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https://github.com/zeldaret/tmc
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Decompile Whirlwind
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@@ -0,0 +1,99 @@
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/**
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* @file whirlwind.c
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* @ingroup Objects
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*
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* @brief Whirlwind object
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*/
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#define NENT_DEPRECATED
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#include "global.h"
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#include "object.h"
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#include "functions.h"
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#include "area.h"
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#include "hitbox.h"
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void Whirlwind_Init(Entity*);
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void Whirlwind_Action1(Entity*);
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void Whirlwind_Action2(Entity*);
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void Whirlwind(Entity* this) {
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static void (*const Whirlwind_Actions[])(Entity*) = {
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Whirlwind_Init,
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Whirlwind_Action1,
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Whirlwind_Action2,
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};
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u32 tmp = this->health;
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if (((tmp & 0x7f) != 0) && (ReadBit(gArea.filler5, tmp - 1) == 0)) {
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DeleteThisEntity();
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}
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Whirlwind_Actions[this->action](this);
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}
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void Whirlwind_Init(Entity* this) {
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this->action = 1;
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this->hitbox = (Hitbox*)&gUnk_080FD320;
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this->flags |= ENT_COLLIDE;
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this->hitType = 1;
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this->field_0x3c = 0x47;
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this->hurtType = 0x44;
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this->flags2 = 0x80;
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this->spriteOrientation.flipY = 1;
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this->spriteRendering.b3 = 1;
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this->animationState = this->type;
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this->direction = this->type << 3;
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this->speed = 0x700;
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if (this->type2 == 1) {
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ChangeObjPalette(this, 0x161);
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InitializeAnimation(this, 1);
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} else {
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this->z.HALF.HI = 0xffe8;
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InitializeAnimation(this, 1);
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}
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if ((this->flags & ENT_SCRIPTED) != 0) {
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sub_0807DD64(this);
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ExecuteScriptForEntity(this, NULL);
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}
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}
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void Whirlwind_Action1(Entity* this) {
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if ((this->flags & ENT_SCRIPTED) != 0) {
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ExecuteScriptForEntity(this, NULL);
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}
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if (this->spriteSettings.draw != 0) {
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GetNextFrame(this);
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if ((((((gPlayerState.flags & PL_MINISH) == 0)) && (gPlayerState.field_0x3c[0] == 0)) &&
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((gPlayerEntity.action == 4 || ((gPlayerEntity.flags & ENT_COLLIDE) != 0)))) &&
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((gPlayerEntity.action != 6 && (sub_0800419C(this, &gPlayerEntity, 0xc, 0xc) != 0)))) {
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if (((gPlayerState.flags & PL_PARACHUTE) == 0) && (gPlayerEntity.action != 4)) {
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if ((this->type2 != 1) && (-0x10 < gPlayerEntity.z.HALF.HI)) {
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return;
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}
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} else if (gPlayerEntity.z.HALF.HI == 0) {
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return;
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}
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CopyPosition(this, &gPlayerEntity);
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sub_08004542(this);
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sub_08004542(&gPlayerEntity);
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gPlayerEntity.collisionLayer = 1;
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gPlayerEntity.flags |= ENT_COLLIDE;
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gPlayerState.queued_action = 0x1f;
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gPlayerState.field_0x38 = this->type2;
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gPlayerState.field_0x39 = 0xff;
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this->spritePriority.b0 = gPlayerEntity.spritePriority.b0 - 1;
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this->action++;
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sub_08077B20();
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SoundReq(SFX_153);
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SoundReq(SFX_PLY_VO5);
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}
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}
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}
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void Whirlwind_Action2(Entity* this) {
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UpdateAnimationSingleFrame(this);
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if (sub_0800419C(this, &gPlayerEntity, 0xc, 0xc) == 0) {
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ResetCollisionLayer(this);
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this->spriteOrientation.flipY = 1;
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this->spriteRendering.b3 = 1;
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this->action--;
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}
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}
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