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https://github.com/zeldaret/ss
synced 2026-06-22 08:35:39 -04:00
dAcEremly_c:: oh thats a lot of changes
This commit is contained in:
@@ -95,7 +95,7 @@ initializeState_BirthWait__11dAcEremly_cFv = .text:0x00006870; // type:function
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executeState_BirthWait__11dAcEremly_cFv = .text:0x000068F0; // type:function size:0x13C
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finalizeState_BirthWait__11dAcEremly_cFv = .text:0x00006A30; // type:function size:0x4
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fn_177_6A40 = .text:0x00006A40; // type:function size:0xCC
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fn_177_6B10 = .text:0x00006B10; // type:function size:0x38C
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fn_177_6B10__11dAcEremly_cFbRC4mAng = .text:0x00006B10; // type:function size:0x38C
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fn_177_6EA0 = .text:0x00006EA0; // type:function size:0x120
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fn_177_6FC0 = .text:0x00006FC0; // type:function size:0x78
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fn_177_7040 = .text:0x00007040; // type:function size:0x2EC
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@@ -103,7 +103,7 @@ fn_177_7330 = .text:0x00007330; // type:function size:0x90
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fn_177_73C0 = .text:0x000073C0; // type:function size:0x144
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fn_177_7510 = .text:0x00007510; // type:function size:0xC8
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fn_177_75E0 = .text:0x000075E0; // type:function size:0x6C
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fn_177_7650 = .text:0x00007650; // type:function size:0x164
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fn_177_7650__11dAcEremly_cCFb = .text:0x00007650; // type:function size:0x164
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fn_177_77C0 = .text:0x000077C0; // type:function size:0x108
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fn_177_78D0 = .text:0x000078D0; // type:function size:0xF4
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fn_177_79D0 = .text:0x000079D0; // type:function size:0x134
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@@ -2722,7 +2722,7 @@ getBodyMtx__19daPlayerModelBase_cFP6mMtx_ci = .text:0x800614F0; // type:function
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getCurrentCarriedActor__19daPlayerModelBase_cFv = .text:0x80061510; // type:function size:0x8 scope:weak
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vt_0x0F4__19daPlayerModelBase_cCFv = .text:0x80061520; // type:function size:0x8 scope:weak
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vt_0x0F0__19daPlayerModelBase_cCFv = .text:0x80061530; // type:function size:0x8 scope:weak
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vt_0x0EC__19daPlayerModelBase_cCFv = .text:0x80061540; // type:function size:0x8 scope:weak
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getHeadTranslation__19daPlayerModelBase_cCFv = .text:0x80061540; // type:function size:0x8 scope:weak
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vt_0x0E8__19daPlayerModelBase_cCFv = .text:0x80061550; // type:function size:0x8 scope:weak
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getCenterTranslation__19daPlayerModelBase_cCFv = .text:0x80061560; // type:function size:0x8 scope:weak
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canBlockAttack__19daPlayerModelBase_cFv = .text:0x80061570; // type:function size:0x8 scope:weak
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+26
-13
@@ -24,7 +24,7 @@ public:
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virtual ~callback_c() {}
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virtual void timingB(u32, nw4r::g3d::WorldMtxManip *, nw4r::g3d::ResMdl) override;
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/* 0x04 */ mAng3_c mAng;
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/* 0x04 */ mAng3_c mHeadRotation;
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/* 0x0C */ UNKWORD field_0x0C; // Guess
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};
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@@ -50,6 +50,18 @@ public:
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STATE_18 = 18,
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STATE_19 = 19,
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STATE_20 = 20,
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STATE_21 = 21,
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STATE_22 = 22,
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STATE_23 = 23,
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STATE_24 = 24,
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STATE_25 = 25,
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STATE_26 = 26,
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STATE_27 = 27,
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STATE_28 = 28,
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STATE_29 = 29,
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STATE_30 = 30,
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STATE_31 = 31,
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STATE_32 = 32,
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};
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public:
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@@ -93,17 +105,16 @@ public:
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STATE_MGR_DEFINE_UTIL_CHANGESTATE(dAcEremly_c);
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private:
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void fn_177_6A40();
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bool fn_177_6B10(bool, mAng);
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void playWink();
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bool fn_177_6B10(bool lookAtTarget, const mAng &);
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void fn_177_6EA0(bool);
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void fn_177_6FC0(bool);
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void adjustHeadRotation(bool);
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bool fn_177_7040(s32, f32);
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bool fn_177_7040(u32, f32);
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// Checks if Batreaux is Human
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bool fn_177_7330();
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bool isScary();
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bool fn_177_73C0();
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bool shouldBeScared();
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bool fn_177_7510(f32);
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@@ -111,14 +122,14 @@ private:
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/** false -> comapres to camera
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* true -> compares to player */
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bool fn_177_7650(bool comparePlayer);
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bool fn_177_7650(bool comparePlayer) const;
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void fn_177_77C0();
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// Set Scary Face
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void fn_177_78D0();
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bool fn_177_79D0(bool);
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void fn_177_79D0(bool);
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bool fn_177_7B10();
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void nightSleepDemoImpl();
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@@ -150,7 +161,7 @@ private:
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/* 0xA2C */ dAcRef_c<dAcNpcSkn2_c> mRef1; // Temporary until type known
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/* 0xA38 */ dAcRef_c<dAcBomb_c> mNearbyBombRef;
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/* 0xA44 */ mVec3_c field_0xA44;
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/* 0xA44 */ mVec3_c mTargetPosition;
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/* 0xA50 */ mVec3_c field_0xA50;
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/* 0xA5C */ dWaterEffect_c mWaterEffect;
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@@ -171,7 +182,9 @@ private:
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/* 0xB1E */ mAng3_c field_0xB1E;
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/* 0xB24 */ s16 field_0xB24;
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/* 0xB26 */ s16 field_0xB26;
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/* 0xB28 */ u8 _B28[0xB32 - 0xB28];
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/* 0xB26 */ u32 field_0xB28;
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/* 0xB2C */ s32 field_0xB2C;
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/* 0xB30 */ mAng field_0xB30;
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/* 0xB32 */ mAng field_0xB32;
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/* 0xB34 */ mAng field_0xB34;
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/* 0xB38 */ f32 field_0xB38;
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@@ -180,7 +193,7 @@ private:
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/* 0xB44 */ u16 field_0xB44;
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/* 0xB46 */ u16 field_0xB46;
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/* 0xB48 */ u16 field_0xB48;
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/* 0xB4A */ u16 field_0xB4A;
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/* 0xB4A */ u16 mWinkTimer;
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/* 0xB4C */ u16 field_0xB4C;
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/* 0xB4E */ u16 field_0xB4E;
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/* 0xB50 */ u16 field_0xB50;
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@@ -71,7 +71,7 @@ public:
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// Deals with dealing damage to Enemy
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// Returns a value 0-13 (similar to mStts rank?)
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int fn_8002fde0(cCcD_Obj &mCc, u16 *pTgOut);
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void fn_80030030(const mVec3_c &pos, s16 &, s16 &, f32);
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// Returns 0-3 based on collision
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int fn_800301b0(const mVec3_c &pos, mAng ang, bool, f32);
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void fn_80030400(m3d::mdl_c &, u8, bool, u8);
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@@ -95,9 +95,15 @@ public:
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mVec3_c &getOldPosition() {
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return mOldPosition;
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}
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void setOldPosition(const mVec3_c &v) {
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mOldPosition = v;
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}
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mVec3_c &getStartingPosition() {
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return mStartingPos;
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}
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void setStartingPosition(const mVec3_c &v) {
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mStartingPos = v;
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}
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mVec3_c &getVelocity() {
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return mVelocity;
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}
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@@ -105,6 +111,10 @@ public:
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return mAngle;
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}
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void setStartingRotation(const mAng3_c &v) {
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mStartingRot = v;
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}
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f32 getVelocityMag() const {
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return fabsf(nw4r::math::VEC3LenSq(mVelocity));
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}
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@@ -95,7 +95,7 @@ public:
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// unused; overridden by daPlayerModelBase_c
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return mVec3_c::Zero;
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}
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/* vt 0x0EC */ virtual const mVec3_c &vt_0x0EC() const {
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/* vt 0x0EC */ virtual const mVec3_c &getHeadTranslation() const {
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// unused; overridden by daPlayerModelBase_c
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return mVec3_c::Zero;
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}
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@@ -824,7 +824,7 @@ public:
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/* vt 0x0E8 */ virtual const mVec3_c &vt_0x0E8() const override {
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return field_0x12F4;
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}
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/* vt 0x0EC */ virtual const mVec3_c &vt_0x0EC() const override {
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/* vt 0x0EC */ virtual const mVec3_c &getHeadTranslation() const override {
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return mHeadTranslation;
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}
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/* vt 0x0F0 */ virtual const mVec3_c &vt_0x0F0() const override {
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@@ -53,6 +53,11 @@ public:
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return *this;
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}
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template <typename T>
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bool operator==(const T other) {
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return mVal == other;
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}
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public:
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static s32 abs(const mAng b) {
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return labs(b);
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+591
-68
File diff suppressed because it is too large
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