mirror of
https://github.com/zeldaret/tww.git
synced 2026-08-18 13:13:29 -04:00
Cleanup, improve readability of conditionals
This commit is contained in:
+115
-110
@@ -171,7 +171,7 @@ static void yari_off_check(mo2_class* i_this) {
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}
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if (i_this->mbThrowWeapon != 0) {
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daBoko_c* boko = (daBoko_c*)fopAcM_SearchByID(i_this->mWeaponPcId);
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if ((boko != NULL) && (i_this->mSpawnWeaponActorMode != 2)) {
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if (boko != NULL && i_this->mSpawnWeaponActorMode != 2) {
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boko->setRotAngleSpeed(cM_rndFX(2000.0f));
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s16 angleY = actor->shape_angle.y + 0x8000 + (s16)cM_rndFX(8000.0f);
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f32 speedY = 20.0f + cM_rndF(10.0f);
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@@ -414,7 +414,7 @@ static BOOL nodeCallBack_P(J3DNode* node, int calcTiming) {
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cXyz cStack_c8;
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for (s32 i = 0; i < 16; i++) {
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MtxPush();
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offset.x = (0.25f * (460.0f + (2.0f * (3.5f * (i)) - 28.0f))) - 10.0f;
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offset.x = (0.25f * (460.0f + (2.0f * (3.5f * i) - 28.0f))) - 10.0f;
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MtxRotX(0.73919827f * i, 0);
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MtxPosition(&offset, &cStack_c8);
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MtxPull();
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@@ -690,7 +690,7 @@ static BOOL daMo2_Draw(mo2_class* i_this) {
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shape->show();
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}
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shape = model->getModelData()->getMaterialNodePointer(0x00)->getShape();
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if ((REG17_S(1) != 0) || (i_this->m2951 != 0)) {
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if (REG17_S(1) != 0 || i_this->m2951 != 0) {
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shape->hide();
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} else {
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shape->show();
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@@ -703,7 +703,7 @@ static BOOL daMo2_Draw(mo2_class* i_this) {
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if (i_this->mMode != 100) {
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i_this->m02C8.remove(model->getModelData());
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}
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if ((i_this->mbHasInnateWeapon == 1) && (l_mo2HIO.m020 <= 1)) {
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if (i_this->mbHasInnateWeapon == 1 && l_mo2HIO.m020 <= 1) {
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ke_disp(i_this);
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}
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daMo2_shadowDraw(i_this);
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@@ -915,7 +915,7 @@ static fopAc_ac_c* search_bomb(mo2_class* i_this, int r26) {
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sp28.y = 50.0f + r24->current.pos.y - actor->eyePos.y;
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sp28.z = r24->current.pos.z - actor->current.pos.z;
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f32 f0 = std::sqrtf(SQUARE(sp28.x) + SQUARE(sp28.z));
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if (f0 < f29 && !(f0 > 30.0f + i_this->m05C0) && !(daMo2_other_bg_check(i_this, r24) && r26)) {
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if (f0 < f29 && !(f0 > 30.0f + i_this->m05C0) && (!daMo2_other_bg_check(i_this, r24) || !r26)) {
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if (r26) {
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if (std::fabsf(r24->current.pos.y + 50.0f - actor->eyePos.y) <= l_mo2HIO.m03C) {
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s16 angleDiff = i_this->m05D4 - cM_atan2s(sp28.x, sp28.z);
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@@ -959,7 +959,7 @@ static s32 daMo2_wepon_view_check(mo2_class* i_this) {
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return FALSE;
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}
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i_this->mWeaponPcId = search_wepon(i_this);
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if ((i_this->mWeaponPcId != fpcM_ERROR_PROCESS_ID_e) && (fopAcM_SearchByID(i_this->mWeaponPcId) != NULL)) {
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if (i_this->mWeaponPcId != fpcM_ERROR_PROCESS_ID_e && fopAcM_SearchByID(i_this->mWeaponPcId) != NULL) {
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return TRUE;
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}
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return FALSE;
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@@ -1062,7 +1062,7 @@ static s32 daMo2_player_way_check(mo2_class* i_this) {
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/* 00003F04-00004040 .text wait_set__FP9mo2_class */
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static void wait_set(mo2_class* i_this) {
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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if (i_this->mMode == 1) {
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anm_init(i_this, MO2_BCK_KWAIT, 15.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_KWAIT);
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i_this->m05A4[1] = cM_rndF(100.0f) + 100.0f;
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@@ -1113,7 +1113,7 @@ static void path_check(mo2_class* i_this) {
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cXyz local_c8;
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cXyz local_d4;
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if ((i_this->ppd != NULL) && (i_this->mbHasInnateWeapon != 0 || (i_this->m2943 != 0))) {
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if (i_this->ppd != NULL && (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0)) {
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dBgS_LinChk chk;
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local_c8 = actor->current.pos;
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local_c8.y += REG13_F(0) + 10.0f;
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@@ -1201,7 +1201,7 @@ static void attack_set(mo2_class* i_this, u8 param_2) {
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dVar7 = cM_rndF(100.0f);
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i_this->mWeaponSph.SetR(100.0f);
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if (i_this->mbHasInnateWeapon != 0) {
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if (((player->checkPlayerGuard()) && (cM_rndF(1.0f) < 0.5f)) && (param_2 == 0)) {
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if (player->checkPlayerGuard() && cM_rndF(1.0f) < 0.5f && param_2 == 0) {
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i_this->m2060 = 3;
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i_this->m206C = 9.0f;
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i_this->m2070 = 16.0f;
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@@ -1326,7 +1326,7 @@ static void jyunkai(mo2_class* i_this) {
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case -1:
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{
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i_this->mDamageReaction.mMode = 1;
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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if (i_this->m2968 != 0) {
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i_this->m2969 = i_this->m2969 + i_this->mHasPath;
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if (i_this->m2969 >= (s8)i_this->ppd->m_num) {
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@@ -1360,7 +1360,7 @@ static void jyunkai(mo2_class* i_this) {
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}
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case 1:
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{
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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maxSpeed = 0x400;
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dVar12 = l_mo2HIO.m050;
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} else {
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@@ -1370,12 +1370,12 @@ static void jyunkai(mo2_class* i_this) {
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local_3c.x = i_this->m05C4.x - actor->current.pos.x;
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local_3c.z = i_this->m05C4.z - actor->current.pos.z;
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i_this->mDamageReaction.m4D0 = cM_atan2s(local_3c.x, local_3c.z);
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if ((i_this->m2968 != 0) && (i_this->mbHasInnateWeapon != 0 || (i_this->m2943 != 0))) {
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if (i_this->m2968 != 0 && (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0)) {
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fVar13 = std::sqrtf(SQUARE(local_3c.x) + SQUARE(local_3c.z));
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if (fVar13 < (dVar12 * 0.25f) * 15.0f) {
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dPnt* point = i_this->ppd->m_points;
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point = &point[i_this->m2969];
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if (((point->mArg3 == 3) || (point->mArg3 == 7)) || (point->mArg3 == 8)) {
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if (point->mArg3 == 3 || point->mArg3 == 7 || point->mArg3 == 8) {
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wait_set(i_this);
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if (point->mArg3 >= 7) {
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i_this->m05A4[1] = cM_rndF(80.0f) + 70.0f;
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@@ -1386,7 +1386,7 @@ static void jyunkai(mo2_class* i_this) {
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}
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}
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path_check2(i_this);
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if (((i_this->mCoCyl.ChkCoHit()) || (i_this->mDamageReaction.mAcch.ChkWallHit())) && (i_this->m05A4[2] == 0)) {
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if ((i_this->mCoCyl.ChkCoHit() || i_this->mDamageReaction.mAcch.ChkWallHit()) && i_this->m05A4[2] == 0) {
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wait_set(i_this);
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i_this->m05A4[1] = cM_rndF(80.0f) + 70.0f;
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i_this->mHasPath *= -1;
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@@ -1394,8 +1394,9 @@ static void jyunkai(mo2_class* i_this) {
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}
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} else {
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fVar13 = std::sqrtf(SQUARE(local_3c.x) + SQUARE(local_3c.z));
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if ((fVar13 < (dVar12 * 0.25f) * 2.0f) || (i_this->m05A4[2] == 0 && ((i_this->mDamageReaction.mAcch.ChkWallHit()) ||
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(ground_4_check(i_this, 1, actor->current.angle.y, 200.0f)))))
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if ((fVar13 < dVar12 * 0.25f * 2.0f) ||
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(i_this->m05A4[2] == 0 &&
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(i_this->mDamageReaction.mAcch.ChkWallHit() || ground_4_check(i_this, 1, actor->current.angle.y, 200.0f))))
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{
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wait_set(i_this);
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i_this->mDamageReaction.mMode = 2;
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@@ -1409,10 +1410,10 @@ static void jyunkai(mo2_class* i_this) {
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{
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actor->speedF = 0.0f;
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if (i_this->m05A4[1] == 0) {
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if ((i_this->m2968 != 0) && (i_this->mbHasInnateWeapon != 0 || (i_this->m2943 != 0))) {
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if (i_this->m2968 != 0 && (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0)) {
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dPnt* point = i_this->ppd->m_points;
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point = &point[i_this->m2969];
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if ((point->mArg3 == 7) || (point->mArg3 == 8)) {
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if (point->mArg3 == 7 || point->mArg3 == 8) {
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i_this->mDamageReaction.mMode = 4;
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i_this->m05A4[1] = cM_rndF(100.0f) + 100.0f;
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anm_init(i_this, MO2_BCK_KKEIKAI, 5.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_KKEIKAI);
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@@ -1425,10 +1426,10 @@ static void jyunkai(mo2_class* i_this) {
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}
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}
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i_this->mDamageReaction.mMode = 0;
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if ((i_this->mPathIndex != 0xFF) && (i_this->m2968 == 0)) {
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if (i_this->mPathIndex != 0xFF && i_this->m2968 == 0) {
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path_check(i_this);
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}
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if (((i_this->mbHasInnateWeapon == 0) && (i_this->m2943 == 0)) && (i_this->m05AE == 0)) {
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if (i_this->mbHasInnateWeapon == 0 && i_this->m2943 == 0 && i_this->m05AE == 0) {
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i_this->m2943 = 1;
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}
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}
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@@ -1441,20 +1442,23 @@ static void jyunkai(mo2_class* i_this) {
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{
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actor->speedF = 0.0f;
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int frame = i_this->mpMorf->getFrame();
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if ((frame == 3) || (frame == 0x35)) {
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if (frame == 3 || frame == 0x35) {
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fopAcM_monsSeStart(actor, JA_SE_CV_MO_SEARCH, 0);
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}
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if (((i_this->m05A4[1] == 0) && (i_this->mDamageReaction.mMode = 0, i_this->mPathIndex != 0xFF)) && (i_this->m2968 == 0)) {
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path_check(i_this);
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if (i_this->m05A4[1] == 0) {
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i_this->mDamageReaction.mMode = 0;
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if (i_this->mPathIndex != 0xFF && i_this->m2968 == 0) {
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path_check(i_this);
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}
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}
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break;
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}
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}
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int iVar6 = fopAcM_otoCheck(actor, 1000.0f);
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iVar6 += search_sp;
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if ((iVar6 != 0) ||
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(i_this->m05C0 < l_mo2HIO.m02C && (daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038) != 0)))
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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if (iVar6 != 0 ||
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(i_this->m05C0 < l_mo2HIO.m02C && daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038) != 0))
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{
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if (i_this->mMode == 1) {
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i_this->mDamageReaction.mAction = ACTION_NAGE;
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@@ -1475,13 +1479,13 @@ static void jyunkai(mo2_class* i_this) {
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}
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fopAcM_monsSeStart(actor, JA_SE_CV_MO_FIND_ENEMY, 0);
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}
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} else if ((i_this->m2943 == 0) && (i_this->mDamageReaction.mMode == 2)) {
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} else if (i_this->m2943 == 0 && i_this->mDamageReaction.mMode == 2) {
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int frame = i_this->mpMorf->getFrame();
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if (((frame == 0xb) || (frame == 0x19)) && (cM_rndF(1.0f) < 0.5f)) {
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if ((frame == 0xb || frame == 0x19) && cM_rndF(1.0f) < 0.5f) {
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fopAcM_monsSeStart(actor, JA_SE_CV_MO_LOSE_LANCE, 0);
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}
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}
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if ((i_this->mbHasInnateWeapon == 0) && (daMo2_wepon_view_check(i_this))) {
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if (i_this->mbHasInnateWeapon == 0 && daMo2_wepon_view_check(i_this)) {
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i_this->mDamageReaction.mAction = ACTION_WEPON_SEARCH;
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i_this->mDamageReaction.mMode = -1;
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}
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@@ -1502,7 +1506,7 @@ static void fight_run(mo2_class* i_this) {
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dVar9 = g_mDoCPd_cpadInfo[0].mMainStickPosX;
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i_this->mDamageReaction.m4D0 = i_this->m05D6;
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if ((i_this->m05B0 == 0) && (i_this->mDamageReaction.mMode != 0)) {
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if (i_this->m05B0 == 0 && i_this->mDamageReaction.mMode != 0) {
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maxSpeed = 0x400;
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if (i_this->mDamageReaction.mMode == 1) {
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maxSpeed = 0x800;
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@@ -1526,7 +1530,7 @@ static void fight_run(mo2_class* i_this) {
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i_this->m05F0 = l_mo2HIO.m024 + 4;
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i_this->m05F2 = 4;
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} else {
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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target = l_mo2HIO.m058;
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} else {
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target = l_mo2HIO.m05C;
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@@ -1544,19 +1548,19 @@ static void fight_run(mo2_class* i_this) {
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i_this->m05B0 = 0;
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fight_run_set(i_this);
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}
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if ((i_this->m05B0 == 0) && (i_this->m05C0 < l_mo2HIO.m030)) {
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if (i_this->m05B0 == 0 && i_this->m05C0 < l_mo2HIO.m030) {
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i_this->mDamageReaction.mMode = 2;
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i_this->m05A4[4] = 0x32;
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}
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} else {
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if ((i_this->m2964 == 0) && (i_this->mbHasInnateWeapon != 0)) {
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if (i_this->m2964 == 0 && i_this->mbHasInnateWeapon != 0) {
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i_this->m2964 = 1;
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anm_init(i_this, MO2_BCK_DASH, 5.0f, J3DFrameCtrl::EMode_LOOP, l_mo2HIO.m070, MO2_BAS_DASH);
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}
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if (i_this->m2964 != 0) {
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i_this->m2964 = i_this->m2964 + 1;
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}
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if ((i_this->m05B0 == 0) && (i_this->m05C0 < l_mo2HIO.m034)) {
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if (i_this->m05B0 == 0 && i_this->m05C0 < l_mo2HIO.m034) {
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i_this->mDamageReaction.mAction = ACTION_FIGHT;
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i_this->mDamageReaction.mMode = 0;
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return;
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@@ -1565,13 +1569,13 @@ static void fight_run(mo2_class* i_this) {
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break;
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case 2:
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i_this->m2964 = 0;
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if ((cM_rndF(1.0f) < 0.3f) && (i_this->mbHasInnateWeapon == 0)) {
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if (cM_rndF(1.0f) < 0.3f && i_this->mbHasInnateWeapon == 0) {
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i_this->mDamageReaction.mMode = 8;
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wait_set(i_this);
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i_this->m05A4[1] = cM_rndF(20.0f) + 20.0f;
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} else {
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if (std::fabsf(dVar9) > 0.1f) {
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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anm_init(i_this, MO2_BCK_BWALKLR, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_BWALKLR);
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} else {
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anm_init(i_this, MO2_BCK_NBWALKLR, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_NBWALKLR);
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@@ -1583,14 +1587,14 @@ static void fight_run(mo2_class* i_this) {
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}
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} else {
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if (i_this->m05C0 < l_mo2HIO.m034) {
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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anm_init(i_this, MO2_BCK_BWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, -1.0f, MO2_BAS_BWALKFB);
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} else {
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anm_init(i_this, MO2_BCK_NBWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, -1.0f, MO2_BAS_NBWALKFB);
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}
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i_this->mDamageReaction.mMode = 4;
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} else {
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if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
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if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
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anm_init(i_this, MO2_BCK_BWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_BWALKFB);
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} else {
|
||||
anm_init(i_this, MO2_BCK_NBWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_NBWALKFB);
|
||||
@@ -1598,7 +1602,7 @@ static void fight_run(mo2_class* i_this) {
|
||||
i_this->mDamageReaction.mMode = 3;
|
||||
}
|
||||
}
|
||||
i_this->m05A4[1] = (s16)(int)(cM_rndF(20.0f) + 20.0f);
|
||||
i_this->m05A4[1] = (s16)(cM_rndF(20.0f) + 20.0f);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
@@ -1615,7 +1619,7 @@ static void fight_run(mo2_class* i_this) {
|
||||
}
|
||||
} else {
|
||||
i_this->mDamageReaction.mMode = 3;
|
||||
if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
|
||||
if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
|
||||
anm_init(i_this, MO2_BCK_BWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_BWALKFB);
|
||||
} else {
|
||||
anm_init(i_this, MO2_BCK_NBWALKFB, 10.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_NBWALKFB);
|
||||
@@ -1649,14 +1653,14 @@ static void fight_run(mo2_class* i_this) {
|
||||
i_this->mDamageReaction.mMode = 2;
|
||||
}
|
||||
}
|
||||
if ((i_this->mDamageReaction.mMode >= 3) && (i_this->m05BA <= 2)) {
|
||||
if (i_this->mDamageReaction.mMode >= 3 && i_this->m05BA <= 2) {
|
||||
if (i_this->m05C0 > l_mo2HIO.m030 + 75.0f) {
|
||||
i_this->mDamageReaction.mAction = ACTION_JYUNKAI;
|
||||
path_check(i_this);
|
||||
wait_set(i_this);
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
}
|
||||
if (((i_this->m05C0 < l_mo2HIO.m034 + 62.5f) && (i_this->m05C0 > l_mo2HIO.m034 - 62.5f)) && (i_this->m05A4[4] == 0)) {
|
||||
if (((i_this->m05C0 < l_mo2HIO.m034 + 62.5f) && (i_this->m05C0 > l_mo2HIO.m034 - 62.5f)) && i_this->m05A4[4] == 0) {
|
||||
i_this->m05A4[4] = l_mo2HIO.m074;
|
||||
if (cM_rndF(100.0f) < l_mo2HIO.m078) {
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT;
|
||||
@@ -1665,19 +1669,19 @@ static void fight_run(mo2_class* i_this) {
|
||||
}
|
||||
if (i_this->m05B6 == 0) {
|
||||
dAttention_c& attention = dComIfGp_getAttention();
|
||||
if ((i_this->mbHasInnateWeapon != 0) && (player->getCutType() != 0 && ((cc_pl_cut_bit_get() & i_this->m2960) != 0))) {
|
||||
if ((attention.Lockon()) && (actor == attention.LockonTarget(0))) {
|
||||
if (i_this->mbHasInnateWeapon != 0 && (player->getCutType() != 0 && ((cc_pl_cut_bit_get() & i_this->m2960) != 0))) {
|
||||
if (attention.Lockon() && actor == attention.LockonTarget(0)) {
|
||||
i_this->mDamageReaction.mAction = ACTION_DEFENCE;
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (((i_this->mbHasInnateWeapon != 0) && (i_this->m05C0 < l_mo2HIO.m034 - 62.5f)) &&
|
||||
(daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038)))
|
||||
if ((i_this->mbHasInnateWeapon != 0 && (i_this->m05C0 < l_mo2HIO.m034 - 62.5f)) &&
|
||||
daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038))
|
||||
{
|
||||
i_this->m05A0++;
|
||||
if ((i_this->m05A0 >= 0xF) && (cM_rndF(1.0f) < 0.5f)) {
|
||||
if (i_this->m05A0 >= 0xF && cM_rndF(1.0f) < 0.5f) {
|
||||
i_this->m05A0 = 0;
|
||||
i_this->mDamageReaction.mAction = ACTION_OSHI;
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
@@ -1691,7 +1695,7 @@ static void fight_run(mo2_class* i_this) {
|
||||
wait_set(i_this);
|
||||
i_this->mDamageReaction.mMode = -10;
|
||||
}
|
||||
if ((i_this->mbHasInnateWeapon == 0) && (daMo2_wepon_view_check(i_this))) {
|
||||
if (i_this->mbHasInnateWeapon == 0 && daMo2_wepon_view_check(i_this)) {
|
||||
i_this->mDamageReaction.mAction = ACTION_WEPON_SEARCH;
|
||||
i_this->mDamageReaction.mMode = -1;
|
||||
}
|
||||
@@ -1746,7 +1750,7 @@ static fopAc_ac_c* yari_hit_check(mo2_class* i_this) {
|
||||
}
|
||||
if (i_this->m2060 == 5) {
|
||||
i_this->m2904 = i_this->m28F8;
|
||||
} else if ((i_this->m2060 == 3) || (i_this->m2060 == 4)) {
|
||||
} else if (i_this->m2060 == 3 || i_this->m2060 == 4) {
|
||||
i_this->m2904 = i_this->m28EC;
|
||||
} else {
|
||||
i_this->m2904 = i_this->m28D4;
|
||||
@@ -1757,7 +1761,7 @@ static fopAc_ac_c* yari_hit_check(mo2_class* i_this) {
|
||||
i_this->m207C--;
|
||||
return NULL;
|
||||
}
|
||||
if ((i_this->m2068 < i_this->m206C) || (i_this->m2068 > i_this->m2070)) {
|
||||
if (i_this->m2068 < i_this->m206C || i_this->m2068 > i_this->m2070) {
|
||||
return NULL;
|
||||
}
|
||||
i_this->m2940 <<= 1;
|
||||
@@ -1765,7 +1769,7 @@ static fopAc_ac_c* yari_hit_check(mo2_class* i_this) {
|
||||
i_this->mWeapon2Sph.SetAtSpl(mo2_at_kind[i_this->m2060]);
|
||||
i_this->mWeaponSph.SetAtSe(mo2_at_sm_kind[i_this->m2060]);
|
||||
i_this->mWeapon2Sph.SetAtSe(mo2_at_sm_kind[i_this->m2060]);
|
||||
if ((i_this->m2060 == 2) || (i_this->m2060 == 1) || (i_this->m2060 == 5)) {
|
||||
if (i_this->m2060 == 2 || i_this->m2060 == 1 || i_this->m2060 == 5) {
|
||||
i_this->mWeaponSph.SetAtType(AT_TYPE_UNK8);
|
||||
i_this->mWeapon2Sph.SetAtType(AT_TYPE_UNK8);
|
||||
} else {
|
||||
@@ -1784,11 +1788,11 @@ static fopAc_ac_c* yari_hit_check(mo2_class* i_this) {
|
||||
i_this->mWeapon2Sph.MoveCAt(i_this->m2910);
|
||||
dComIfG_Ccsp()->Set(&i_this->mWeaponSph);
|
||||
dComIfG_Ccsp()->Set(&i_this->mWeapon2Sph);
|
||||
if ((i_this->m2060 == 2) || (i_this->m2060 == 1)) {
|
||||
if (i_this->m2060 == 2 || i_this->m2060 == 1) {
|
||||
dComIfG_Ccsp()->SetMass(&i_this->mWeaponSph, 3);
|
||||
dComIfG_Ccsp()->SetMass(&i_this->mWeapon2Sph, 3);
|
||||
}
|
||||
if ((i_this->mWeaponSph.ChkAtHit()) || (i_this->mWeapon2Sph.ChkAtHit())) {
|
||||
if (i_this->mWeaponSph.ChkAtHit() || i_this->mWeapon2Sph.ChkAtHit()) {
|
||||
if (i_this->mWeaponSph.ChkAtHit()) {
|
||||
pcVar2 = i_this->mWeaponSph.GetAtHitObj();
|
||||
} else {
|
||||
@@ -1840,9 +1844,9 @@ static void fight(mo2_class* i_this) {
|
||||
f32 r3 = info[i_this->m2064].speed;
|
||||
i_this->m2068 += r3;
|
||||
cLib_addCalc2(&actor->speedF, 0.0f, 1.0f, 20.0f);
|
||||
if ((i_this->m2060 == 3) && (i_this->m2064 == 0)) {
|
||||
if (i_this->m2060 == 3 && i_this->m2064 == 0) {
|
||||
actor->speedF = 30.0f;
|
||||
} else if ((i_this->m2060 == 5) && (i_this->m2064 == 1)) {
|
||||
} else if (i_this->m2060 == 5 && i_this->m2064 == 1) {
|
||||
if (i_this->m207E > 0) {
|
||||
actor->speedF = 70.0f;
|
||||
} else {
|
||||
@@ -1851,7 +1855,7 @@ static void fight(mo2_class* i_this) {
|
||||
i_this->m05F0 = l_mo2HIO.m024 + 3;
|
||||
i_this->m05F2 = 4;
|
||||
}
|
||||
if ((i_this->m2068 > i_this->m2074) && (daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038)))
|
||||
if (i_this->m2068 > i_this->m2074 && daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038))
|
||||
{
|
||||
i_this->mDamageReaction.m710 = 1;
|
||||
}
|
||||
@@ -1883,23 +1887,23 @@ static void fight(mo2_class* i_this) {
|
||||
}
|
||||
}
|
||||
if (i_this->m0594 == 0) {
|
||||
if (((i_this->m2068 >= br_set_tm[i_this->m2060]) && (i_this->m2068 <= br_set_tm[i_this->m2060] + 2.0f)) && (i_this->m2060 == 2)) {
|
||||
if (i_this->m2068 >= br_set_tm[i_this->m2060] && (i_this->m2068 <= br_set_tm[i_this->m2060] + 2.0f) && i_this->m2060 == 2) {
|
||||
i_this->m05F0 = l_mo2HIO.m024 + 0x10;
|
||||
i_this->m05F2 = 0;
|
||||
i_this->m05EE = actor->current.angle.y + 0x2000 + REG0_S(8);
|
||||
}
|
||||
}
|
||||
if (((i_this->m2060 == 1) && (i_this->m2068 >= 31.0f)) && (i_this->m2068 <= 32.1f)) {
|
||||
if (i_this->m2060 == 1 && i_this->m2068 >= 31.0f && i_this->m2068 <= 32.1f) {
|
||||
i_this->m05F0 = l_mo2HIO.m024 + 8;
|
||||
i_this->m05F2 = 2;
|
||||
mDoAud_seStart(JA_SE_CM_LANCE_HIT_FLOOR, &i_this->m28D4, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
|
||||
}
|
||||
if ((i_this->m2060 == 2) && (i_this->m05A4[2] == 1)) {
|
||||
if (i_this->m2060 == 2 && i_this->m05A4[2] == 1) {
|
||||
i_this->m05F0 = l_mo2HIO.m024 + 4;
|
||||
i_this->m05F2 = 4;
|
||||
}
|
||||
if (fopAcM_searchPlayerDistance(actor) < 500.0f) {
|
||||
if ((i_this->m2068 < i_this->m2078) || (i_this->m2942 != 0)) {
|
||||
if (i_this->m2068 < i_this->m2078 || i_this->m2942 != 0) {
|
||||
i_this->mDamageReaction.m4D0 = i_this->m05D6;
|
||||
}
|
||||
cLib_addCalcAngleS2(&actor->current.angle.y, i_this->mDamageReaction.m4D0, 4, 0x800);
|
||||
@@ -1958,7 +1962,7 @@ static void fight(mo2_class* i_this) {
|
||||
} else {
|
||||
if (i_this->m05C0 < l_mo2HIO.m030) {
|
||||
if (daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038)) {
|
||||
if ((cM_rndF(1.0f) < 0.5f) || (i_this->m207E < 0)) {
|
||||
if (cM_rndF(1.0f) < 0.5f || i_this->m207E < 0) {
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT_RUN;
|
||||
i_this->mDamageReaction.mMode = 2;
|
||||
i_this->m05A4[1] = 0;
|
||||
@@ -1966,7 +1970,7 @@ static void fight(mo2_class* i_this) {
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
}
|
||||
} else {
|
||||
if ((i_this->mbHasInnateWeapon != 0) || (i_this->m2943 != 0)) {
|
||||
if (i_this->mbHasInnateWeapon != 0 || i_this->m2943 != 0) {
|
||||
i_this->mDamageReaction.mAction = ACTION_P_LOST;
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
i_this->m05A4[1] = 0;
|
||||
@@ -2020,8 +2024,8 @@ static void nage(mo2_class* i_this) {
|
||||
i_this->m2A48 = 1;
|
||||
break;
|
||||
}
|
||||
if (((i_this->m05B4 != 0) || (i_this->m2A0C != 0)) ||
|
||||
(daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038)))
|
||||
if (i_this->m05B4 != 0 || i_this->m2A0C != 0 ||
|
||||
daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038))
|
||||
{
|
||||
i_this->m05A4[1] = l_mo2HIO.m00A + l_mo2HIO.m00C;
|
||||
i_this->m05A4[2] = l_mo2HIO.m00C;
|
||||
@@ -2038,11 +2042,11 @@ static void nage(mo2_class* i_this) {
|
||||
break;
|
||||
}
|
||||
case -9:
|
||||
maxSpeed = (i_this->m05A4[0] != 0) ? (s16)0 : (s16)0x1000;
|
||||
maxSpeed = i_this->m05A4[0] != 0 ? (s16)0 : (s16)0x1000;
|
||||
if (i_this->m05A4[1] == 0) {
|
||||
iVar5 = 2;
|
||||
} else if (
|
||||
(i_this->m05A4[2] == 0) && (daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038) != 0)
|
||||
i_this->m05A4[2] == 0 && daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038) != 0
|
||||
)
|
||||
{
|
||||
i_this->mDamageReaction.mMode = -5;
|
||||
@@ -2085,7 +2089,7 @@ static void nage(mo2_class* i_this) {
|
||||
}
|
||||
}
|
||||
cLib_addCalcAngleS2(&actor->current.angle.y, i_this->mDamageReaction.m4D0, 3, maxSpeed);
|
||||
if ((iVar5 != 0) || (daMo2_player_bg_check(i_this, &i_this->mDamageReaction.m714->current.pos) == 1)) {
|
||||
if (iVar5 != 0 || daMo2_player_bg_check(i_this, &i_this->mDamageReaction.m714->current.pos) == 1) {
|
||||
i_this->mDamageReaction.mAction = ACTION_JYUNKAI;
|
||||
wait_set(i_this);
|
||||
if (iVar5 == 2) {
|
||||
@@ -2131,7 +2135,7 @@ static void p_lost(mo2_class* i_this) {
|
||||
break;
|
||||
case 1:
|
||||
actor->speedF = 0.0f;
|
||||
if (((i_this->m059C & 0x1F) == 0) && (cM_rndF(1.0f) < 0.5f)) {
|
||||
if ((i_this->m059C & 0x1F) == 0 && cM_rndF(1.0f) < 0.5f) {
|
||||
fopAcM_monsSeStart(actor, JA_SE_CV_MO_SEARCH, 0);
|
||||
}
|
||||
if (i_this->mpMorf->isStop()) {
|
||||
@@ -2142,8 +2146,8 @@ static void p_lost(mo2_class* i_this) {
|
||||
i_this->m05A4[1] = 0;
|
||||
}
|
||||
}
|
||||
if ((((int)i_this->mpMorf->getFrame() > 25) && (i_this->m05A4[1] == 0)) &&
|
||||
(daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038)))
|
||||
if (((int)i_this->mpMorf->getFrame() > 25 && i_this->m05A4[1] == 0) &&
|
||||
daMo2_player_view_check(i_this, &i_this->mDamageReaction.m714->current.pos, i_this->m05D6, l_mo2HIO.m038))
|
||||
{
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT_RUN;
|
||||
i_this->mDamageReaction.mMode = 2;
|
||||
@@ -2307,7 +2311,7 @@ static void hukki(mo2_class* i_this) {
|
||||
i_this->m05F2 = 3;
|
||||
}
|
||||
if (i_this->mpMorf->isStop()) {
|
||||
if ((!player->checkGrabWear()) && (i_this->m05C0 < l_mo2HIO.m030)) {
|
||||
if (!player->checkGrabWear() && i_this->m05C0 < l_mo2HIO.m030) {
|
||||
i_this->mDamageReaction.mMode = 0xe;
|
||||
i_this->m05A4[1] = 10;
|
||||
} else {
|
||||
@@ -2462,7 +2466,7 @@ static void wepon_search(mo2_class* i_this) {
|
||||
daBoko_c* boko = (daBoko_c*)fopAcM_SearchByID(i_this->mWeaponPcId);
|
||||
f32 dVar9;
|
||||
|
||||
if ((i_this->mDamageReaction.mMode < 2) && (boko == NULL || (boko != NULL && fopAcM_checkCarryNow(boko)))) {
|
||||
if (i_this->mDamageReaction.mMode < 2 && (boko == NULL || boko != NULL && fopAcM_checkCarryNow(boko))) {
|
||||
i_this->mDamageReaction.mAction = ACTION_JYUNKAI;
|
||||
path_check(i_this);
|
||||
wait_set(i_this);
|
||||
@@ -2495,7 +2499,7 @@ static void wepon_search(mo2_class* i_this) {
|
||||
actor->speedF = 0.0f;
|
||||
if (i_this->m05B2 == 0) {
|
||||
cLib_addCalcAngleS2(&actor->current.angle.y, i_this->mDamageReaction.m4D0, 2, 0x3000);
|
||||
if ((i_this->mpMorf->isStop()) || (i_this->m05A4[1] == 0)) {
|
||||
if (i_this->mpMorf->isStop() || i_this->m05A4[1] == 0) {
|
||||
i_this->mDamageReaction.mMode = 1;
|
||||
i_this->m05AE = l_mo2HIO.m08A;
|
||||
anm_init(i_this, MO2_BCK_SWALK, 5.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, MO2_BAS_SWALK);
|
||||
@@ -2518,7 +2522,7 @@ static void wepon_search(mo2_class* i_this) {
|
||||
anm_init(i_this, MO2_BCK_SCATCH, 2.0f, J3DFrameCtrl::EMode_NONE, 1.0f, MO2_BAS_SCATCH);
|
||||
i_this->m05A4[1] = 0x1d;
|
||||
} else {
|
||||
if ((i_this->m05AE == 0) || (i_this->mDamageReaction.mAcch.ChkWallHit())) {
|
||||
if (i_this->m05AE == 0 || i_this->mDamageReaction.mAcch.ChkWallHit()) {
|
||||
i_this->m02E2 = 0x46;
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT_RUN;
|
||||
i_this->m05A4[1] = 0;
|
||||
@@ -2531,7 +2535,7 @@ static void wepon_search(mo2_class* i_this) {
|
||||
{
|
||||
actor->speedF = 0.0f;
|
||||
if (i_this->m05A4[1] == 0x18) {
|
||||
if ((boko != NULL) && !fopAcM_checkCarryNow(boko)) {
|
||||
if (boko != NULL && !fopAcM_checkCarryNow(boko)) {
|
||||
i_this->mbHasInnateWeapon = 1;
|
||||
fopAcM_delete(boko);
|
||||
fopAcM_seStart(actor, JA_SE_CM_LANCE_PICKUP, 0);
|
||||
@@ -2548,7 +2552,7 @@ static void wepon_search(mo2_class* i_this) {
|
||||
cLib_addCalcAngleS2(&actor->current.angle.y, i_this->mDamageReaction.m4D0, 3, 0x800);
|
||||
}
|
||||
if (i_this->mpMorf->isStop()) {
|
||||
if (((l_mo2HIO.m009 == 0) && (!player->checkGrabWear())) && (i_this->m05C0 < l_mo2HIO.m030)) {
|
||||
if (l_mo2HIO.m009 == 0 && !player->checkGrabWear() && i_this->m05C0 < l_mo2HIO.m030) {
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT;
|
||||
i_this->m2060 = 2;
|
||||
i_this->m2068 = REG0_F(8) + 33.0f;
|
||||
@@ -2649,7 +2653,7 @@ static void d_mahi(mo2_class* i_this) {
|
||||
i_this->m05A4[0] = 100;
|
||||
// Fall-through
|
||||
case 1:
|
||||
if ((i_this->m05A4[0] <= 0x50) && (i_this->m05A4[0] >= 0x28)) {
|
||||
if (i_this->m05A4[0] <= 0x50 && i_this->m05A4[0] >= 0x28) {
|
||||
if (i_this->m05A4[0] == 0x50) {
|
||||
enemy_piyo_set(actor);
|
||||
}
|
||||
@@ -2710,8 +2714,8 @@ static void d_dozou(mo2_class* i_this) {
|
||||
}
|
||||
// Fall-through
|
||||
case 1:
|
||||
if (((i_this->mEnableSpawnSwitch != 0xFF) && (dComIfGs_isSwitch(i_this->mEnableSpawnSwitch, fopAcM_GetRoomNo(actor)))) ||
|
||||
(i_this->mEnableSpawnSwitch == 0xFF && (dComIfGs_isEventBit(dSv_event_flag_c::COLORS_IN_HYRULE))))
|
||||
if ((i_this->mEnableSpawnSwitch != 0xFF && dComIfGs_isSwitch(i_this->mEnableSpawnSwitch, fopAcM_GetRoomNo(actor))) ||
|
||||
(i_this->mEnableSpawnSwitch == 0xFF && dComIfGs_isEventBit(dSv_event_flag_c::COLORS_IN_HYRULE)))
|
||||
{
|
||||
i_this->mpMorf->setPlaySpeed(1.0f);
|
||||
i_this->mDamageReaction.mMode = 2;
|
||||
@@ -2803,7 +2807,7 @@ static void e3_demo(mo2_class* i_this) {
|
||||
case 2:
|
||||
cLib_addCalc0(&i_this->m2A40, 0.1f, 3.0f);
|
||||
cLib_addCalc2(&actor->speedF, l_mo2HIO.m058, 1.0f, 20.0f);
|
||||
if ((i_this->m05C0 < l_mo2HIO.m030) || (ground_4_check(i_this, 1, actor->current.angle.y, 100.0f))) {
|
||||
if (i_this->m05C0 < l_mo2HIO.m030 || ground_4_check(i_this, 1, actor->current.angle.y, 100.0f)) {
|
||||
i_this->mDamageReaction.mMode = 3;
|
||||
anm_init(i_this, MO2_BCK_KNAGE, 5.0f, J3DFrameCtrl::EMode_NONE, 1.0f, MO2_BAS_KNAGE);
|
||||
}
|
||||
@@ -2823,7 +2827,7 @@ static void e3_demo(mo2_class* i_this) {
|
||||
}
|
||||
case 4:
|
||||
cLib_addCalc2(&actor->speedF, l_mo2HIO.m058, 1.0f, 20.0f);
|
||||
if ((fopAcM_searchPlayerDistance(actor) < 250.0f) || (ground_4_check(i_this, 1, actor->current.angle.y, 100.0f))) {
|
||||
if (fopAcM_searchPlayerDistance(actor) < 250.0f || ground_4_check(i_this, 1, actor->current.angle.y, 100.0f)) {
|
||||
i_this->mDamageReaction.mMode = 5;
|
||||
anm_init(i_this, MO2_BCK_WAITDEMO, 15.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
|
||||
i_this->m05A4[1] = 0x1E;
|
||||
@@ -2867,7 +2871,7 @@ static void Mo2_move(mo2_class* i_this) {
|
||||
}
|
||||
i_this->m02E0 = 2;
|
||||
i_this->m05B4 = 5;
|
||||
if ((std::fabsf(i_this->mDamageReaction.m478) > 40.0f) && (!i_this->mDamageReaction.mAcch.ChkGroundHit())) {
|
||||
if (std::fabsf(i_this->mDamageReaction.m478) > 40.0f && !i_this->mDamageReaction.mAcch.ChkGroundHit()) {
|
||||
i_this->mWeaponSph.SetC(i_this->mDamageReaction.m100[0xc]);
|
||||
i_this->mWeaponSph.SetR(60.0f);
|
||||
i_this->mWeaponSph.OffAtVsPlayerBit();
|
||||
@@ -2875,7 +2879,7 @@ static void Mo2_move(mo2_class* i_this) {
|
||||
i_this->mWeaponSph.SetAtSpl(dCcG_At_Spl_UNK1);
|
||||
dComIfG_Ccsp()->Set(&i_this->mWeaponSph);
|
||||
dComIfG_Ccsp()->SetMass(&i_this->mWeaponSph, 3);
|
||||
if ((i_this->mWeaponSph.ChkAtHit() != 0) && (actor->speed.y < -50.0f)) {
|
||||
if (i_this->mWeaponSph.ChkAtHit() != 0 && actor->speed.y < -50.0f) {
|
||||
actor->speed.y = 0.0f;
|
||||
i_this->mDamageReaction.m474 = 8000.0f;
|
||||
}
|
||||
@@ -2888,9 +2892,9 @@ static void Mo2_move(mo2_class* i_this) {
|
||||
} else {
|
||||
i_this->mCoCyl.OffCoSetBit();
|
||||
}
|
||||
if ((i_this->mDamageReaction.m48A) && (i_this->mDamageReaction.m488 == 0)) {
|
||||
if (i_this->mDamageReaction.m48A && i_this->mDamageReaction.m488 == 0) {
|
||||
if (i_this->mDamageReaction.m48A == 1) {
|
||||
if (((i_this->mMode != 1) || (rouya_mode == 0)) && (i_this->mDamageReaction.mAction != ACTION_P_LOST || (i_this->m05A4[1] == 0))) {
|
||||
if ((i_this->mMode != 1 || rouya_mode == 0) && (i_this->mDamageReaction.mAction != ACTION_P_LOST || i_this->m05A4[1] == 0)) {
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT_RUN;
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
i_this->m05A4[1] = 0;
|
||||
@@ -2986,7 +2990,7 @@ static void Mo2_move(mo2_class* i_this) {
|
||||
local_20.x = 0.0f;
|
||||
local_20.y = 0.0f;
|
||||
local_20.z = actor->speedF;
|
||||
if (((i_this->mDamageReaction.mAction != ACTION_HUKKI) && (i_this->mDamageReaction.mAction != ACTION_FAIL)) && (i_this->mDamageReaction.m48A == 0))
|
||||
if (i_this->mDamageReaction.mAction != ACTION_HUKKI && i_this->mDamageReaction.mAction != ACTION_FAIL && i_this->mDamageReaction.m48A == 0)
|
||||
{
|
||||
i_this->mDamageReaction.m482 = actor->current.angle.y;
|
||||
cMtx_YrotS(*calc_mtx, actor->current.angle.y + i_this->m05D8);
|
||||
@@ -3071,7 +3075,7 @@ static u8 damage_check(mo2_class* i_this) {
|
||||
} else {
|
||||
i_this->m2928.y = -10000.0f;
|
||||
i_this->mDefenseSph.SetR(-200.0f);
|
||||
if ((i_this->m05B4 == 0) && (i_this->mHeadSph.ChkTgHit() || (i_this->mTgCyl.ChkTgHit()))) {
|
||||
if (i_this->m05B4 == 0 && (i_this->mHeadSph.ChkTgHit() || i_this->mTgCyl.ChkTgHit())) {
|
||||
i_this->m05A0 = 0;
|
||||
i_this->m2944 = -1;
|
||||
i_this->m294E = 0;
|
||||
@@ -3107,18 +3111,18 @@ static u8 damage_check(mo2_class* i_this) {
|
||||
return 0;
|
||||
}
|
||||
if (atInfo.mpObj->ChkAtType(AT_TYPE_FIRE | AT_TYPE_FIRE_ARROW)) {
|
||||
(i_this->mEnemyFire).mFireDuration = REG0_S(2) + 100;
|
||||
i_this->mEnemyFire.mFireDuration = REG0_S(2) + 100;
|
||||
i_this->m05B4 = 0x32;
|
||||
}
|
||||
hp = actor->health;
|
||||
at_power_check(&atInfo);
|
||||
if ((atInfo.mResultingAttackType == 10) || (atInfo.mResultingAttackType == 0xe)) {
|
||||
if (atInfo.mResultingAttackType == 10 || atInfo.mResultingAttackType == 0xe) {
|
||||
actor->health = 0x14;
|
||||
}
|
||||
atInfo.mpActor = cc_at_check(actor, &atInfo);
|
||||
if ((atInfo.mResultingAttackType == 10) || (atInfo.mResultingAttackType == 0xe)) {
|
||||
if (atInfo.mResultingAttackType == 10 || atInfo.mResultingAttackType == 0xe) {
|
||||
actor->health = hp;
|
||||
if ((atInfo.mResultingAttackType == 0xe) && (i_this->m2951 == 0)) {
|
||||
if (atInfo.mResultingAttackType == 0xe && i_this->m2951 == 0) {
|
||||
i_this->m2951 = 1;
|
||||
i_this->mDamageReaction.mAction = ACTION_P_LOST;
|
||||
i_this->mDamageReaction.mMode = -10;
|
||||
@@ -3170,7 +3174,7 @@ static u8 damage_check(mo2_class* i_this) {
|
||||
cMtx_YrotS(*calc_mtx, atInfo.m0C.y);
|
||||
}
|
||||
}
|
||||
if ((iVar11 != 0) && (i_this->mMode == 1)) {
|
||||
if (iVar11 != 0 && i_this->mMode == 1) {
|
||||
if (rouya_mode != 0) {
|
||||
i_this->mDamageReaction.mAction = ACTION_NAGE;
|
||||
i_this->mDamageReaction.mMode = -10;
|
||||
@@ -3247,7 +3251,7 @@ static u8 damage_check(mo2_class* i_this) {
|
||||
}
|
||||
}
|
||||
if (iVar11 != 0) {
|
||||
if ((actor->health <= 0) && (atInfo.mbDead != 0)) {
|
||||
if (actor->health <= 0 && atInfo.mbDead != 0) {
|
||||
fopAcM_monsSeStart(actor, JA_SE_CV_MO_FAINTED, 0);
|
||||
if (fopAcM_CheckStatus(actor, fopAcStts_BOSS_e)) {
|
||||
i_this->m2A1D = 0x32;
|
||||
@@ -3389,7 +3393,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
}
|
||||
g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &actor->current.pos, &actor->tevStr);
|
||||
enemy_fire(&i_this->mEnemyFire);
|
||||
if ((i_this->m2A4B != 0) || (i_this->m2A4C == 1)) {
|
||||
if (i_this->m2A4B != 0 || i_this->m2A4C == 1) {
|
||||
dComIfGp_setNextStage("majroom", 0, 0, 0xFF, 0.0f, 0, 1, 0);
|
||||
return TRUE;
|
||||
}
|
||||
@@ -3399,7 +3403,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
mDoAud_seStop(JA_SE_MAJUTOU_ALERM, 30);
|
||||
}
|
||||
}
|
||||
if ((i_this->m2970 != 0) || (actor->home.pos.y - actor->current.pos.y > 4000.0f)) {
|
||||
if (i_this->m2970 != 0 || (actor->home.pos.y - actor->current.pos.y > 4000.0f)) {
|
||||
fopAcM_delete(actor);
|
||||
return TRUE;
|
||||
}
|
||||
@@ -3421,7 +3425,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
i_this->mDamageReaction.mMode = 0;
|
||||
}
|
||||
}
|
||||
if ((i_this->mDamageReaction.mAction == ACTION_JYUNKAI) && (player->checkGrabWear())) {
|
||||
if (i_this->mDamageReaction.mAction == ACTION_JYUNKAI && player->checkGrabWear()) {
|
||||
if (i_this->mDamageReaction.mMode < 2) {
|
||||
l_mo2HIO.m02C = REG0_F(10) + 800.0f;
|
||||
} else {
|
||||
@@ -3433,7 +3437,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
l_mo2HIO.m04C = -200.0f;
|
||||
}
|
||||
u8 r23 = 0;
|
||||
if (((l_mo2HIO.m006 == 0) || (CPad_CHECK_TRIG_B(0))) || (CPad_CHECK_HOLD_Y(0))) {
|
||||
if (l_mo2HIO.m006 == 0 || CPad_CHECK_TRIG_B(0) || CPad_CHECK_HOLD_Y(0)) {
|
||||
i_this->m059C++;
|
||||
for (s32 i = 0; i < 5; i++) {
|
||||
if (i_this->m05A4[i] != 0) {
|
||||
@@ -3466,7 +3470,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
if (i_this->m05B6 != 0) {
|
||||
i_this->m05B6--;
|
||||
}
|
||||
if (((dComIfGs_isCollect(0, 0)) || (dComIfGs_isCollect(0, 1))) || (dComIfGs_isCollect(0, 2) || (dComIfGs_isCollect(0, 3)))) {
|
||||
if (dComIfGs_isCollect(0, 0) || dComIfGs_isCollect(0, 1) || dComIfGs_isCollect(0, 2) || dComIfGs_isCollect(0, 3)) {
|
||||
rouya_mode = 0;
|
||||
} else {
|
||||
rouya_mode = 1;
|
||||
@@ -3512,7 +3516,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
switch (r3) {
|
||||
case 1:
|
||||
anm_init(i_this, MO2_BCK_PAOMUKE, 2.0f, J3DFrameCtrl::EMode_NONE, 1.0f, MO2_BAS_PAOMUKE);
|
||||
if ((i_this->mbHasInnateWeapon != 0) && ((actor->health <= 0 || (r23 >= 4)) || (cM_rndF(1.0f) < 0.5f))) {
|
||||
if (i_this->mbHasInnateWeapon != 0 && (actor->health <= 0 || r23 >= 4 || cM_rndF(1.0f) < 0.5f)) {
|
||||
i_this->mSpawnWeaponActor = 1;
|
||||
}
|
||||
i_this->mDamageReaction.mAction = ACTION_JYUNKAI;
|
||||
@@ -3521,9 +3525,10 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
anm_init(i_this, MO2_BCK_PUTSUBUSE, 2.0f, J3DFrameCtrl::EMode_NONE, 1.0f, MO2_BAS_PUTSUBUSE);
|
||||
break;
|
||||
case 5:
|
||||
if (((i_this->mMode != 1) || (rouya_mode == 0)) &&
|
||||
if ((i_this->mMode != 1 || rouya_mode == 0) &&
|
||||
(i_this->mDamageReaction.mAction != ACTION_FIGHT_RUN &&
|
||||
((i_this->mDamageReaction.mAction != ACTION_HUKKI && (i_this->mDamageReaction.mAction != ACTION_P_LOST)) && (i_this->m05A4[1] == 0))))
|
||||
i_this->mDamageReaction.mAction != ACTION_HUKKI &&
|
||||
i_this->mDamageReaction.mAction != ACTION_P_LOST && i_this->m05A4[1] == 0))
|
||||
{
|
||||
wait_set(i_this);
|
||||
i_this->mDamageReaction.mAction = ACTION_FIGHT_RUN;
|
||||
@@ -3617,7 +3622,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
f32 f1 = dComIfG_Bgsp()->GroundCross(&gndChk);
|
||||
if (f1 != -G_CM3D_F_INF) {
|
||||
r22 = -cM_atan2s(f1 - pos.y, tmp.z - pos.z);
|
||||
if ((r22 > 0x2000) || (r22 < -0x2000)) {
|
||||
if (r22 > 0x2000 || r22 < -0x2000) {
|
||||
r22 = 0;
|
||||
}
|
||||
}
|
||||
@@ -3628,7 +3633,7 @@ static BOOL daMo2_Execute(mo2_class* i_this) {
|
||||
f1 = dComIfG_Bgsp()->GroundCross(&gndChk);
|
||||
if (f1 != -G_CM3D_F_INF) {
|
||||
r21 = (s16)cM_atan2s(f1 - pos.y, tmp.x - pos.x);
|
||||
if ((r21 > 0x2000) || (r21 < -0x2000)) {
|
||||
if (r21 > 0x2000 || r21 < -0x2000) {
|
||||
r21 = 0;
|
||||
}
|
||||
}
|
||||
@@ -3855,7 +3860,7 @@ static BOOL createHeap(fopAc_ac_c* a_this) {
|
||||
0x00080000,
|
||||
0x37441422
|
||||
);
|
||||
if ((i_this->mpMorf == NULL) || (i_this->mpMorf->getModel() == NULL)) {
|
||||
if (i_this->mpMorf == NULL || i_this->mpMorf->getModel() == NULL) {
|
||||
return FALSE;
|
||||
}
|
||||
J3DModel* model = i_this->mpMorf->getModel();
|
||||
@@ -4081,7 +4086,7 @@ static cPhs_State daMo2_Create(fopAc_ac_c* a_this) {
|
||||
return res2;
|
||||
}
|
||||
i_this->mMode = fopAcM_GetParam(a_this);
|
||||
if ((i_this->mMode == 1) && (kantera_get_init(i_this) != 0)) {
|
||||
if (i_this->mMode == 1 && kantera_get_init(i_this) != 0) {
|
||||
return cPhs_INIT_e;
|
||||
}
|
||||
a_this->gbaName = 2;
|
||||
@@ -4099,11 +4104,11 @@ static cPhs_State daMo2_Create(fopAc_ac_c* a_this) {
|
||||
if (i_this->mDeathSwitch == 0xFF) {
|
||||
i_this->mDeathSwitch = 0;
|
||||
}
|
||||
if ((i_this->mDeathSwitch != 0) && (i_this->mDeathSwitch <= 0x7F)) {
|
||||
if (i_this->mDeathSwitch != 0 && i_this->mDeathSwitch <= 0x7F) {
|
||||
fopAcM_OnStatus(a_this, fopAcStts_BOSS_e);
|
||||
search_sp = 1;
|
||||
}
|
||||
if (((dComIfGs_isEventBit(dSv_event_flag_c::UNK_1101)) && (i_this->mDeathSwitch != 0)) &&
|
||||
if ((dComIfGs_isEventBit(dSv_event_flag_c::UNK_1101) && i_this->mDeathSwitch != 0) &&
|
||||
(dComIfGs_isSwitch(i_this->mDeathSwitch, fopAcM_GetRoomNo(a_this))))
|
||||
{
|
||||
return cPhs_ERROR_e;
|
||||
@@ -4135,16 +4140,16 @@ static cPhs_State daMo2_Create(fopAc_ac_c* a_this) {
|
||||
i_this->mbHasInnateWeapon = 1;
|
||||
i_this->mDamageReaction.mInvincibleTimer = 5;
|
||||
#if VERSION == VERSION_DEMO
|
||||
if (((dComIfGs_isCollect(0, 0)) || (dComIfGs_isCollect(0, 1))) || (dComIfGs_isCollect(0, 2)))
|
||||
if (dComIfGs_isCollect(0, 0) || dComIfGs_isCollect(0, 1) || dComIfGs_isCollect(0, 2))
|
||||
#else
|
||||
if (((dComIfGs_isCollect(0, 0)) || (dComIfGs_isCollect(0, 1))) || (dComIfGs_isCollect(0, 2) || (dComIfGs_isCollect(0, 3))))
|
||||
if (dComIfGs_isCollect(0, 0) || dComIfGs_isCollect(0, 1) || dComIfGs_isCollect(0, 2) || dComIfGs_isCollect(0, 3))
|
||||
#endif
|
||||
{
|
||||
rouya_mode = 0;
|
||||
} else {
|
||||
rouya_mode = 1;
|
||||
}
|
||||
if ((i_this->mMode != 1) || (rouya_mode == 0)) {
|
||||
if (i_this->mMode != 1 || rouya_mode == 0) {
|
||||
a_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
|
||||
}
|
||||
if (i_this->mMode == 5) {
|
||||
|
||||
Reference in New Issue
Block a user