Document EnWeiyer (#2686)

* Document `EnWeiyer`

* Rename function
This commit is contained in:
Jordan Longstaff
2026-02-12 18:22:21 -05:00
committed by GitHub
parent 845d6458b0
commit ebbabb7d91
2 changed files with 155 additions and 155 deletions
+151 -151
View File
@@ -26,17 +26,17 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play);
void EnWeiyer_Update(Actor* thisx, PlayState* play);
void EnWeiyer_Draw(Actor* thisx, PlayState* play);
void func_80B32804(EnWeiyer* this, PlayState* play);
void func_80B328E8(EnWeiyer* this, PlayState* play);
void func_80B32C2C(EnWeiyer* this, PlayState* play);
void func_80B32D30(EnWeiyer* this, PlayState* play);
void func_80B32E34(EnWeiyer* this, PlayState* play);
void func_80B33018(EnWeiyer* this, PlayState* play);
void func_80B331CC(EnWeiyer* this, PlayState* play);
void func_80B333B8(EnWeiyer* this, PlayState* play);
void func_80B332B4(EnWeiyer* this, PlayState* play);
void func_80B33338(EnWeiyer* this, PlayState* play);
void func_80B3349C(EnWeiyer* this, PlayState* play);
void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play);
void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play);
void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play);
void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play);
void EnWeiyer_Attack(EnWeiyer* this, PlayState* play);
void EnWeiyer_Inactive(EnWeiyer* this, PlayState* play);
void EnWeiyer_Hurt(EnWeiyer* this, PlayState* play);
void EnWeiyer_Stunned(EnWeiyer* this, PlayState* play);
void EnWeiyer_Die(EnWeiyer* this, PlayState* play);
void EnWeiyer_Dead(EnWeiyer* this, PlayState* play);
void EnWeiyer_OutOfWater(EnWeiyer* this, PlayState* play);
ActorProfile En_Weiyer_Profile = {
/**/ ACTOR_EN_WEIYER,
@@ -122,7 +122,7 @@ void EnWeiyer_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
this->actionFunc = func_80B32804;
this->actionFunc = EnWeiyer_InitInsideWaterBox;
}
void EnWeiyer_Destroy(Actor* thisx, PlayState* play) {
@@ -131,52 +131,52 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->collider);
}
void func_80B32384(EnWeiyer* this) {
this->unk_196 = this->actor.shape.rot.y;
this->unk_27C = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y;
void EnWeiyer_SetupFreeSwim(EnWeiyer* this) {
this->targetYaw = this->actor.shape.rot.y;
this->swimHeight = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y;
Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
this->unk_194 = 30;
this->timer = 30;
this->actor.speed = CLAMP_MAX(this->actor.speed, 2.5f);
this->collider.base.atFlags &= ~AT_ON;
this->unk_280 = this->actor.floorHeight;
this->actionFunc = func_80B328E8;
this->targetSwimHeight = this->actor.floorHeight;
this->actionFunc = EnWeiyer_FreeSwim;
}
void func_80B32434(EnWeiyer* this) {
void EnWeiyer_SetupTurnAround(EnWeiyer* this) {
Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
this->collider.base.atFlags |= AT_ON;
this->unk_194 = 0;
this->timer = 0;
this->actor.speed = 5.0f;
this->actionFunc = func_80B32C2C;
this->actionFunc = EnWeiyer_TurnAround;
}
void func_80B32494(EnWeiyer* this) {
void EnWeiyer_SetupStuckOnFloor(EnWeiyer* this) {
Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
this->unk_194 = 40;
this->timer = 40;
this->collider.base.atFlags |= AT_ON;
this->actionFunc = func_80B32D30;
this->actionFunc = EnWeiyer_StuckOnFloor;
}
void func_80B32508(EnWeiyer* this) {
this->unk_194 = 200;
void EnWeiyer_SetupAttack(EnWeiyer* this) {
this->timer = 200;
this->collider.base.atFlags |= AT_ON;
this->skelAnime.playSpeed = 3.0f;
this->actionFunc = func_80B32E34;
this->actionFunc = EnWeiyer_Attack;
}
void func_80B32538(EnWeiyer* this) {
this->unk_194 = 200;
this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
this->unk_27C = this->actor.world.pos.y;
void EnWeiyer_SetupInactive(EnWeiyer* this) {
this->timer = 200;
this->targetYaw = this->actor.yawTowardsPlayer + 0x8000;
this->swimHeight = this->actor.world.pos.y;
this->actor.speed = CLAMP_MAX(this->actor.speed, 4.0f);
this->collider.base.atFlags &= ~AT_ON;
this->skelAnime.playSpeed = 1.0f;
this->actionFunc = func_80B33018;
this->actionFunc = EnWeiyer_Inactive;
}
void func_80B325A0(EnWeiyer* this) {
void EnWeiyer_SetupHurt(EnWeiyer* this) {
Animation_Change(&this->skelAnime, &gStingerHitAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -3.0f);
this->unk_194 = 40;
this->timer = 40;
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actor.gravity = 0.0f;
@@ -184,12 +184,12 @@ void func_80B325A0(EnWeiyer* this) {
this->actor.speed = 3.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA, 40);
this->collider.dim.height = sCylinderInit.dim.height;
this->actionFunc = func_80B331CC;
this->actionFunc = EnWeiyer_Hurt;
}
void func_80B32660(EnWeiyer* this) {
void EnWeiyer_SetupStunned(EnWeiyer* this) {
Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
this->unk_194 = 80;
this->timer = 80;
this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
@@ -197,34 +197,34 @@ void func_80B32660(EnWeiyer* this) {
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80);
this->collider.base.atFlags &= ~AT_ON;
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionFunc = func_80B333B8;
this->actionFunc = EnWeiyer_Stunned;
}
void func_80B32724(EnWeiyer* this) {
void EnWeiyer_SetupDie(EnWeiyer* this) {
Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f);
this->unk_194 = 20;
this->timer = 20;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA, 40);
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actor.speed = 3.0f;
this->actionFunc = func_80B332B4;
this->actionFunc = EnWeiyer_Die;
}
void func_80B327B0(EnWeiyer* this) {
void EnWeiyer_SetupDead(EnWeiyer* this) {
this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.colorFilterParams |= 0x2000;
this->actionFunc = func_80B33338;
this->actionFunc = EnWeiyer_Dead;
}
void func_80B327D8(EnWeiyer* this) {
void EnWeiyer_SetupOutOfWater(EnWeiyer* this) {
this->actor.shape.rot.x = -0x2000;
this->unk_194 = -1;
this->timer = -1;
this->actor.speed = 5.0f;
this->actionFunc = func_80B3349C;
this->actionFunc = EnWeiyer_OutOfWater;
}
void func_80B32804(EnWeiyer* this, PlayState* play) {
void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play) {
WaterBox* waterBox;
s32 bgId;
@@ -239,20 +239,20 @@ void func_80B32804(EnWeiyer* this, PlayState* play) {
} else {
this->actor.home.pos.y -= 5.0f;
this->actor.world.pos.y = (this->actor.home.pos.y + this->actor.floorHeight) / 2.0f;
func_80B32384(this);
EnWeiyer_SetupFreeSwim(this);
}
}
void func_80B328E8(EnWeiyer* this, PlayState* play) {
s32 sp34;
void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play) {
s32 animRestarted;
f32 curFrame;
SkelAnime_Update(&this->skelAnime);
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
sp34 = Animation_OnFrame(&this->skelAnime, 0.0f);
animRestarted = Animation_OnFrame(&this->skelAnime, 0.0f);
curFrame = this->skelAnime.curFrame;
Math_StepToF(&this->unk_27C, this->unk_280, 0.5f);
this->actor.world.pos.y = this->unk_27C - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
Math_StepToF(&this->swimHeight, this->targetSwimHeight, 0.5f);
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);
@@ -261,19 +261,19 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) {
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
this->unk_196 = this->actor.wallYaw;
this->unk_194 = 30;
this->targetYaw = this->actor.wallYaw;
this->timer = 30;
}
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->unk_196, 182)) {
if (this->unk_194 != 0) {
this->unk_194--;
if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 182)) {
if (this->timer != 0) {
this->timer--;
}
if (this->unk_194 == 0) {
this->unk_196 =
if (this->timer == 0) {
this->targetYaw =
Rand_S16Offset(0x2000, 0x2000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1) + this->actor.shape.rot.y;
this->unk_194 = 30;
this->timer = 30;
if (Rand_ZeroOne() < 0.3333f) {
Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_CRY);
@@ -283,38 +283,38 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) {
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;
this->unk_280 =
this->targetSwimHeight =
Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f) + this->actor.floorHeight;
}
} else {
Player* player = GET_PLAYER(play);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->unk_280 =
this->targetSwimHeight =
this->actor.home.pos.y - Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f);
} else if (sp34 && (Rand_ZeroOne() < 0.1f)) {
this->unk_280 =
} else if (animRestarted && (Rand_ZeroOne() < 0.1f)) {
this->targetSwimHeight =
Rand_ZeroOne() * (this->actor.home.pos.y - this->actor.floorHeight) + this->actor.floorHeight;
}
if ((this->actor.xzDistToPlayer < 400.0f) && (fabsf(this->actor.yDistToPlayer) < 250.0f) &&
(player->actor.world.pos.y < (this->actor.home.pos.y + 20.0f))) {
func_80B32508(this);
EnWeiyer_SetupAttack(this);
}
}
}
void func_80B32C2C(EnWeiyer* this, PlayState* play) {
void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->unk_194 == 0) {
if (this->timer == 0) {
if (Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x800)) {
this->actor.shape.rot.z = 0;
this->actor.shape.rot.y += 0x8000;
this->unk_194 = 1;
this->timer = 1;
} else {
this->actor.shape.rot.z = this->actor.shape.rot.x * 2;
}
@@ -327,14 +327,14 @@ void func_80B32C2C(EnWeiyer* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_SINK);
}
func_80B32538(this);
EnWeiyer_SetupInactive(this);
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
func_80B32494(this);
EnWeiyer_SetupStuckOnFloor(this);
}
}
}
void func_80B32D30(EnWeiyer* this, PlayState* play) {
void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
@@ -344,40 +344,40 @@ void func_80B32D30(EnWeiyer* this, PlayState* play) {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
Math_StepToF(&this->actor.speed, 0.0f, 1.0f);
if (this->unk_194 != 0) {
this->unk_194--;
if (this->timer != 0) {
this->timer--;
}
if (this->unk_194 == 0) {
func_80B32434(this);
if (this->timer == 0) {
EnWeiyer_SetupTurnAround(this);
} else if (this->actor.world.pos.y < this->actor.home.pos.y) {
func_80B32384(this);
EnWeiyer_SetupFreeSwim(this);
}
}
s16 func_80B32DEC(EnWeiyer* this, PlayState* play) {
s16 EnWeiyer_PitchTowardPlayer(EnWeiyer* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Vec3f vec;
Vec3f playerWorldPos;
vec.x = player->actor.world.pos.x;
vec.y = player->actor.world.pos.y + 20.0f;
vec.z = player->actor.world.pos.z;
playerWorldPos.x = player->actor.world.pos.x;
playerWorldPos.y = player->actor.world.pos.y + 20.0f;
playerWorldPos.z = player->actor.world.pos.z;
return Actor_WorldPitchTowardPoint(&this->actor, &vec);
return Actor_WorldPitchTowardPoint(&this->actor, &playerWorldPos);
}
void func_80B32E34(EnWeiyer* this, PlayState* play) {
void EnWeiyer_Attack(EnWeiyer* this, PlayState* play) {
Player* player = GET_PLAYER(play);
SkelAnime_Update(&this->skelAnime);
if (this->unk_194 != 0) {
this->unk_194--;
if (this->timer != 0) {
this->timer--;
}
if ((this->unk_194 == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) ||
if ((this->timer == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) ||
(this->collider.base.atFlags & AT_HIT)) {
func_80B32538(this);
EnWeiyer_SetupInactive(this);
} else {
if (Actor_IsFacingPlayer(&this->actor, 0x2800)) {
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