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https://github.com/zeldaret/tww.git
synced 2026-10-28 03:26:40 -04:00
sitem OK for demo
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+1
-1
@@ -1625,7 +1625,7 @@ config.libs = [
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ActorRel(NonMatching, "d_a_ship"),
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ActorRel(MatchingFor("GZLJ01", "GZLE01", "GZLP01"), "d_a_shop_item"),
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ActorRel(MatchingFor("GZLJ01", "GZLE01", "GZLP01"), "d_a_sie_flag"),
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ActorRel(MatchingFor("GZLJ01", "GZLE01", "GZLP01"), "d_a_sitem"),
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ActorRel(Matching, "d_a_sitem"),
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ActorRel(NonMatching, "d_a_ss"),
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ActorRel(MatchingFor("GZLJ01", "GZLE01", "GZLP01"), "d_a_sss"),
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ActorRel(MatchingFor("GZLJ01", "GZLE01", "GZLP01"), "d_a_syan"),
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+32
-26
@@ -426,16 +426,15 @@ static f32 max_d[4] = {100.0f, 250.0f, 400.0f, 600.0f};
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/* 000015C0-00002304 .text hand_move__FP11sitem_class */
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static void hand_move(sitem_class* i_this) {
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/* Nonmatching - demo only */
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fopAc_ac_c* actor = &i_this->actor;
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fopAc_ac_c* player = dComIfGp_getPlayer(0);
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f32 fVar17;
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f32 fVar16;
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f32 zero;
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f32 fVar1;
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f32 fVar14;
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f32 fVar15;
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f32 f31;
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f32 f30;
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f32 f29;
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f32 f28;
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f32 f27;
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f32 f26;
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u8 *puVar3;
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bool bVar6;
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s16 sVar5;
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@@ -453,13 +452,13 @@ static void hand_move(sitem_class* i_this) {
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bVar6 = false;
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fVar17 = 0.1f;
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fVar16 = 8.0f;
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zero = 0.0f;
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fVar14 = 1.0f;
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fVar15 = REG0_F(0xB) + 5.0f;
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f31 = 0.1f;
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f30 = 8.0f;
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f29 = 0.0f;
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f27 = 1.0f;
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f26 = REG0_F(0xB) + 5.0f;
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fVar1 = REG0_F(5) + hr_d[i_this->field_0x2B9];
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f28 = REG0_F(5) + hr_d[i_this->field_0x2B9];
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fVar13 = max_d[i_this->field_0x2B9];
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cMtx_YrotS(*calc_mtx, actor->current.angle.y);
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@@ -483,10 +482,10 @@ static void hand_move(sitem_class* i_this) {
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}
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break;
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case 5:
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fVar15 = 50.0f;
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f26 = 50.0f;
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i_this->field_0x300 = 50.0f;
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bVar6 = true;
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fVar1 = 25.0f;
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f28 = 25.0f;
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i_this->field_0x2D4 = i_this->field_0x2C8;
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i_this->field_0x2C8 += actor->speed;
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@@ -516,11 +515,11 @@ static void hand_move(sitem_class* i_this) {
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break;
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case 6:
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bVar6 = true;
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fVar15 = zero;
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f26 = 0.0f;
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i_this->field_0x2C6 = 10;
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if (i_this->field_0x2C2[0] < 0x28) {
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fVar14 = fVar1 * 0.05f;
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fVar1 = fVar15;
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f27 = f28 * 0.05f;
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f28 = 0.0f;
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}
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if (i_this->field_0x2C2[0] == 0) {
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@@ -529,12 +528,12 @@ static void hand_move(sitem_class* i_this) {
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break;
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}
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cLib_addCalc2(&i_this->field_0x2F4, fVar1, 0.5f, fVar14);
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cLib_addCalc2(&i_this->field_0x2FC, zero, 1.0f, 0.2f);
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cLib_addCalc2(&i_this->field_0x300, fVar15, 1.0f, 1.5f);
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cLib_addCalc2(&i_this->field_0x2F4, f28, 0.5f, f27);
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cLib_addCalc2(&i_this->field_0x2FC, f29, 1.0f, 0.2f);
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cLib_addCalc2(&i_this->field_0x300, f26, 1.0f, 1.5f);
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if (!bVar6) {
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cLib_addCalc2(&actor->speedF, fVar16, 1.0f, fVar17);
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cLib_addCalc2(&actor->speedF, f30, 1.0f, f31);
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if ((i_this->field_0xB0C > 1.0f) && (i_this->field_0x2C0 != 3)) {
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cMtx_YrotS(*calc_mtx, (s16)i_this->field_0xB10);
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@@ -546,7 +545,7 @@ static void hand_move(sitem_class* i_this) {
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local_138 += cStack_12c;
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fVar17 = 0.1f;
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f31 = 0.1f;
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actor->speedF = i_this->field_0xB0C * 0.2f;
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if (actor->speedF > REG6_F(8) + 30.0f) {
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actor->speedF = REG6_F(8) + 30.0f;
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@@ -554,9 +553,16 @@ static void hand_move(sitem_class* i_this) {
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}
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cLib_addCalc0(&i_this->field_0xB0C, 1.0f, REG6_F(7) + 5.0f);
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cLib_addCalc2(&i_this->field_0x2C8.x, local_138.x, fVar17, actor->speedF);
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cLib_addCalc2(&i_this->field_0x2C8.y, local_138.y, fVar17, actor->speedF);
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cLib_addCalc2(&i_this->field_0x2C8.z, local_138.z, fVar17, actor->speedF);
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cLib_addCalc2(&i_this->field_0x2C8.x, local_138.x, f31, actor->speedF);
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cLib_addCalc2(&i_this->field_0x2C8.y, local_138.y, f31, actor->speedF);
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cLib_addCalc2(&i_this->field_0x2C8.z, local_138.z, f31, actor->speedF);
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// Semi-fake, there was some unknown condition here that always evaluates to false.
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// For retail this whole block gets optimized out, but for the demo build the inner part remains as unreachable code.
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BOOL temp = FALSE;
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if (temp && local_138.x == 0.0f) {
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cLib_addCalcAngleS2(&i_this->actor.current.angle.y, fopAcM_searchPlayerAngleY(&i_this->actor), 0x10, 0x800);
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}
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control1(i_this);
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control2(i_this);
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