Remove seStart fakematch from am and am2

This commit is contained in:
LagoLunatic
2025-07-18 16:56:09 -04:00
parent aa2c00cae2
commit c92c365be1
2 changed files with 15 additions and 43 deletions
+12 -34
View File
@@ -286,9 +286,7 @@ static BOOL medama_atari_check(am_class* i_this) {
case AT_TYPE_NORMAL_ARROW:
case AT_TYPE_FIRE_ARROW:
case AT_TYPE_ICE_ARROW:
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
mDoAud_seStart(JA_SE_LK_MS_WEP_HIT, &actor->eyePos, 0x42, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
ret = true;
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
@@ -299,8 +297,7 @@ static BOOL medama_atari_check(am_class* i_this) {
i_this->mMode = MODE_DOUSA_OKIRU;
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &i_this->mEyeballPos, &player->shape_angle);
// fopAcM_seStart(actor, JA_SE_CM_AM_EYE_DAMAGE, 0);
mDoAud_seStart(JA_SE_CM_AM_EYE_DAMAGE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_EYE_DAMAGE, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_EYE_DAMAGE, 0x42);
i_this->mAction = ACTION_ITAI_MOVE;
i_this->mMode = MODE_ITAI_MOVE_INIT;
@@ -538,9 +535,7 @@ static void action_dousa(am_class* i_this) {
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
if (i_this->mCurrBckIdx != AM_BCK_DAMAGE_END) {
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
}
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mCountDownTimers[2] = 6;
@@ -628,11 +623,8 @@ static void action_dousa(am_class* i_this) {
i_this->mCountDownTimers[0] = 100;
i_this->mCountUpTimers[0] = 0;
anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
mDoAud_seStart(JA_SE_CM_AM_NEEDLE_IN, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_OPEN, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_OPEN, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_OPEN, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_OPEN_MOUTH, 0);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
@@ -746,9 +738,7 @@ static void action_modoru_move(am_class* i_this) {
);
dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
// The fopAcM_seStart inline makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_JUMP, 0x42);
actor->speed.y = 40.0f;
@@ -794,9 +784,7 @@ static void action_handou_move(am_class* i_this) {
i_this->mTargetAngleY = actor->current.angle.y;
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
// Using the fopAcM_seStart inline multiple times makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
}
i_this->mMode += 1;
@@ -847,9 +835,7 @@ static void action_itai_move(am_class* i_this) {
}
anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
i_this->mMode += 1;
break;
case 43:
@@ -881,9 +867,7 @@ static void action_itai_move(am_class* i_this) {
case 45:
bomb_move_set(i_this, 0);
if (i_this->mpMorf->checkFrame(3.0f)) {
// The fopAcM_seStart inline makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_EAT_BOMB, 0);
mDoAud_seStart(JA_SE_CM_AM_EAT_BOMB, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_EAT_BOMB, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_EAT_BOMB, 0);
}
if (i_this->mpMorf->checkFrame(6.0f)) {
@@ -910,17 +894,13 @@ static void action_itai_move(am_class* i_this) {
actor->shape_angle.y += 0x1000;
if (i_this->mAcch.ChkGroundHit()) {
i_this->mSmokeCbs[0].remove();
// The fopAcM_seStart inline makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
dComIfGp_particle_setToon(
dPa_name::ID_SCENE_A125, &i_this->mWaistPos, &actor->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(actor)
);
dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
// The fopAcM_seStart inline makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_L, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP_L, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_L, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_JITABATA, 0);
actor->speed.y = 25.0f;
actor->gravity = -10.0f;
@@ -970,9 +950,7 @@ static void action_itai_move(am_class* i_this) {
}
fopAcM_seStart(actor, JA_SE_CM_AM_EXPLODE, 0);
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// fopAcM_seStart(actor, JA_SE_LK_LAST_HIT, 0);
mDoAud_seStart(JA_SE_LK_LAST_HIT, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_LK_LAST_HIT, 0);
fopAcM_createDisappear(actor, &centerPos, 5, daDisItem_IBALL_e);
fopAcM_onActor(actor);
+3 -9
View File
@@ -191,9 +191,7 @@ static BOOL medama_atari_check(am2_class* i_this) {
i_this->mMode = 2;
} else {
dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &hitPos, &player->shape_angle);
// Using the fopAcM_seStart inline breaks the codegen.
// 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_seStart(actor, JA_SE_CM_AM2_PARALYZED, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM2_PARALYZED, 0x42);
i_this->mAction = ACTION_MAHI;
i_this->mMode = 10;
@@ -555,9 +553,7 @@ static void action_dousa(am2_class* i_this) {
if (i_this->mAcch.ChkGroundHit()) {
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(actor, JA_SE_CM_AM_JUMP_S, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_S, 0);
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()) {
@@ -922,9 +918,7 @@ static void action_itai(am2_class* i_this) {
i_this->mSmokeCb.getEmitter()->setGlobalScale(scale);
}
// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
// 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_seStart(actor, JA_SE_CM_AM2_JUMP2, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_JITABATA, 0x42);
actor->speed.y = 25.0f;