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https://github.com/zeldaret/tww.git
synced 2026-08-17 21:03:35 -04:00
Add developer-specific macros for g_regHIO child registers
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+15
-15
@@ -674,11 +674,11 @@ void daRd_c::setCollision() {
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}
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if (isAnm(AnmPrm_SUWARIP)) {
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mCyl.SetR(80.0f + g_regHIO.mChild[8].mFloatRegs[1]);
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mCyl.SetH(170.0f + g_regHIO.mChild[8].mFloatRegs[0]);
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mCyl.SetR(80.0f + REG8_F(1));
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mCyl.SetH(170.0f + REG8_F(0));
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} else {
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mCyl.SetR(80.0f + g_regHIO.mChild[8].mFloatRegs[1]);
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mCyl.SetH(250.0f + g_regHIO.mChild[8].mFloatRegs[0]);
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mCyl.SetR(80.0f + REG8_F(1));
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mCyl.SetH(250.0f + REG8_F(0));
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}
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mCyl.SetC(current.pos);
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@@ -751,7 +751,7 @@ void daRd_c::modeWait() {
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// Bug: If the ReDead spawned high up in the air, its spawn point will remain there even after the ReDead
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// itself has fallen down to ground level. This means it will not be able to notice the player properly.
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if (dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f)) {
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if ((dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f) && player->speedF > 10.0f + g_regHIO.mChild[12].mFloatRegs[4]) ||
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if ((dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f) && player->speedF > 10.0f + REG12_F(4)) ||
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isOto ||
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dLib_checkActorInFan(current.pos, player, shape_angle.y, l_HIO.m40, l_HIO.m34, 100.0f)
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) {
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@@ -883,7 +883,7 @@ void daRd_c::modeMove() {
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int angle = cLib_distanceAngleS(fopAcM_searchPlayerAngleY(this), mHeadAngle);
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if (angle < 0x50) {
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f32 dist = fopAcM_searchPlayerDistanceXZ(this);
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f32 temp = (dist / 100.0f) + g_regHIO.mChild[12].mFloatRegs[3];
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f32 temp = (dist / 100.0f) + REG12_F(3);
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if (temp > 1.0f) {
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temp = 1.0f;
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}
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@@ -894,9 +894,9 @@ void daRd_c::modeMove() {
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if (mEnemyFire.mState != 0) {
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temp2 *= 2.0f;
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}
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cLib_addCalc2(&speedF, temp2*temp, 0.1f, 0.1f + g_regHIO.mChild[12].mFloatRegs[0]);
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cLib_addCalc2(&speedF, temp2*temp, 0.1f, 0.1f + REG12_F(0));
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} else {
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cLib_addCalc2(&speedF, 0.0f, 0.1f, 0.1f + g_regHIO.mChild[12].mFloatRegs[0]);
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cLib_addCalc2(&speedF, 0.0f, 0.1f, 0.1f + REG12_F(0));
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}
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if (speedF < 0.1f) {
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setAnm(AnmPrm_TACHIP1, false);
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@@ -939,7 +939,7 @@ void daRd_c::modeCry() {
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} else {
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s16 targetY = fopAcM_searchPlayerAngleY(this);
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f32 dist = fopAcM_searchPlayerDistanceXZ(this);
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f32 temp = (dist / 100.0f) + g_regHIO.mChild[12].mFloatRegs[3];
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f32 temp = (dist / 100.0f) + REG12_F(3);
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if (temp > 1.0f) {
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temp = 1.0f;
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}
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@@ -950,7 +950,7 @@ void daRd_c::modeCry() {
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if (mEnemyFire.mState != 0) {
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temp2 *= 2.0f;
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}
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cLib_addCalc2(&speedF, temp2*temp, 0.1f, 0.1f + g_regHIO.mChild[12].mFloatRegs[0]);
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cLib_addCalc2(&speedF, temp2*temp, 0.1f, 0.1f + REG12_F(0));
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if (mD3C > 0 && stickPosX < 0.0f) {
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mD3C = -1;
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@@ -1055,11 +1055,11 @@ void daRd_c::modeAttack() {
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return;
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}
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f32 dist = fopAcM_searchPlayerDistanceXZ(this);
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if (dist <= 50.0f + g_regHIO.mChild[12].mFloatRegs[5] && !isAnm(AnmPrm_ATACK)) {
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if (dist <= 50.0f + REG12_F(5) && !isAnm(AnmPrm_ATACK)) {
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offIkari();
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setAnm(AnmPrm_WALK2ATACK, false);
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}
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if (dist <= 20.0f + g_regHIO.mChild[12].mFloatRegs[2]) {
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if (dist <= 20.0f + REG12_F(2)) {
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cLib_addCalcPosXZ2(¤t.pos, player->current.pos, 0.3f, 1.0f);
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if (cLib_calcTimer(&mTimer2) == 0) {
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if (!daPy_getPlayerLinkActorClass()->checkNoDamageMode()) {
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@@ -1134,7 +1134,7 @@ void daRd_c::modeReturn() {
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return;
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}
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} else {
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cLib_addCalc2(&speedF, l_HIO.mReturnWalkSpeed, 0.1f, 0.1f + g_regHIO.mChild[12].mFloatRegs[0]);
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cLib_addCalc2(&speedF, l_HIO.mReturnWalkSpeed, 0.1f, 0.1f + REG12_F(0));
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}
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if (dComIfGp_evmng_startCheck("DEFAULT_RD_ATTACK")) {
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@@ -1146,7 +1146,7 @@ void daRd_c::modeReturn() {
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if (!isLinkControl()) {
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if (dLib_checkActorInCircle(mSpawnPos, this, mAreaRadius, 1000.0f)) {
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if (dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f)) {
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if ((dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f) && player->speedF > 10.0f + g_regHIO.mChild[12].mFloatRegs[4]) ||
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if ((dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f) && player->speedF > 10.0f + REG12_F(4)) ||
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isOto ||
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dLib_checkActorInFan(current.pos, player, shape_angle.y, l_HIO.m40, l_HIO.m34, 100.0f)
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) {
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@@ -1178,7 +1178,7 @@ void daRd_c::modeSilentPray() {
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setAnm(AnmPrm_TACHIP1, false);
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speedF = 0.0f;
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} else {
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cLib_addCalc2(&speedF, l_HIO.mReturnWalkSpeed, 0.1f, 0.1f + g_regHIO.mChild[12].mFloatRegs[0]);
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cLib_addCalc2(&speedF, l_HIO.mReturnWalkSpeed, 0.1f, 0.1f + REG12_F(0));
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}
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} else if (!isLinkControl()) {
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if (dLib_checkActorInCircle(mSpawnPos, player, mAreaRadius, 100.0f)) {
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