s16 unk_194;
|
||||
/* 0x0196 */ s16 unk_196;
|
||||
/* 0x0194 */ s16 timer;
|
||||
/* 0x0196 */ s16 targetYaw;
|
||||
/* 0x0198 */ Vec3s jointTable[19];
|
||||
/* 0x020A */ Vec3s morphTable[19];
|
||||
/* 0x027C */ f32 unk_27C;
|
||||
/* 0x0280 */ f32 unk_280;
|
||||
/* 0x027C */ f32 swimHeight;
|
||||
/* 0x0280 */ f32 targetSwimHeight;
|
||||
/* 0x0284 */ ColliderCylinder collider;
|
||||
} EnWeiyer; // size = 0x02D0
|
||||
|
||||
|
||||
Reference in New Issue
Block a user