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https://github.com/zeldaret/ss
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some documentation
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@@ -20,36 +20,36 @@ public:
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enum State {
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BEE_STATE_DEAD = 0,
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BEE_STATE_CHASE = 1,
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BEE_STATE_FLY_UP = 2,
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BEE_STATE_FLY_UP2 = 3,
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BEE_STATE_UNK4 = 4,
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BEE_STATE_FLY_TO_HIVE = 2,
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BEE_STATE_FLY_UP = 3,
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BEE_STATE_BLOWN_AWAY = 4,
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BEE_STATE_RISE = 5,
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BEE_STATE_CRAWL = 0xA,
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};
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/* 0x000 */ u8 mIndex;
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/* 0x001 */ u8 mBeeState; // see State enum
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/* 0x002 */ u8 field_0x002;
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/* 0x003 */ u8 field_0x003;
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/* 0x004 */ u8 field_0x004;
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/* 0x005 */ u8 field_0x005;
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/* 0x006 */ u8 field_0x006;
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/* 0x007 */ u8 field_0x007;
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/* 0x008 */ u8 field_0x008;
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/* 0x009 */ u8 field_0x009;
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/* 0x00A */ u8 field_0x00A;
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/* 0x00B */ u8 field_0x00B;
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/* 0x00C */ s16 mRotY;
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/* 0x00E */ s16 field_0x00E;
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/* 0x002 */ u8 mActionTimer;
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/* 0x003 */ u8 mIsFlying;
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/* 0x004 */ u8 field_0x004; // unused
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/* 0x005 */ u8 mSubState;
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/* 0x006 */ u8 mDisableAttackTimer;
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/* 0x007 */ u8 mSwordDodgeTimer;
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/* 0x008 */ u8 mHide;
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/* 0x009 */ u8 mAttackTimer;
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/* 0x00A */ u8 mIsAttacking;
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/* 0x00B */ u8 mWallReflectTimer;
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/* 0x00C */ s16 mTimer; // only counts up, used for kinda random calculations
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/* 0x00E */ s16 mFlyingStatesTimer; // used for vanishing after flying up and something else
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/* 0x010 */ f32 field_0x010;
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/* 0x014 */ f32 field_0x014;
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/* 0x014 */ f32 mSpeed;
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/* 0x018 */ mVec3_c mPos;
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/* 0x024 */ mVec3_c field_0x024;
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/* 0x030 */ mVec3_c field_0x030;
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/* 0x03C */ mVec3_c field_0x03C;
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/* 0x030 */ mVec3_c mSwordDodgeOffset;
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/* 0x03C */ mVec3_c mOldPos;
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/* 0x048 */ mVec3_c field_0x048;
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/* 0x054 */ mVec3_c field_0x054;
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/* 0x060 */ mAng3_c field_0x060;
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/* 0x066 */ mAng3_c field_0x066;
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/* 0x054 */ mVec3_c mTargetPos; // Either an absolute target or relative to the attacked actor
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/* 0x060 */ mAng3_c mCrawlingRotation;
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/* 0x066 */ mAng3_c mModelRotation;
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/* 0x06C */ dCcD_Linked_Sph mCollider;
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};
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@@ -66,20 +66,19 @@ public:
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u32 updateSwarmBeeColliders();
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void actuallyUpdateSwarmBees();
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void handleBeeCrawlingOnHive(dAcNpcBeeSingleBee* bee);
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void fn_14_1350(dAcNpcBeeSingleBee* bee);
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void fn_14_1F40(dAcNpcBeeSingleBee* bee);
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u32 fn_14_2630();
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s32 fn_14_2690(dAcNpcBeeSingleBee* bee);
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void fn_14_20F0(dAcNpcBeeSingleBee* bee);
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void handleBeeFlyingStates(dAcNpcBeeSingleBee* bee);
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void handleBeeRising(dAcNpcBeeSingleBee* bee);
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s32 beeCheckWallFloorCollision(dAcNpcBeeSingleBee* bee);
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void handleBeeBlownAway(dAcNpcBeeSingleBee* bee);
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private:
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/* 0x0378 */ u8 mSwarmBeeCount;
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/* 0x0379 */ u8 field_0x0379; // rumble timer
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/* 0x0379 */ u8 mRumbleTimer; // rumble timer
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/* 0x037A */ u8 mSceneflag;
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/* 0x037B */ u8 field_0x037B;
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/* 0x037C */ s16 field_0x037C;
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/* 0x037C */ s16 mFrameCounter; // used to only search for new targets every 16 frames
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/* 0x037E */ u8 field_0x037E[0x380-0x37E];
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/* 0x0380 */ f32 field_0x0380;
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/* 0x0380 */ f32 mAttackActorDistFromHome;
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/* 0x0384 */ u8 field_0x0384[0x388-0x384];
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/* 0x0388 */ nw4r::g3d::ResFile mRes;
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/* 0x038C */ dShpProc1_c mBeeModels[4];
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@@ -87,9 +86,9 @@ private:
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/* 0xB80C */ dAcRef_c<dAcNpcHc_c> mHiveRef;
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/* 0xB818 */ dAcRef_c<dAcObjBase_c> mAttackRef;
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/* 0xB824 */ dColliderLinkedList mColliderList;
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/* 0xB830 */ mVec3_c field_0xB830;
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/* 0xB830 */ mVec3_c mAliveBeePos; // overwritten by all alive bees, so it's the last on in the list
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/* 0xB83C */ dAcObjBase_c* mAttackActor;
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/* 0xB840 */ dAcOSpore_c* field_0xB840;
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/* 0xB840 */ dAcOSpore_c* mSporeActor;
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};
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#endif
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