Refactor d_a_am2 to use composition

This commit is contained in:
LagoLunatic
2025-07-18 16:51:09 -04:00
parent 2e27a30ebd
commit aa2c00cae2
2 changed files with 245 additions and 231 deletions
+2 -2
View File
@@ -8,8 +8,8 @@
#include "c/c_damagereaction.h"
#include "SSystem/SComponent/c_phase.h"
class am2_class : public fopEn_enemy_c {
public:
struct am2_class {
/* 0x000 */ fopEn_enemy_c actor;
/* 0x2AC */ request_of_phase_process_class mPhase;
/* 0x2B4 */ JntHit_c* mEyeJntHit;
/* 0x2B8 */ mDoExt_McaMorf* mpMorf;
+243 -229
View File
@@ -74,25 +74,29 @@ static BOOL nodeCallBack(J3DNode* node, int calcTiming) {
/* 000001B0-00000278 .text draw_SUB__FP9am2_class */
static void draw_SUB(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
J3DModel* model = i_this->mpMorf->getModel();
model->setBaseScale(i_this->scale);
mDoMtx_stack_c::transS(i_this->current.pos);
mDoMtx_stack_c::YrotM(i_this->shape_angle.y);
mDoMtx_stack_c::XrotM(i_this->shape_angle.x);
mDoMtx_stack_c::ZrotM(i_this->shape_angle.z);
model->setBaseScale(actor->scale);
mDoMtx_stack_c::transS(actor->current.pos);
mDoMtx_stack_c::YrotM(actor->shape_angle.y);
mDoMtx_stack_c::XrotM(actor->shape_angle.x);
mDoMtx_stack_c::ZrotM(actor->shape_angle.z);
model->setBaseTRMtx(mDoMtx_stack_c::get());
i_this->mpMorf->calc();
g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &i_this->current.pos, &i_this->tevStr);
g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &actor->current.pos, &actor->tevStr);
}
/* 00000278-00000374 .text daAM2_Draw__FP9am2_class */
static BOOL daAM2_Draw(am2_class* i_this) {
J3DModel* model = i_this->mpMorf->getModel();
g_env_light.setLightTevColorType(model, &i_this->tevStr);
fopAc_ac_c* actor = &i_this->actor;
dSnap_RegistFig(DSNAP_TYPE_AM2, i_this, 1.0f, 1.0f, 1.0f);
J3DModel* model = i_this->mpMorf->getModel();
g_env_light.setLightTevColorType(model, &actor->tevStr);
dSnap_RegistFig(DSNAP_TYPE_AM2, actor, 1.0f, 1.0f, 1.0f);
i_this->mpBrkAnm->entry(model->getModelData());
i_this->mpBtkAnm->entry(model->getModelData());
@@ -102,9 +106,9 @@ static BOOL daAM2_Draw(am2_class* i_this) {
i_this->mpBrkAnm->remove(model->getModelData());
i_this->mpBtkAnm->remove(model->getModelData());
if (!fopAcM_CheckStatus(i_this, fopAcStts_CARRY_e)) {
if (!fopAcM_CheckStatus(actor, fopAcStts_CARRY_e)) {
dComIfGd_setSimpleShadow2(
&i_this->current.pos, i_this->mAcch.GetGroundH(), 50.0f, i_this->mAcch.m_gnd,
&actor->current.pos, i_this->mAcch.GetGroundH(), 50.0f, i_this->mAcch.m_gnd,
0, 1.0f, dDlst_shadowControl_c::getSimpleTex()
);
}
@@ -133,6 +137,7 @@ static void anm_init(am2_class* i_this, int bckFileIdx, f32 morf, u8 loopMode, f
/* 000004A0-00000818 .text medama_atari_check__FP9am2_class */
static BOOL medama_atari_check(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
fopAc_ac_c* actor = &i_this->actor;
bool ret = false;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
@@ -148,18 +153,18 @@ static BOOL medama_atari_check(am2_class* i_this) {
if (hitObj->ChkAtType(AT_TYPE_GRAPPLING_HOOK)) {
if (i_this->mCurrBckIdx != AM2_BCK_SLEEP) {
if (i_this->stealItemLeft > 0) {
s8 origHealth = i_this->health;
i_this->health = 10;
if (actor->stealItemLeft > 0) {
s8 origHealth = actor->health;
actor->health = 10;
atInfo.mpObj = i_this->mEyeSph.GetTgHitObj();
atInfo.pParticlePos = NULL;
cc_at_check(i_this, &atInfo);
i_this->health = origHealth;
dComIfGp_particle_set(dPa_name::ID_COMMON_STARS_BLOW, &i_this->attention_info.position);
cc_at_check(actor, &atInfo);
actor->health = origHealth;
dComIfGp_particle_set(dPa_name::ID_COMMON_STARS_BLOW, &actor->attention_info.position);
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_PURPLE_HIT, &hitPos);
}
fopAcM_seStart(i_this, JA_SE_LK_MS_WEP_HIT, 0x42);
fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
}
return TRUE;
}
@@ -169,7 +174,7 @@ static BOOL medama_atari_check(am2_class* i_this) {
i_this->mEnemyIce.mLightShrinkTimer = 1;
i_this->mEnemyIce.mParticleScale = 1.0f;
i_this->mEnemyIce.mYOffset = 80.0f;
i_this->attention_info.flags = 0;
actor->attention_info.flags = 0;
return TRUE;
}
@@ -177,8 +182,8 @@ static BOOL medama_atari_check(am2_class* i_this) {
ret = true;
if (i_this->mCurrBckIdx == AM2_BCK_SLEEP) {
anm_init(i_this, AM2_BCK_WAIT, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
actor->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e);
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mNeedleCyl.OnTgSetBit();
@@ -187,9 +192,9 @@ static BOOL medama_atari_check(am2_class* i_this) {
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &hitPos, &player->shape_angle);
// Using the fopAcM_seStart inline breaks the codegen.
// fopAcM_seStart(i_this, JA_SE_CM_AM2_PARALYZED, 0);
mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_PARALYZED, 0x42);
// fopAcM_seStart(actor, JA_SE_CM_AM2_PARALYZED, 0);
mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_PARALYZED, 0x42);
i_this->mAction = ACTION_MAHI;
i_this->mMode = 10;
}
@@ -203,7 +208,7 @@ static BOOL medama_atari_check(am2_class* i_this) {
/* 00000818-00000D30 .text week_atari_check__FP9am2_class */
static BOOL week_atari_check(am2_class* i_this) {
fopAc_ac_c* actor = i_this; // Fixes regswap
fopAc_ac_c* actor = &i_this->actor;
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
s16 targetAngle = fopAcM_searchPlayerAngleY(actor);
@@ -316,6 +321,7 @@ static BOOL week_atari_check(am2_class* i_this) {
/* 00000D30-00000F54 .text body_atari_check__FP9am2_class */
static BOOL body_atari_check(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
// For VERSION_JPN, the redundant daPy_py_c* cast is required to fix a regswap.
// For the other versions, the cast has no effect (it doesn't create another regswap).
daPy_py_c* player = (daPy_py_c*)daPy_getPlayerActorClass();
@@ -332,14 +338,14 @@ static BOOL body_atari_check(am2_class* i_this) {
switch (hitObj->GetAtType()) {
case AT_TYPE_SWORD:
fopAcM_seStart(i_this, JA_SE_LK_SW_HIT_S, 0x42);
fopAcM_seStart(actor, JA_SE_LK_SW_HIT_S, 0x42);
break;
case AT_TYPE_BOOMERANG:
case AT_TYPE_BOKO_STICK:
fopAcM_seStart(i_this, JA_SE_LK_W_WEP_HIT, 0x42);
fopAcM_seStart(actor, JA_SE_LK_W_WEP_HIT, 0x42);
break;
case AT_TYPE_SKULL_HAMMER:
fopAcM_seStart(i_this, JA_SE_LK_HAMMER_HIT, 0x42);
fopAcM_seStart(actor, JA_SE_LK_HAMMER_HIT, 0x42);
if (i_this->mAction == ACTION_HANDOU_MOVE) {
break;
}
@@ -354,7 +360,7 @@ static BOOL body_atari_check(am2_class* i_this) {
}
break;
default:
fopAcM_seStart(i_this, JA_SE_LK_MS_WEP_HIT, 0x42);
fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
break;
}
return TRUE;
@@ -365,18 +371,20 @@ static BOOL body_atari_check(am2_class* i_this) {
/* 00000F54-00000FF4 .text BG_check__FP9am2_class */
static void BG_check(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
i_this->mAcchCir.SetWall(40.0f + REG8_F(12), i_this->mAcchRadius);
i_this->current.pos.y -= i_this->mCorrectionOffsetY;
i_this->old.pos.y -= i_this->mCorrectionOffsetY;
actor->current.pos.y -= i_this->mCorrectionOffsetY;
actor->old.pos.y -= i_this->mCorrectionOffsetY;
i_this->mAcch.CrrPos(*dComIfG_Bgsp());
i_this->current.pos.y += i_this->mCorrectionOffsetY;
i_this->old.pos.y += i_this->mCorrectionOffsetY;
actor->current.pos.y += i_this->mCorrectionOffsetY;
actor->old.pos.y += i_this->mCorrectionOffsetY;
}
/* 00000FF4-00001344 .text Line_check__FP9am2_class4cXyz */
static BOOL Line_check(am2_class* i_this, cXyz destPos) {
fopAc_ac_c* actor = i_this;
fopAc_ac_c* actor = &i_this->actor;
dBgS_LinChk linChk;
cXyz centerPos = actor->current.pos;
centerPos.y += 100.0f + REG12_F(19);
@@ -391,29 +399,31 @@ static BOOL Line_check(am2_class* i_this, cXyz destPos) {
/* 0000177C-00001A24 .text naraku_check__FP9am2_class */
static BOOL naraku_check(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
// Checks if the Armos has fallen into an abyss.
if (i_this->mAcch.GetGroundH() != -G_CM3D_F_INF &&
dComIfG_Bgsp()->ChkPolySafe(i_this->mAcch.m_gnd) &&
dComIfG_Bgsp()->GetGroundCode(i_this->mAcch.m_gnd) == 4) // Abyss ground code
{
i_this->mInAbyssTimer++;
dComIfGp_getCamera(0)->mCamera.ForceLockOff(fopAcM_GetID(i_this));
dComIfGp_getCamera(0)->mCamera.ForceLockOff(fopAcM_GetID(actor));
if (i_this->current.pos.y < -500.0f || i_this->mInAbyssTimer > 50) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = 0.0f;
if (actor->current.pos.y < -500.0f || i_this->mInAbyssTimer > 50) {
actor->speedF = 0.0f;
actor->speed.setall(0.0f);
actor->gravity = 0.0f;
return TRUE;
}
}
if (i_this->mAcch.ChkWaterIn()) {
if (!i_this->mbMadeWaterSplash) {
cXyz waterPillarPos = i_this->current.pos;
cXyz waterPillarPos = actor->current.pos;
if (i_this->mCountDownTimers[4] == 0) {
i_this->mCountDownTimers[4] = 1*30;
waterPillarPos.y = i_this->mAcch.m_wtr.GetHeight();
f32 centerY = i_this->current.pos.y + 80.0f;
f32 centerY = actor->current.pos.y + 80.0f;
f32 scaleY = (0.1f + REG8_F(1)) * (waterPillarPos.y - centerY);
if (scaleY < 0.0f) {
scaleY = 0.3f;
@@ -421,22 +431,22 @@ static BOOL naraku_check(am2_class* i_this) {
scaleY = 1.0f;
}
fopKyM_createWpillar(&waterPillarPos, 1.0f, scaleY, 0);
fopAcM_seStart(i_this, JA_SE_OBJ_FALL_WATER_M, 0);
fopAcM_seStart(actor, JA_SE_OBJ_FALL_WATER_M, 0);
i_this->mbMadeWaterSplash = true;
cXyz particleScale(1.0f, 1.0f, 1.0f);
i_this->mRippleCb.remove();
dComIfGp_particle_setShipTail(dPa_name::ID_COMMON_0033, &i_this->current.pos, NULL, &particleScale, 0xFF, &i_this->mRippleCb);
dComIfGp_particle_setShipTail(dPa_name::ID_COMMON_0033, &actor->current.pos, NULL, &particleScale, 0xFF, &i_this->mRippleCb);
i_this->mRippleCb.setRate(0.0f);
}
}
f32 waterSinkDepth = 80.0f + REG12_F(0);
if (i_this->current.pos.y < i_this->mAcch.m_wtr.GetHeight() - waterSinkDepth) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = 0.0f;
if (actor->current.pos.y < i_this->mAcch.m_wtr.GetHeight() - waterSinkDepth) {
actor->speedF = 0.0f;
actor->speed.setall(0.0f);
actor->gravity = 0.0f;
return TRUE;
}
} else if (i_this->mbMadeWaterSplash) {
@@ -450,14 +460,15 @@ static BOOL naraku_check(am2_class* i_this) {
/* 00001A24-00002240 .text action_dousa__FP9am2_class */
static void action_dousa(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
fopAc_ac_c* actor = &i_this->actor;
cXyz offset;
cXyz rotOffset;
if (i_this->mMode == 4 || i_this->mMode == 5) {
cMtx_YrotS(*calc_mtx, i_this->current.angle.y);
cMtx_YrotS(*calc_mtx, actor->current.angle.y);
offset.set(0.0f, 0.0f, 200.0f);
MtxPosition(&offset, &rotOffset);
rotOffset += i_this->current.pos;
rotOffset += actor->current.pos;
rotOffset.y += 100.0f + REG12_F(19);
}
@@ -473,15 +484,15 @@ static void action_dousa(am2_class* i_this) {
i_this->mMode++;
// Fall-through
case 1: {
f32 playerDist = fopAcM_searchPlayerDistance(i_this);
f32 playerDist = fopAcM_searchPlayerDistance(actor);
if (playerDist < i_this->mAreaRadius) {
cXyz centerPos = player->current.pos;
centerPos.y += 100.0f + REG12_F(19);
if (Line_check(i_this, centerPos)) {
i_this->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e);
actor->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e);
anm_init(i_this, AM2_BCK_START, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_AWAKE, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_AWAKE, 0);
i_this->mEyeSph.OnTgSetBit();
i_this->mWeakSph.OnTgSetBit();
i_this->mMode += 1;
@@ -491,7 +502,7 @@ static void action_dousa(am2_class* i_this) {
}
case 2:
if (i_this->mpMorf->checkFrame(24.0f)) {
fopAcM_seStart(i_this, JA_SE_CM_AM2_SPIKE_OUT, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_SPIKE_OUT, 0);
}
if (!i_this->mpMorf->isStop()) {
break;
@@ -502,8 +513,8 @@ static void action_dousa(am2_class* i_this) {
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
i_this->speedF = 0.0f;
f32 playerDist = fopAcM_searchPlayerDistance(i_this);
actor->speedF = 0.0f;
f32 playerDist = fopAcM_searchPlayerDistance(actor);
f32 radiusAdjust = 200.0f;
if (playerDist > i_this->mAreaRadius + radiusAdjust) {
i_this->mMode = 6;
@@ -511,9 +522,9 @@ static void action_dousa(am2_class* i_this) {
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->mNeedleCyl.OnTgSetBit();
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this);
i_this->gravity = -3.0f;
i_this->speed.y = 12.0f;
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(actor);
actor->gravity = -3.0f;
actor->speed.y = 12.0f;
if (i_this->mCurrBckIdx != AM2_BCK_JUMP) {
anm_init(i_this, AM2_BCK_JUMP, 2.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
}
@@ -523,11 +534,11 @@ static void action_dousa(am2_class* i_this) {
}
case 4:
if (i_this->mAcch.ChkGroundHit()) {
i_this->gravity = -3.0f;
i_this->speed.y = 12.0f;
fopAcM_seStart(i_this, JA_SE_CM_AM2_LANDING, 0);
actor->gravity = -3.0f;
actor->speed.y = 12.0f;
fopAcM_seStart(actor, JA_SE_CM_AM2_LANDING, 0);
i_this->mMode = 3;
s16 angleDiff = cLib_distanceAngleS(i_this->shape_angle.y, i_this->current.angle.y);
s16 angleDiff = cLib_distanceAngleS(actor->shape_angle.y, actor->current.angle.y);
if (angleDiff < 0x1000) {
if (Line_check(i_this, rotOffset) || player->getDamageWaitTimer() == 0) {
i_this->mMode = 5;
@@ -536,19 +547,19 @@ static void action_dousa(am2_class* i_this) {
}
break;
case 5:
if (i_this->speedF > 0.0f && i_this->mNeedleCyl.ChkAtShieldHit()) {
i_this->speedF = 9.0f;
i_this->speedF *= -1.0f;
i_this->speed.y = 0.0f;
if (actor->speedF > 0.0f && i_this->mNeedleCyl.ChkAtShieldHit()) {
actor->speedF = 9.0f;
actor->speedF *= -1.0f;
actor->speed.y = 0.0f;
}
if (i_this->mAcch.ChkGroundHit()) {
fopAcM_seStart(i_this, JA_SE_CM_AM2_LANDING, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_LANDING, 0);
i_this->mSmokeCb.remove();
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP_S, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_S, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
dComIfGp_particle_setToon(dPa_name::ID_SCENE_A125, &i_this->current.pos, &i_this->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(i_this));
dComIfGp_particle_setToon(dPa_name::ID_SCENE_A125, &actor->current.pos, &actor->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(actor));
if (i_this->mSmokeCb.getEmitter()) {
i_this->mSmokeCb.getEmitter()->setRate(12.0f);
JGeometry::TVec3<f32> scale;
@@ -559,12 +570,12 @@ static void action_dousa(am2_class* i_this) {
if (i_this->mCountUpTimers[0] > 8) {
i_this->mMode = 3;
} else {
i_this->speedF = 9.0f;
i_this->gravity = -8.0f;
i_this->speed.y = 20.0f;
actor->speedF = 9.0f;
actor->gravity = -8.0f;
actor->speed.y = 20.0f;
i_this->mCountUpTimers[1] = 0;
if (!Line_check(i_this, rotOffset) || player->getDamageWaitTimer() != 0) {
i_this->speedF = 0.0f;
actor->speedF = 0.0f;
}
i_this->mCountUpTimers[0]++;
}
@@ -572,7 +583,7 @@ static void action_dousa(am2_class* i_this) {
break;
case 6:
anm_init(i_this, AM2_BCK_SLEEP, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_SPIKE_IN, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_SPIKE_IN, 0);
i_this->mWeakSph.OffTgSetBit();
i_this->mWeakSph.ClrTgHit();
i_this->mMode++;
@@ -586,21 +597,21 @@ static void action_dousa(am2_class* i_this) {
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->m304 = i_this->current.pos;
i_this->m304 = actor->current.pos;
i_this->mAction = ACTION_DOUSA;
i_this->mMode = 1;
}
break;
}
cLib_addCalcAngleS2(&i_this->current.angle.y, i_this->mTargetAngleY, 1, 0x500);
cLib_addCalcAngleS2(&i_this->shape_angle.y, i_this->current.angle.y, 1, 0x500);
cLib_addCalcAngleS2(&actor->current.angle.y, i_this->mTargetAngleY, 1, 0x500);
cLib_addCalcAngleS2(&actor->shape_angle.y, actor->current.angle.y, 1, 0x500);
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
// If it fell into an abyss when it's not in its original room, just delete it, don't try to respawn.
// Note: You cannot actually carry Armos through doors in the final game, so this may just be a sanity check.
fopAcM_delete(i_this);
fopAcM_delete(actor);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mMode = 40;
@@ -615,7 +626,7 @@ static void action_dousa(am2_class* i_this) {
/* 00002240-00002B08 .text action_mahi__FP9am2_class */
static void action_mahi(am2_class* i_this) {
daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
fopAc_ac_c* actor = i_this; // Fixes regswaps
fopAc_ac_c* actor = &i_this->actor;
switch (i_this->mMode) {
case 10:
@@ -803,7 +814,7 @@ static void action_mahi(am2_class* i_this) {
anm_init(i_this, AM2_BCK_BURUBURU, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mCountDownTimers[3] = 20*30;
cLib_offBit<u32>(actor->attention_info.flags, fopAc_Attn_ACTION_CARRY_e);
fopAcM_seStart(i_this, JA_SE_CM_AM2_RECOVER, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_RECOVER, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_AWAKE, 0);
}
@@ -828,6 +839,7 @@ static void action_mahi(am2_class* i_this) {
/* 00002B08-000032AC .text action_itai__FP9am2_class */
static void action_itai(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
switch (i_this->mMode) {
case 20:
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
@@ -838,17 +850,17 @@ static void action_itai(am2_class* i_this) {
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this) + 0x8000;
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this) + 0x8000;
i_this->speedF = 20.0f;
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(actor) + 0x8000;
actor->current.angle.y = fopAcM_searchPlayerAngleY(actor) + 0x8000;
actor->speedF = 20.0f;
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_DAMAGE, 0x42);
dComIfGp_particle_set(dPa_name::ID_SCENE_81AE, &i_this->mWeakPos, &i_this->shape_angle);
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_DAMAGE, 0x42);
dComIfGp_particle_set(dPa_name::ID_SCENE_81AE, &i_this->mWeakPos, &actor->shape_angle);
if (i_this->health > 0) {
if (actor->health > 0) {
anm_init(i_this, AM2_BCK_DAMAGE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
if (i_this->mCountDownTimers[2] > 5) {
i_this->speedF = 5.0f;
actor->speedF = 5.0f;
}
i_this->mMode++;
} else {
@@ -856,10 +868,10 @@ static void action_itai(am2_class* i_this) {
}
break;
case 21:
cLib_addCalc0(&i_this->speedF, 0.5f, 1.0f);
if (i_this->speedF < 0.2f) {
i_this->speedF = 0.0f;
i_this->gravity = -3.0f;
cLib_addCalc0(&actor->speedF, 0.5f, 1.0f);
if (actor->speedF < 0.2f) {
actor->speedF = 0.0f;
actor->gravity = -3.0f;
if (i_this->mCountDownTimers[2] < 5) {
i_this->mAction = ACTION_DOUSA;
i_this->mMode = 3;
@@ -884,25 +896,25 @@ static void action_itai(am2_class* i_this) {
}
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
i_this->speed.y = 25.0f;
i_this->gravity = -10.0f;
i_this->speedF = 10.0f;
actor->speed.y = 25.0f;
actor->gravity = -10.0f;
actor->speedF = 10.0f;
i_this->mCountDownTimers[0] = 100;
i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this);
actor->current.angle.y = fopAcM_searchPlayerAngleY(actor);
anm_init(i_this, AM2_BCK_DEAD2, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mMode++;
// Fall-through
case 24:
if (i_this->speed.y > 0.0f && i_this->mCountUpTimers[1] == 0) {
fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_JUMP, 0x42);
if (actor->speed.y > 0.0f && i_this->mCountUpTimers[1] == 0) {
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_JUMP, 0x42);
i_this->mCountUpTimers[1] = 1;
}
i_this->shape_angle.y += 0x1000;
actor->shape_angle.y += 0x1000;
if (i_this->mAcch.ChkGroundHit()) {
i_this->mSmokeCb.remove();
dComIfGp_particle_setToon(dPa_name::ID_SCENE_A125, &i_this->current.pos, &i_this->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(i_this));
dComIfGp_particle_setToon(dPa_name::ID_SCENE_A125, &actor->current.pos, &actor->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(actor));
if (i_this->mSmokeCb.getEmitter()) {
i_this->mSmokeCb.getEmitter()->setRate(12.0f);
JGeometry::TVec3<f32> scale;
@@ -911,20 +923,20 @@ static void action_itai(am2_class* i_this) {
}
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(i_this, JA_SE_CM_AM2_JUMP2, 0);
mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_JITABATA, 0x42);
// fopAcM_seStart(actor, JA_SE_CM_AM2_JUMP2, 0);
mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_monsSeStart(actor, JA_SE_CV_AM_JITABATA, 0x42);
i_this->speed.y = 25.0f;
i_this->gravity = -10.0f;
i_this->speedF = 10.0f;
actor->speed.y = 25.0f;
actor->gravity = -10.0f;
actor->speedF = 10.0f;
}
if (i_this->mCountDownTimers[0] == 0) {
anm_init(i_this, AM2_BCK_DEAD3, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_BEF_EXPLODE, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_BEF_EXPLODE, 0);
i_this->speedF = 0.0f;
actor->speedF = 0.0f;
i_this->mMode++;
}
@@ -934,23 +946,23 @@ static void action_itai(am2_class* i_this) {
break;
}
cXyz centerPos = i_this->current.pos;
cXyz centerPos = actor->current.pos;
centerPos.y += 50.0f;
dComIfGp_particle_set(dPa_name::ID_SCENE_81AF, &i_this->current.pos, &i_this->shape_angle);
dComIfGp_particle_set(dPa_name::ID_SCENE_81B0, &i_this->current.pos, &i_this->shape_angle);
fopAcM_seStart(i_this, JA_SE_CM_AM2_EXPLODE, 0);
fopAcM_createDisappear(i_this, &centerPos, 5, daDisItem_IBALL_e);
fopAcM_onActor(i_this);
fopAcM_delete(i_this);
dComIfGp_particle_set(dPa_name::ID_SCENE_81AF, &actor->current.pos, &actor->shape_angle);
dComIfGp_particle_set(dPa_name::ID_SCENE_81B0, &actor->current.pos, &actor->shape_angle);
fopAcM_seStart(actor, JA_SE_CM_AM2_EXPLODE, 0);
fopAcM_createDisappear(actor, &centerPos, 5, daDisItem_IBALL_e);
fopAcM_onActor(actor);
fopAcM_delete(actor);
break;
}
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom || i_this->health <= 0) {
if (i_this->mbNotInHomeRoom || actor->health <= 0) {
if (i_this->mMode != 25) {
anm_init(i_this, AM2_BCK_DEAD3, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_BEF_EXPLODE, 0);
i_this->speedF = 0.0f;
fopAcM_seStart(actor, JA_SE_CM_AM2_BEF_EXPLODE, 0);
actor->speedF = 0.0f;
i_this->mMode = 25;
}
} else {
@@ -962,34 +974,35 @@ static void action_itai(am2_class* i_this) {
/* 000032AC-000034A4 .text action_handou_move__FP9am2_class */
static void action_handou_move(am2_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
daPy_py_c* player = daPy_getPlayerActorClass();
switch (i_this->mMode) {
case 30: {
i_this->speedF = 40.0f;
s16 angleToPlayer = fopAcM_searchPlayerAngleY(i_this);
i_this->current.angle.y = angleToPlayer + 0x8000;
actor->speedF = 40.0f;
s16 angleToPlayer = fopAcM_searchPlayerAngleY(actor);
actor->current.angle.y = angleToPlayer + 0x8000;
if (i_this->m2CE == 8) {
i_this->current.angle.y = player->shape_angle.y - 0x4000;
i_this->speedF = 40.0f;
actor->current.angle.y = player->shape_angle.y - 0x4000;
actor->speedF = 40.0f;
}
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffTgSetBit();
i_this->mNeedleCyl.ClrTgHit();
i_this->mTargetAngleY = i_this->current.angle.y;
i_this->mTargetAngleY = actor->current.angle.y;
i_this->mMode++;
// Fall-through
}
case 31:
fopAcM_seStart(i_this, JA_SE_CM_AM2_SLIP, 0);
cLib_addCalc0(&i_this->speedF, 0.8f, 2.0f);
if (i_this->speedF < 0.1f) {
i_this->speedF = 0.0f;
i_this->current.angle.y = i_this->shape_angle.y;
fopAcM_seStart(actor, JA_SE_CM_AM2_SLIP, 0);
cLib_addCalc0(&actor->speedF, 0.8f, 2.0f);
if (actor->speedF < 0.1f) {
actor->speedF = 0.0f;
actor->current.angle.y = actor->shape_angle.y;
i_this->mAction = ACTION_DOUSA;
i_this->mMode = 3;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
actor->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mMode = 12;
@@ -999,7 +1012,7 @@ static void action_handou_move(am2_class* i_this) {
if (naraku_check(i_this)) {
if (i_this->mbNotInHomeRoom) {
fopAcM_delete(i_this);
fopAcM_delete(actor);
} else {
i_this->mAction = ACTION_MODORU_MOVE;
i_this->mMode = 40;
@@ -1010,50 +1023,51 @@ static void action_handou_move(am2_class* i_this) {
/* 000034A4-0000379C .text action_modoru_move__FP9am2_class */
static void action_modoru_move(am2_class* i_this) {
// Respawns the Armos back at its spawn point after it falls into an abyss.
fopAc_ac_c* actor = &i_this->actor;
switch (i_this->mMode) {
case 40:
dCam_getBody()->ForceLockOff(fopAcM_GetID(i_this));
dCam_getBody()->ForceLockOff(fopAcM_GetID(actor));
i_this->mInAbyssTimer = 0;
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.remove();
anm_init(i_this, AM2_BCK_WAIT, 10.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(i_this, JA_SE_CM_AM2_WTR_RECOVER, 0);
fopAcM_seStart(actor, JA_SE_CM_AM2_WTR_RECOVER, 0);
i_this->mMode++;
// Fall-through
case 41:
cLib_addCalc0(&i_this->scale.x, 1.0f, 0.1f);
i_this->scale.y = i_this->scale.z = i_this->scale.x;
cLib_addCalc0(&actor->scale.x, 1.0f, 0.1f);
actor->scale.y = actor->scale.z = actor->scale.x;
if (i_this->scale.x < 0.1f) {
i_this->speedF = 0.0f;
i_this->speed.setall(0.0f);
i_this->gravity = -3.0f;
if (actor->scale.x < 0.1f) {
actor->speedF = 0.0f;
actor->speed.setall(0.0f);
actor->gravity = -3.0f;
i_this->mbMadeWaterSplash = false;
i_this->mRippleCb.remove();
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->scale.setall(0.0f);
i_this->shape_angle.y = i_this->mSpawnRotY;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = i_this->current.angle.y;
actor->current.angle.y = actor->shape_angle.y;
actor->current.pos = i_this->mSpawnPos;
actor->scale.setall(0.0f);
actor->shape_angle.y = i_this->mSpawnRotY;
actor->current.angle.y = actor->shape_angle.y;
actor->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = actor->current.angle.y;
i_this->mMode++;
}
break;
case 42:
i_this->shape_angle.y = i_this->mSpawnRotY;
i_this->current.angle.y = i_this->shape_angle.y;
i_this->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = i_this->current.angle.y;
actor->shape_angle.y = i_this->mSpawnRotY;
actor->current.angle.y = actor->shape_angle.y;
actor->current.pos = i_this->mSpawnPos;
i_this->mTargetAngleY = actor->current.angle.y;
cLib_addCalc2(&i_this->scale.x, 1.0f, 1.0f, 0.1f);
i_this->scale.y = i_this->scale.z = i_this->scale.x;
cLib_addCalc2(&actor->scale.x, 1.0f, 1.0f, 0.1f);
actor->scale.y = actor->scale.z = actor->scale.x;
if (i_this->scale.x > 0.9f) {
if (actor->scale.x > 0.9f) {
i_this->mCountUpTimers[1] = 0;
i_this->scale.setall(1.0f);
actor->scale.setall(1.0f);
i_this->mWeakSph.OffTgSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffCoSetBit();
@@ -1064,7 +1078,7 @@ static void action_modoru_move(am2_class* i_this) {
i_this->mMode = 0;
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
actor->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mMode = 12;
@@ -1076,7 +1090,7 @@ static void action_modoru_move(am2_class* i_this) {
/* 0000379C-00003AB8 .text daAM2_Execute__FP9am2_class */
static BOOL daAM2_Execute(am2_class* i_this) {
fopAc_ac_c* actor = i_this; // Fixes regswaps
fopAc_ac_c* actor = &i_this->actor;
for (int i = 0; i < ARRAY_SIZE(i_this->mCountDownTimers); i++) {
if (i_this->mCountDownTimers[i] != 0) {
@@ -1084,7 +1098,7 @@ static BOOL daAM2_Execute(am2_class* i_this) {
}
}
fopAcM_setGbaName(i_this, dItem_BOW_e, 0xB, 0x29);
fopAcM_setGbaName(actor, dItem_BOW_e, 0xB, 0x29);
if (enemy_ice(&i_this->mEnemyIce)) {
i_this->mpMorf->getModel()->setBaseTRMtx(mDoMtx_stack_c::get());
@@ -1136,7 +1150,7 @@ static BOOL daAM2_Execute(am2_class* i_this) {
actor->eyePos = i_this->mEyeballPos;
actor->eyePos.y -= 15.0f + REG8_F(2);
i_this->mBodyCyl.SetC(i_this->current.pos);
i_this->mBodyCyl.SetC(actor->current.pos);
i_this->mBodyCyl.SetH(150.0f);
i_this->mBodyCyl.SetR(35.0f);
dComIfG_Ccsp()->Set(&i_this->mBodyCyl);
@@ -1185,10 +1199,10 @@ static BOOL daAM2_Delete(am2_class* i_this) {
}
/* 00003B18-00003E28 .text useHeapInit__FP10fopAc_ac_c */
static BOOL useHeapInit(fopAc_ac_c* i_actor) {
am2_class* i_this = (am2_class*)i_actor;
static BOOL useHeapInit(fopAc_ac_c* i_this) {
am2_class* a_this = (am2_class*)i_this;
i_this->mpMorf = new mDoExt_McaMorf(
a_this->mpMorf = new mDoExt_McaMorf(
(J3DModelData*)dComIfG_getObjectRes("AM2", AM2_BDL_AM2),
NULL, NULL,
(J3DAnmTransformKey*)dComIfG_getObjectRes("AM2", AM2_BCK_WAIT),
@@ -1197,28 +1211,28 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
0x00000000,
0x11020203
);
if (!i_this->mpMorf || !i_this->mpMorf->getModel()) {
if (!a_this->mpMorf || !a_this->mpMorf->getModel()) {
return FALSE;
}
J3DModel* model = i_this->mpMorf->getModel();
J3DModel* model = a_this->mpMorf->getModel();
i_this->mpBtkAnm = new mDoExt_btkAnm();
if (!i_this->mpBtkAnm) { return FALSE; }
a_this->mpBtkAnm = new mDoExt_btkAnm();
if (!a_this->mpBtkAnm) { return FALSE; }
J3DAnmTextureSRTKey* pbtk = (J3DAnmTextureSRTKey*)dComIfG_getObjectRes("AM2", AM2_BTK_AM2);
int ret = i_this->mpBtkAnm->init(model->getModelData(), pbtk, TRUE, J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, false, 0);
int ret = a_this->mpBtkAnm->init(model->getModelData(), pbtk, TRUE, J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, false, 0);
if (!ret) { return FALSE; }
if (!i_this->mpBtkAnm) { return FALSE; }
if (!a_this->mpBtkAnm) { return FALSE; }
i_this->mpBrkAnm = new mDoExt_brkAnm();
if (!i_this->mpBrkAnm) { return FALSE; }
a_this->mpBrkAnm = new mDoExt_brkAnm();
if (!a_this->mpBrkAnm) { return FALSE; }
J3DAnmTevRegKey* pbrk = (J3DAnmTevRegKey*)dComIfG_getObjectRes("AM2", AM2_BRK_AM2);
ret = i_this->mpBrkAnm->init(model->getModelData(), pbrk, TRUE, J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, false, 0);
ret = a_this->mpBrkAnm->init(model->getModelData(), pbrk, TRUE, J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, false, 0);
if (!ret) { return FALSE; }
if (!i_this->mpBrkAnm) { return FALSE; }
if (!a_this->mpBrkAnm) { return FALSE; }
i_this->mpMorf->getModel()->setUserArea((u32)i_this);
for (u16 i = 0; i < i_this->mpMorf->getModel()->getModelData()->getJointNum(); i++) {
i_this->mpMorf->getModel()->getModelData()->getJointNodePointer(i)->setCallBack(nodeCallBack);
a_this->mpMorf->getModel()->setUserArea((u32)a_this);
for (u16 i = 0; i < a_this->mpMorf->getModel()->getModelData()->getJointNum(); i++) {
a_this->mpMorf->getModel()->getModelData()->getJointNodePointer(i)->setCallBack(nodeCallBack);
}
static Vec cyl_eye_offset[] = {
@@ -1242,9 +1256,9 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
/* mpOffsets */ sph_offset,
},
};
i_this->mEyeJntHit = JntHit_create(i_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data));
if (i_this->mEyeJntHit) {
i_this->jntHit = i_this->mEyeJntHit;
a_this->mEyeJntHit = JntHit_create(a_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data));
if (a_this->mEyeJntHit) {
i_this->jntHit = a_this->mEyeJntHit;
} else {
return FALSE;
}
@@ -1253,40 +1267,40 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) {
}
/* 00003E70-00004250 .text daAM2_Create__FP10fopAc_ac_c */
static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
fopAcM_SetupActor(i_actor, am2_class);
static cPhs_State daAM2_Create(fopAc_ac_c* i_this) {
fopAcM_SetupActor(i_this, am2_class);
am2_class* i_this = (am2_class*)i_actor;
am2_class* a_this = (am2_class*)i_this;
cPhs_State phase_state = dComIfG_resLoad(&i_this->mPhase, "AM2");
cPhs_State phase_state = dComIfG_resLoad(&a_this->mPhase, "AM2");
if (phase_state == cPhs_COMPLEATE_e) {
if (!fopAcM_entrySolidHeap(i_this, useHeapInit, 0x1AA0)) {
return cPhs_ERROR_e;
}
i_this->mSmokeCb.setRateOff(0);
a_this->mSmokeCb.setRateOff(0);
i_this->mType = (fopAcM_GetParam(i_this) >> 0x00) & 0xFF;
i_this->mPrmAreaRadius = (fopAcM_GetParam(i_this) >> 0x08) & 0xFF;
i_this->mStartsInactive = (fopAcM_GetParam(i_this) >> 0x10) & 0xFF;
i_this->mSwitch = (fopAcM_GetParam(i_this) >> 0x18) & 0xFF;
a_this->mType = (fopAcM_GetParam(i_this) >> 0x00) & 0xFF;
a_this->mPrmAreaRadius = (fopAcM_GetParam(i_this) >> 0x08) & 0xFF;
a_this->mStartsInactive = (fopAcM_GetParam(i_this) >> 0x10) & 0xFF;
a_this->mSwitch = (fopAcM_GetParam(i_this) >> 0x18) & 0xFF;
if (i_this->mType == 0xFF) {
i_this->mType = 0;
if (a_this->mType == 0xFF) {
a_this->mType = 0;
}
if (i_this->mStartsInactive == 0xFF) {
i_this->mStartsInactive = 0;
if (a_this->mStartsInactive == 0xFF) {
a_this->mStartsInactive = 0;
}
if (REG8_S(9) != 0) {
i_this->mType = 1;
a_this->mType = 1;
}
if (i_this->mPrmAreaRadius == 0xFF || i_this->mPrmAreaRadius == 0) {
i_this->mAreaRadius = 600.0f;
if (a_this->mPrmAreaRadius == 0xFF || a_this->mPrmAreaRadius == 0) {
a_this->mAreaRadius = 600.0f;
} else {
i_this->mAreaRadius = i_this->mPrmAreaRadius * 100.0f;
a_this->mAreaRadius = a_this->mPrmAreaRadius * 100.0f;
}
if (i_this->mStartsInactive == 0 && i_this->mSwitch != 0xFF && dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
if (a_this->mStartsInactive == 0 && a_this->mSwitch != 0xFF && dComIfGs_isSwitch(a_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
return cPhs_ERROR_e;
}
@@ -1294,24 +1308,24 @@ static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
i_this->max_health = 2;
i_this->health = 2;
i_this->stealItemLeft = 3;
i_this->model = i_this->mpMorf->getModel();
i_this->model = a_this->mpMorf->getModel();
fopAcM_SetMtx(i_this, i_this->mpMorf->getModel()->getBaseTRMtx());
fopAcM_SetMtx(i_this, a_this->mpMorf->getModel()->getBaseTRMtx());
fopAcM_setCullSizeBox(i_this, -50.0f, 0.0f, -20.0f, 60.0f, 180.0f, 60.0f);
i_this->attention_info.flags = 0;
i_this->mAcch.Set(
a_this->mAcch.Set(
fopAcM_GetPosition_p(i_this), fopAcM_GetOldPosition_p(i_this),
i_this, 1, &i_this->mAcchCir, fopAcM_GetSpeed_p(i_this)
i_this, 1, &a_this->mAcchCir, fopAcM_GetSpeed_p(i_this)
);
i_this->mStts.Init(254, 1, i_this);
a_this->mStts.Init(254, 1, i_this);
i_this->gravity = -3.0f;
i_this->mEnemyIce.mpActor = i_this;
i_this->mEnemyIce.mWallRadius = 50.0f;
i_this->mEnemyIce.mCylHeight = 100.0f;
a_this->mEnemyIce.mpActor = i_this;
a_this->mEnemyIce.mWallRadius = 50.0f;
a_this->mEnemyIce.mCylHeight = 100.0f;
i_this->attention_info.distances[fopAc_Attn_TYPE_CARRY_e] = 9;
fopAcM_OnStatus(i_this, fopAcStts_UNK8000000_e);
@@ -1344,9 +1358,9 @@ static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
/* Radius */ 15.0f,
},
};
i_this->mEyeSph.Set(eye_co_sph_src);
i_this->mEyeSph.SetStts(&i_this->mStts);
i_this->mEyeSph.OffTgSetBit();
a_this->mEyeSph.Set(eye_co_sph_src);
a_this->mEyeSph.SetStts(&a_this->mStts);
a_this->mEyeSph.OffTgSetBit();
static dCcD_SrcSph week_co_sph_src = {
// dCcD_SrcGObjInf
@@ -1376,9 +1390,9 @@ static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
/* Radius */ 15.0f,
},
};
i_this->mWeakSph.Set(week_co_sph_src);
i_this->mWeakSph.SetStts(&i_this->mStts);
i_this->mWeakSph.OffTgSetBit();
a_this->mWeakSph.Set(week_co_sph_src);
a_this->mWeakSph.SetStts(&a_this->mStts);
a_this->mWeakSph.OffTgSetBit();
static dCcD_SrcCyl body_co_cyl_src = {
// dCcD_SrcGObjInf
@@ -1409,8 +1423,8 @@ static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
/* Height */ 0.0f,
},
};
i_this->mBodyCyl.Set(body_co_cyl_src);
i_this->mBodyCyl.SetStts(&i_this->mStts);
a_this->mBodyCyl.Set(body_co_cyl_src);
a_this->mBodyCyl.SetStts(&a_this->mStts);
static dCcD_SrcCyl sword_co_cyl_src = {
// dCcD_SrcGObjInf
@@ -1441,30 +1455,30 @@ static cPhs_State daAM2_Create(fopAc_ac_c* i_actor) {
/* Height */ 0.0f,
},
};
i_this->mNeedleCyl.Set(sword_co_cyl_src);
i_this->mNeedleCyl.SetStts(&i_this->mStts);
a_this->mNeedleCyl.Set(sword_co_cyl_src);
a_this->mNeedleCyl.SetStts(&a_this->mStts);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffCoSetBit();
i_this->mNeedleCyl.OffTgSetBit();
a_this->mNeedleCyl.OffAtSetBit();
a_this->mNeedleCyl.OffAtSetBit();
a_this->mNeedleCyl.OffCoSetBit();
a_this->mNeedleCyl.OffTgSetBit();
i_this->m304 = i_this->current.pos;
i_this->mTargetAngleY = i_this->current.angle.y;
i_this->mSpawnPos = i_this->current.pos;
i_this->mSpawnRotY = i_this->shape_angle.y;
a_this->m304 = i_this->current.pos;
a_this->mTargetAngleY = i_this->current.angle.y;
a_this->mSpawnPos = i_this->current.pos;
a_this->mSpawnRotY = i_this->shape_angle.y;
BG_check(i_this);
draw_SUB(i_this);
BG_check(a_this);
draw_SUB(a_this);
if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
if (a_this->mStartsInactive == 1 && a_this->mSwitch != 0xFF && !dComIfGs_isSwitch(a_this->mSwitch, dComIfGp_roomControl_getStayNo())) {
i_this->attention_info.flags = 0;
i_this->mCountDownTimers[2] = 20*30;
i_this->mAction = ACTION_MAHI;
i_this->mMode = 12;
a_this->mCountDownTimers[2] = 20*30;
a_this->mAction = ACTION_MAHI;
a_this->mMode = 12;
}
i_this->mAcchRadius = 40.0f + REG8_F(10);
a_this->mAcchRadius = 40.0f + REG8_F(10);
}
return phase_state;