mirror of
https://github.com/zeldaret/tww.git
synced 2026-07-11 14:38:38 -04:00
Remove seStart fakematch from am and am2
This commit is contained in:
+12
-34
@@ -286,9 +286,7 @@ static BOOL medama_atari_check(am_class* i_this) {
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case AT_TYPE_NORMAL_ARROW:
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case AT_TYPE_FIRE_ARROW:
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case AT_TYPE_ICE_ARROW:
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
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mDoAud_seStart(JA_SE_LK_MS_WEP_HIT, &actor->eyePos, 0x42, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
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ret = true;
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if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
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anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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@@ -299,8 +297,7 @@ static BOOL medama_atari_check(am_class* i_this) {
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i_this->mMode = MODE_DOUSA_OKIRU;
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} else {
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dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &i_this->mEyeballPos, &player->shape_angle);
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// fopAcM_seStart(actor, JA_SE_CM_AM_EYE_DAMAGE, 0);
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mDoAud_seStart(JA_SE_CM_AM_EYE_DAMAGE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_EYE_DAMAGE, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_EYE_DAMAGE, 0x42);
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i_this->mAction = ACTION_ITAI_MOVE;
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i_this->mMode = MODE_ITAI_MOVE_INIT;
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@@ -538,9 +535,7 @@ static void action_dousa(am_class* i_this) {
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if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
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if (i_this->mCurrBckIdx != AM_BCK_DAMAGE_END) {
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fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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}
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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i_this->mCountDownTimers[2] = 6;
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@@ -628,11 +623,8 @@ static void action_dousa(am_class* i_this) {
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i_this->mCountDownTimers[0] = 100;
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i_this->mCountUpTimers[0] = 0;
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anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
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mDoAud_seStart(JA_SE_CM_AM_NEEDLE_IN, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_OPEN, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_OPEN, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
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fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_OPEN, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_OPEN_MOUTH, 0);
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i_this->mNeedleCyl.OffAtSetBit();
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i_this->mNeedleCyl.OffAtSetBit();
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@@ -746,9 +738,7 @@ static void action_modoru_move(am_class* i_this) {
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);
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dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
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// The fopAcM_seStart inline makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
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mDoAud_seStart(JA_SE_CM_AM_JUMP, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_JUMP, 0x42);
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actor->speed.y = 40.0f;
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@@ -794,9 +784,7 @@ static void action_handou_move(am_class* i_this) {
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i_this->mTargetAngleY = actor->current.angle.y;
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if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
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fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
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// Using the fopAcM_seStart inline multiple times makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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}
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i_this->mMode += 1;
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@@ -847,9 +835,7 @@ static void action_itai_move(am_class* i_this) {
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}
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anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
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fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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mDoAud_seStart(JA_SE_CM_AM_MOUTH_CLOSE, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
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i_this->mMode += 1;
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break;
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case 43:
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@@ -881,9 +867,7 @@ static void action_itai_move(am_class* i_this) {
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case 45:
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bomb_move_set(i_this, 0);
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if (i_this->mpMorf->checkFrame(3.0f)) {
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// The fopAcM_seStart inline makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_EAT_BOMB, 0);
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mDoAud_seStart(JA_SE_CM_AM_EAT_BOMB, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_EAT_BOMB, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_EAT_BOMB, 0);
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}
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if (i_this->mpMorf->checkFrame(6.0f)) {
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@@ -910,17 +894,13 @@ static void action_itai_move(am_class* i_this) {
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actor->shape_angle.y += 0x1000;
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if (i_this->mAcch.ChkGroundHit()) {
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i_this->mSmokeCbs[0].remove();
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// The fopAcM_seStart inline makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
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mDoAud_seStart(JA_SE_CM_AM_JUMP, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_JUMP, 0);
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dComIfGp_particle_setToon(
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dPa_name::ID_SCENE_A125, &i_this->mWaistPos, &actor->shape_angle, NULL,
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0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(actor)
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);
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dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
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// The fopAcM_seStart inline makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_L, 0);
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mDoAud_seStart(JA_SE_CM_AM_JUMP_L, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_L, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_JITABATA, 0);
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actor->speed.y = 25.0f;
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actor->gravity = -10.0f;
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@@ -970,9 +950,7 @@ static void action_itai_move(am_class* i_this) {
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}
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fopAcM_seStart(actor, JA_SE_CM_AM_EXPLODE, 0);
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_LK_LAST_HIT, 0);
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mDoAud_seStart(JA_SE_LK_LAST_HIT, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_LK_LAST_HIT, 0);
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fopAcM_createDisappear(actor, ¢erPos, 5, daDisItem_IBALL_e);
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fopAcM_onActor(actor);
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@@ -191,9 +191,7 @@ static BOOL medama_atari_check(am2_class* i_this) {
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i_this->mMode = 2;
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} else {
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dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &hitPos, &player->shape_angle);
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// Using the fopAcM_seStart inline breaks the codegen.
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// fopAcM_seStart(actor, JA_SE_CM_AM2_PARALYZED, 0);
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mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM2_PARALYZED, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM2_PARALYZED, 0x42);
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i_this->mAction = ACTION_MAHI;
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i_this->mMode = 10;
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@@ -555,9 +553,7 @@ static void action_dousa(am2_class* i_this) {
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if (i_this->mAcch.ChkGroundHit()) {
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fopAcM_seStart(actor, JA_SE_CM_AM2_LANDING, 0);
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i_this->mSmokeCb.remove();
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_S, 0);
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mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM_JUMP_S, 0);
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dComIfGp_particle_setToon(dPa_name::ID_SCENE_A125, &actor->current.pos, &actor->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(actor));
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if (i_this->mSmokeCb.getEmitter()) {
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@@ -922,9 +918,7 @@ static void action_itai(am2_class* i_this) {
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i_this->mSmokeCb.getEmitter()->setGlobalScale(scale);
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}
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// Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match.
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// fopAcM_seStart(actor, JA_SE_CM_AM2_JUMP2, 0);
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mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &actor->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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fopAcM_seStart(actor, JA_SE_CM_AM2_JUMP2, 0);
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fopAcM_monsSeStart(actor, JA_SE_CV_AM_JITABATA, 0x42);
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actor->speed.y = 25.0f;
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