mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 21:45:00 +03:00
Bonus Text, more object field names, consistent vector component names (#106)
* fixes and stuff * filenames * xyz
This commit is contained in:
parent
a6f627074e
commit
c197daf499
@ -25,9 +25,7 @@ typedef struct {
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 zAngle;
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/* 0x10 */ f32 posX;
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/* 0x14 */ f32 posY;
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/* 0x18 */ f32 posZ;
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/* 0x10 */ Vec3f pos;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ f32 scale;
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/* 0x24 */ s32 alpha;
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@ -41,7 +39,7 @@ typedef struct {
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/* 0x0 */ u8* addr;
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/* 0x4 */ s32 width;
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/* 0x8 */ s32 height;
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/* 0xC */ f32 posX;
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/* 0xC */ f32 xPos;
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} Texture; // size = 0x10
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#endif
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@ -241,7 +241,7 @@ void func_80061E48(Actor* , f32 , f32 , f32 );
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void func_80061F0C(Actor* , ObjectInit* , s32 );
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void Object_Load(ObjectInit* , f32 , f32 , f32 , f32 );
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void func_80062568(void);
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void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3);
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void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale);
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void func_80062C38(f32, f32);
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bool func_80062DBC(Vec3f* pos, f32* hitboxData, Object* obj, f32 xRot, f32 yRot, f32 zRot);
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s32 func_800631A8(Vec3f*, f32*, Vec3f*);
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@ -323,12 +323,12 @@ void func_800771CC(Actor*);
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void func_80077218(Actor*);
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// fox_effect
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s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80077240(f32 posX, f32 posY, f32 posZ, s32 hits);
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void func_8007729C(void);
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void func_80077790(void);
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s32 func_80081B24(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void BonusText_Display(f32 xPos, f32 yPos, f32 zPos, s32 hits);
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void BonusText_Update(void);
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void BonusText_DrawAll(void);
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Effect* func_8007783C(ObjectId objId);
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void func_8007797C(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2);
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void func_8007797C(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2);
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void func_80077A00(Effect* );
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void func_80077A7C(Effect* );
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void func_80077B78(Effect* );
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@ -349,13 +349,13 @@ void func_80078B8C(Effect *);
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void func_80078BE0(Effect* );
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void func_80078C84(Effect* );
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void func_80078CE8(Effect* );
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void func_80078E50(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80078E50(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_80078EBC(Effect* );
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void func_80078F78(Effect* );
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void func_800794CC(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007953C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_800795AC(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80079618(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007968C(Effect *);
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s32 func_800798C4(s32 , Gfx** , Vec3f* , Vec3f* , void* ); //OverrideLimbDraw
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void func_800798F0(Effect* );
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@ -366,54 +366,54 @@ void func_8007A5F8(Effect* , Vec3f* pos, u32 sfxId);
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void func_8007A6F0(Vec3f* pos, s32 sfxId);
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void func_8007A748(Effect*);
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s32 func_8007A774(Player*, Effect*, f32);
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void func_8007A900(f32 posX, f32 posY, f32 posZ, f32 scale1, u8, u8, u16);
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void func_8007A900(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8, u8, u16);
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void func_8007A994(Effect*);
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void func_8007AA60(Effect*);
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void func_8007AB50(Effect*);
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void func_8007ACE0(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY);
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void func_8007ADF4(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1);
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void func_8007AFD0(f32 posX, f32 posZ, f32 velX, f32 velZ, f32 scale1);
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void func_8007ACE0(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot);
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void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1);
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void func_8007AFD0(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1);
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void func_8007B040(Effect*);
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void func_8007B0F4(Effect*);
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void func_8007B228(f32 posX, f32 posY, f32 posZ, f32 scale1);
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void func_8007B228(f32 xPos, f32 yPos, f32 zPos, f32 scale1);
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void func_8007B344(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 );
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void func_8007B3B8(Effect*);
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void func_8007B550(f32 posX, f32 posY, f32 posZ, f32 scale1, s32 );
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void func_8007B550(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 );
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void func_8007B5C0(Effect*);
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void func_8007B62C(Effect*);
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void func_8007B670(Effect*);
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void func_8007B67C(Effect*);
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void func_8007B758(Effect*);
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void func_8007B8F8(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007B960(Effect*);
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void func_8007BC7C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007BCE8(Effect*);
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void func_8007B9DC(Effect*);
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void func_8007BDE0(Effect*);
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void func_8007BE54(Effect*);
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void func_8007BEE8(Effect*);
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void func_8007BFFC(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50);
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void func_8007C120(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50);
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void func_8007BFFC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50);
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void func_8007C120(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50);
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void func_8007C250(Effect*);
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void func_8007C484(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 arg7);
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void func_8007C484(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7);
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void func_8007C50C(Effect*);
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void func_8007C688(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50);
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void func_8007C688(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50);
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void func_8007C8C4(Effect*);
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void func_8007C85C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007C85C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007C9E0(Effect*);
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void func_8007CAF0(Effect*);
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void func_8007CF30(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D074(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D0E0(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D10C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D1E0(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D24C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D2C8(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007CF30(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D074(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D0E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D10C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D24C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D2C8(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D2F4(Effect*);
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void func_8007D55C(Effect*);
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void func_8007D748(Effect*);
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void func_8007D8A8(Effect*);
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void func_8007D9DC(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, s32 timer50);
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void func_8007D9DC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50);
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void func_8007DA58(Effect*);
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void func_8007DAE4(Effect*);
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void func_8007DB70(Effect*);
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@ -426,11 +426,11 @@ void func_8007E3E4(Effect*);
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void func_8007E45C(Effect*);
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void func_8007E5CC(Effect*);
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void func_8007E648(Effect*);
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void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 arg5);
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void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg5);
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void func_8007EE68(s32 objId, Vec3f* pos, Vec3f* rot, Vec3f* arg3, Vec3f* arg4, f32 scale2);
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void func_8007F04C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 rotX, f32 rotY, f32 rotZ, f32 unkX, f32 unkY, f32 unkZ, f32 velX, f32 velY, f32 velZ, f32 scale2);
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void func_8007F11C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4);
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void func_8007F20C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4);
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void func_8007F04C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 unkX, f32 unkY, f32 unkZ, f32 xVel, f32 yVel, f32 zVel, f32 scale2);
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void func_8007F11C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4);
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void func_8007F20C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4);
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void func_8007F438(Effect*);
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void func_8007F6B0(Effect*);
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void func_8007F958(Effect*);
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@ -446,14 +446,14 @@ void func_8008092C(Effect*);
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void func_80080ACC(Effect*);
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void func_80080D04(Effect*);
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void func_800815DC(void);
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void func_80081A8C(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4);
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void func_80081BEC(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4);
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void func_80081A8C(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4);
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void func_80081BEC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4);
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void func_80081C5C(Effect*);
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void func_80082F78(Effect*);
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void func_800837EC(Effect*);
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void func_80083B8C(Effect*);
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void func_80083C70(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 arg7, s32 arg8);
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void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ);
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void func_80083C70(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, s32 arg8);
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void func_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ);
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void func_80083FA8(Effect*);
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void func_80084194(Effect*);
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@ -549,7 +549,7 @@ void func_800A6070(f32* , u32 );
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void func_800A6148(void);
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void func_800A69F8(s32 , f32 , f32 , f32 );
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void Player_ApplyDamage(Player* player, s32 direction, s32 damage);
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bool func_800A73E4(f32* , s32* , f32 posX, f32 posY, f32 posZ);
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bool func_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos);
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s32 func_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 );
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void func_800A8BA4(Player* player);
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void func_800AA800(Player *player);
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@ -582,7 +582,7 @@ void func_800A887C(Player* player);
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s32 func_800A7974(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot,
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f32 zRot, f32 arg9, f32 argA, f32 argB);
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bool func_800A8054(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7, Vec3f* arg8);
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void func_800A4F4C(Object_58*);
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void Object_58_Initialize(Object_58*);
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// fox_radio
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s32 func_800BA7BC(u16*, s32);
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/* 0x1C */ ObjectInfo info;
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/* 0x40 */ s32 index;
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/* 0x44 */ s32 unk_44;
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/* 0x48 */ s32 unk_48;
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/* 0x48 */ s32 state;
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/* 0x4C */ s32 timer_4C;
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/* 0x50 */ s8 unk_50;
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/* 0x50 */ s8 dmgType;
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/* 0x51 */ char pad51[3];
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/* 0x54 */ s32 unk_54;
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/* 0x54 */ s32 dmgPart;
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/* 0x58 */ f32 unk_58;
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/* 0x5C */ f32 unk_5C;
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/* 0x60 */ f32 unk_60;
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@ -174,11 +174,11 @@ typedef struct {
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/* 0x1C */ ObjectInfo info;
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/* 0x40 */ s32 index;
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/* 0x44 */ s16 unk_44;
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/* 0x46 */ u8 unk_46;
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/* 0x46 */ u8 state;
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/* 0x48 */ u16 timer_48;
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/* 0x4A */ u16 timer_4A;
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/* 0x4C */ s8 unk_4C;
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/* 0x4E */ s16 unk_4E;
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/* 0x4C */ s8 collected;
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/* 0x4E */ s16 playerNum;
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/* 0x50 */ f32 unk_50;
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/* 0x54 */ f32 unk_54;
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/* 0x58 */ f32 unk_58;
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@ -195,7 +195,7 @@ typedef struct {
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/* 0x48 */ s16 unk_48;
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/* 0x4A */ s16 unk_4A;
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/* 0x4C */ u8 unk_4C;
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/* 0x4E */ s16 unk_4E;
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/* 0x4E */ s16 state;
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/* 0x50 */ u16 timer_50;
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/* 0x52 */ char pad52[0x2];
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/* 0x54 */ Vec3f vel;
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@ -218,7 +218,7 @@ typedef struct {
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/* 0x048 */ s16 unk_048;
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/* 0x04A */ s16 unk_04A;
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/* 0x04C */ s16 unk_04C;
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/* 0x04E */ s16 actionState;
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/* 0x04E */ s16 state;
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/* 0x050 */ s16 timer_050;
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/* 0x052 */ s16 timer_052;
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/* 0x054 */ s16 timer_054;
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@ -259,7 +259,7 @@ typedef struct {
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/* 0x050 */ s32 iwork[25];
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/* 0x0B4 */ s16 unk_0B4;
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/* 0x0B6 */ s16 unk_0B6;
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/* 0x0B8 */ s16 unk_0B8;
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/* 0x0B8 */ s16 state;
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/* 0x0BA */ char pad0BA[0x2];
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/* 0x0BC */ u16 timer_0BC;
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/* 0x0BE */ u16 timer_0BE;
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@ -83,7 +83,11 @@ typedef struct {
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ char pad14[0x4];
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/* 0x18 */ u16 timer;
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} UnkEntity1C; // size = 0x1C
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} BonusText; // size = 0x1C
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#define BONUS_TEXT_FREE 0
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#define BONUS_TEXT_GREAT 100
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#define BONUS_TEXT_1UP 101
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typedef struct {
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/* 0x00 */ f32 unk_00;
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@ -371,7 +371,7 @@ extern Item gItems[20];
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extern PlayerShot gPlayerShots[16];
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extern UnkEntity30 gUnkEntities30[100];
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extern UnkEntity28 gUnkEntities28[65];
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extern UnkEntity1C gUnkEntities1C[10];
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extern BonusText gBonusText[10];
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// 0x100
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extern s32 D_80176550[2];
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extern f32 D_80176558[2][100];
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@ -226,6 +226,9 @@ func_8006089C = 0x8006089C;
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func_80060968 = 0x80060968;
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func_80060D94 = 0x80060D94;
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// fox_effect
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BonusText_Display = 0x80077240;
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// fox_enmy
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func_80060F30 = 0x80060F30;
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Object_Kill = 0x80060FBC;
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@ -399,7 +402,7 @@ gItems = 0x801737E0; //size:0x870
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gPlayerShots = 0x80174050; //size:0x700
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gUnkEntities30 = 0x80174750; //size:0x12C0
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gUnkEntities28 = 0x80175A10; //size:0xA28
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gUnkEntities1C = 0x80176438; //size:0x18
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gBonusText = 0x80176438; //size:0x18
|
||||
D_80176550 = 0x80176550;
|
||||
D_80176558 = 0x80176558;
|
||||
D_80176878 = 0x80176878;
|
||||
@ -639,7 +642,7 @@ func_800A3FEC = 0x800A3FEC;
|
||||
func_800A4460 = 0x800A4460;
|
||||
func_800A46A0 = 0x800A46A0;
|
||||
func_800A4C40 = 0x800A4C40;
|
||||
func_800A4F4C = 0x800A4F4C;
|
||||
Object_58_Initialize = 0x800A4F4C;
|
||||
func_800A4F7C = 0x800A4F7C;
|
||||
func_800A5330 = 0x800A5330;
|
||||
func_800A5338 = 0x800A5338;
|
||||
@ -652,7 +655,7 @@ func_800A5EBC = 0x800A5EBC;
|
||||
func_800A5FA0 = 0x800A5FA0;
|
||||
func_800A6028 = 0x800A6028;
|
||||
func_800A6070 = 0x800A6070;
|
||||
func_800A60B8 = 0x800A60B8;
|
||||
BonusText_Initialize = 0x800A60B8;
|
||||
func_800A60E8 = 0x800A60E8;
|
||||
func_800A6118 = 0x800A6118;
|
||||
func_800A6148 = 0x800A6148;
|
||||
|
@ -81,7 +81,7 @@ void func_8002E3E0(Actor* actor) {
|
||||
}
|
||||
}
|
||||
if (hits != 0) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits);
|
||||
}
|
||||
gHitCount += hits;
|
||||
D_80177850 = 15;
|
||||
@ -226,7 +226,7 @@ void func_8002E700(Player* player) {
|
||||
player->unk_014 = 0;
|
||||
player->unk_018 = 0;
|
||||
player->unk_01C = 0;
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -377,10 +377,10 @@ void func_8002F180(void) {
|
||||
} else {
|
||||
actor->unk_0E6 = D_800C9ADC[i];
|
||||
}
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->unk_0F4.y = 180.0f;
|
||||
if (actor->unk_0E6 < 0) {
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
actor->health = 50;
|
||||
if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
@ -417,7 +417,7 @@ void func_8002F3E0(void) {
|
||||
actor->health = 100;
|
||||
actor->unk_0C9 = 1;
|
||||
actor->unk_0F4.y = 225.0f;
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->timer_0BC = 250;
|
||||
actor->unk_0F4.x = -20.0f;
|
||||
actor->iwork[11] = 1;
|
||||
@ -436,7 +436,7 @@ void func_8002F3E0(void) {
|
||||
}
|
||||
|
||||
void func_8002F5F4(u16* msg, RadioCharacterId character) {
|
||||
if ((D_80178300 == 0) && (gActors[0].unk_0B8 == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) {
|
||||
if ((D_80178300 == 0) && (gActors[0].state == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) {
|
||||
func_800BA808(msg, character);
|
||||
}
|
||||
}
|
||||
@ -466,7 +466,7 @@ void func_8002F69C(Actor* actor) {
|
||||
}
|
||||
if (D_8015F928 == D_800C9B4C) {
|
||||
func_8002F3E0();
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_0;
|
||||
if ((gCurrentLevel == LEVEL_VENOM_2) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
gPlayer[0].unk_034 = 20.0f;
|
||||
@ -488,11 +488,11 @@ void func_8002F69C(Actor* actor) {
|
||||
if (D_8015F908 == 0) {
|
||||
D_8015F940++;
|
||||
for (i = 1, otherActor = &gActors[1]; i < 8; i++, otherActor++) {
|
||||
if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->unk_0B8 == 2) && (otherActor->health < 70) &&
|
||||
if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->state == 2) && (otherActor->health < 70) &&
|
||||
(otherActor->timer_0C6 != 0) && (otherActor->unk_0D4 == 1)) {
|
||||
if ((gActors[otherActor->unk_0E6].unk_0B8 == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) {
|
||||
if ((gActors[otherActor->unk_0E6].state == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) {
|
||||
gActors[otherActor->unk_0E6].iwork[2] = 0;
|
||||
gActors[otherActor->unk_0E6].unk_0B8 = 2;
|
||||
gActors[otherActor->unk_0E6].state = 2;
|
||||
gActors[otherActor->unk_0E6].unk_0E6 = otherActor->unk_0E4;
|
||||
if (D_800CA234 == &gActors[otherActor->unk_0E6]) {
|
||||
D_800CA234 = NULL;
|
||||
@ -515,11 +515,11 @@ void func_8002F69C(Actor* actor) {
|
||||
}
|
||||
if (otherActor->unk_0E4 == 4) {
|
||||
if (gCurrentLevel != LEVEL_VENOM_2) {
|
||||
otherActor->unk_0B8 = 3;
|
||||
otherActor->state = 3;
|
||||
otherActor->unk_04E = 300;
|
||||
}
|
||||
} else {
|
||||
otherActor->unk_0B8 = 3;
|
||||
otherActor->state = 3;
|
||||
otherActor->unk_0E6 = -1;
|
||||
}
|
||||
}
|
||||
@ -555,7 +555,7 @@ void func_8002FB4C(Actor* actor) {
|
||||
}
|
||||
if (!var_a0) {
|
||||
actor->unk_0E6 = i;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->iwork[2] = 0;
|
||||
break;
|
||||
}
|
||||
@ -565,15 +565,15 @@ void func_8002FB4C(Actor* actor) {
|
||||
|
||||
void func_8002FC00(Actor* actor) {
|
||||
Actor* otherActor;
|
||||
s32 var_s5;
|
||||
s32 i;
|
||||
|
||||
for (var_s5 = 0, otherActor = &gActors[10]; var_s5 < 50; var_s5++, otherActor++) {
|
||||
for (i = 0, otherActor = &gActors[10]; i < 50; i++, otherActor++) {
|
||||
if ((otherActor->obj.status == OBJ_DYING) && (otherActor->unk_0E6 > 0) && (otherActor->unk_0E6 < 4)) {
|
||||
Actor* actor2;
|
||||
s32 var_v1;
|
||||
s32 j;
|
||||
|
||||
for (var_v1 = 0, actor2 = &gActors[10]; var_v1 < 51; var_v1++, actor2++) {
|
||||
if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->unk_0B8 == 2) &&
|
||||
for (j = 0, actor2 = &gActors[10]; j < 51; j++, actor2++) {
|
||||
if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->state == 2) &&
|
||||
(actor2->unk_0E6 == otherActor->unk_0E6)) {
|
||||
return;
|
||||
}
|
||||
@ -826,7 +826,7 @@ void func_8003088C(Actor* actor) {
|
||||
((actor->unk_0E4 != 200) || (actor->unk_0D0 != 2))) {
|
||||
actor->health -= actor->damage;
|
||||
}
|
||||
} else if ((actor->unk_0E4 < 4) && (actor->unk_0B8 != 6)) {
|
||||
} else if ((actor->unk_0E4 < 4) && (actor->state != 6)) {
|
||||
if (actor->unk_0E4 == 1) {
|
||||
gTeamDamage[actor->unk_0E4] = actor->damage;
|
||||
} else {
|
||||
@ -841,7 +841,7 @@ void func_8003088C(Actor* actor) {
|
||||
if (gActors[8].obj.status == OBJ_ACTIVE) {
|
||||
func_800BA808(gMsg_ID_16140, RCID_KATT);
|
||||
}
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10);
|
||||
gHitCount += 11;
|
||||
D_80177850 = 15;
|
||||
} else {
|
||||
@ -1159,7 +1159,7 @@ void func_800319AC(Actor* this) {
|
||||
s32 sp108;
|
||||
s32 sp104;
|
||||
s32 temp_v0_27;
|
||||
UnkEntity28* temp_v1;
|
||||
UnkEntity28* ent28;
|
||||
f32 spF8;
|
||||
f32 spF4;
|
||||
f32 spF0;
|
||||
@ -1218,9 +1218,9 @@ void func_800319AC(Actor* this) {
|
||||
(this->timer_0CA[0] < 5) && !(gGameFrameCount & 0x1F)) {
|
||||
this->iwork[16] = 10;
|
||||
}
|
||||
if ((this->iwork[16] != 0) && (this->unk_0B8 < 7)) {
|
||||
this->unk_0B8 = this->iwork[16];
|
||||
switch (this->unk_0B8) {
|
||||
if ((this->iwork[16] != 0) && (this->state < 7)) {
|
||||
this->state = this->iwork[16];
|
||||
switch (this->state) {
|
||||
case 7:
|
||||
case 8:
|
||||
if (this->unk_0F4.x > 180.0f) {
|
||||
@ -1318,8 +1318,8 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
sp104 = 0;
|
||||
this->iwork[5] = 0;
|
||||
if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->unk_0B8 != 6)) {
|
||||
this->unk_0B8 = 6;
|
||||
if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->state != 6)) {
|
||||
this->state = 6;
|
||||
if (this->timer_0C2 < 100) {
|
||||
gTeamShields[this->unk_0E4] = 1;
|
||||
switch (this->unk_0E4) {
|
||||
@ -1344,7 +1344,7 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[1] = 0;
|
||||
this->timer_0C2 = 10000;
|
||||
}
|
||||
switch (this->unk_0B8) {
|
||||
switch (this->state) {
|
||||
case 6:
|
||||
this->timer_0C2 = 10000;
|
||||
this->iwork[11] = 2;
|
||||
@ -1378,20 +1378,20 @@ void func_800319AC(Actor* this) {
|
||||
case 0:
|
||||
if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_9) {
|
||||
this->fwork[0] = this->fwork[1] = 40.0f;
|
||||
if (gActors[0].unk_0B8 == 5) {
|
||||
if (gActors[0].state == 5) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 30.0f, 0.1f, 0.5f, 0.0f);
|
||||
this->fwork[1] = 200.0f;
|
||||
}
|
||||
if (this->timer_0BC == 0) {
|
||||
if (this->unk_0E4 == 4) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if (gCurrentLevel == LEVEL_VENOM_2) {
|
||||
this->unk_04E = 200;
|
||||
} else {
|
||||
this->unk_04E = 200;
|
||||
}
|
||||
} else {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
if (this->unk_0E4 == 8) {
|
||||
this->fwork[7] = 360.0f;
|
||||
this->fwork[8] = 0.0f;
|
||||
@ -1407,9 +1407,9 @@ void func_800319AC(Actor* this) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 15.0f, 0.1f, 1.0f, 0.0f);
|
||||
}
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if ((gCurrentLevel == LEVEL_BOLSE) && (this->unk_0E6 >= 0)) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1430,7 +1430,7 @@ void func_800319AC(Actor* this) {
|
||||
spF0 = 0.2f;
|
||||
}
|
||||
if (this->unk_0E6 < 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
} else {
|
||||
if (gActors[this->unk_0E6].unk_0E4 == 200) {
|
||||
spF0 = 0.8f;
|
||||
@ -1441,7 +1441,7 @@ void func_800319AC(Actor* this) {
|
||||
if (gCurrentLevel != LEVEL_VENOM_2) {
|
||||
if (((gPlayer[0].unk_4DC != 0) && (this->iwork[4] > 10)) ||
|
||||
((gCurrentLevel == LEVEL_BOLSE) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0))) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
this->unk_04E = 300;
|
||||
this->timer_0BC = 160;
|
||||
if (this->unk_0E4 == 4) {
|
||||
@ -1465,7 +1465,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[6] = gPlayer[0].unk_138 + spC4;
|
||||
this->fwork[1] = gPlayer[0].unk_0D0 + 10.0f;
|
||||
}
|
||||
if ((gActors[0].unk_0B8 == 6) && (this->unk_0E4 < 4)) {
|
||||
if ((gActors[0].state == 6) && (this->unk_0E4 < 4)) {
|
||||
this->fwork[3] = 3.0f;
|
||||
this->fwork[1] = gPlayer[0].unk_0D0 - 5.0f;
|
||||
this->iwork[11] = 2;
|
||||
@ -1511,7 +1511,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[6] = gBosses[0].obj.pos.z;
|
||||
this->fwork[1] = 40.0f;
|
||||
}
|
||||
if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].unk_0B8 != 6)) {
|
||||
if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].state != 6)) {
|
||||
if (spE8 < spF8) {
|
||||
if (spEC < spF8) {
|
||||
if (this->unk_0E6 != 0) {
|
||||
@ -1532,7 +1532,7 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[4]++;
|
||||
this->iwork[5] = 1;
|
||||
if (!((this->index + gGameFrameCount) & sp10F) && (Rand_ZeroOne() < spF0) &&
|
||||
func_80031900(this) && ((gActors[0].unk_0B8 == 2) || (gCurrentLevel == LEVEL_TRAINING))) {
|
||||
func_80031900(this) && ((gActors[0].state == 2) || (gCurrentLevel == LEVEL_TRAINING))) {
|
||||
if ((this->unk_0E6 == 0) && (gCurrentLevel != LEVEL_TRAINING)) {
|
||||
if ((this->iwork[4] > 250) && (gCurrentLevel != LEVEL_VENOM_ANDROSS)) {
|
||||
if ((Rand_ZeroOne() < 0.5f) || (gCurrentLevel == LEVEL_VENOM_2)) {
|
||||
@ -1718,9 +1718,9 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[4] = 0;
|
||||
}
|
||||
if ((this->unk_0E6 > 0) &&
|
||||
((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].unk_0B8 == 6) ||
|
||||
((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].state == 6) ||
|
||||
(gActors[this->unk_0E6].obj.status == OBJ_FREE))) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if (gCurrentLevel == LEVEL_BOLSE) {
|
||||
func_8002FB4C(this);
|
||||
}
|
||||
@ -1748,7 +1748,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[3] = 1.0f;
|
||||
this->fwork[1] = 38.0f;
|
||||
}
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].unk_0B8 == 0xA)) {
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].state == 0xA)) {
|
||||
this->fwork[10] = 30.0f;
|
||||
}
|
||||
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
|
||||
@ -1789,7 +1789,7 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
if ((this->unk_0E6 > 0) && (gActors[this->unk_0E6].obj.id == OBJ_ACTOR_197) &&
|
||||
(gActors[this->unk_0E6].timer_0C2 == 0) && (gActors[this->unk_0E6].obj.status == OBJ_ACTIVE)) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
this->iwork[2] = 0;
|
||||
}
|
||||
if (this->unk_0E6 == 0) {
|
||||
@ -1797,7 +1797,7 @@ void func_800319AC(Actor* this) {
|
||||
this->unk_04E--;
|
||||
}
|
||||
if (this->unk_04E == 0) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
this->iwork[2] = 0;
|
||||
}
|
||||
}
|
||||
@ -1807,7 +1807,7 @@ void func_800319AC(Actor* this) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 360.0f, 0.1f, 5.0f, 0.0001f);
|
||||
Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 3.0f, 0.01f);
|
||||
if (this->unk_0F4.x > 350.0f) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
@ -1837,7 +1837,7 @@ void func_800319AC(Actor* this) {
|
||||
break;
|
||||
case 1:
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -1851,13 +1851,13 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
Math_SmoothStepToAngle(&this->obj.rot.z, spD0, 0.1f, 15.0f, 0.01f);
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
sp104 = 1;
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
if (this->timer_0BC > 20) {
|
||||
Math_SmoothStepToF(&this->fwork[23], 180.0f, 1.0f, 60.0f, 0.0f);
|
||||
@ -2009,23 +2009,23 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
}
|
||||
func_8003088C(this);
|
||||
temp_v1 = &gUnkEntities28[this->index];
|
||||
temp_v1->unk_00 = 1;
|
||||
ent28 = &gUnkEntities28[this->index];
|
||||
ent28->unk_00 = 1;
|
||||
if (this->unk_0E4 == 200) {
|
||||
temp_v1->unk_02 = 100;
|
||||
ent28->unk_02 = 100;
|
||||
} else {
|
||||
temp_v1->unk_02 = this->unk_0E4;
|
||||
ent28->unk_02 = this->unk_0E4;
|
||||
}
|
||||
if (gCurrentLevel == LEVEL_TRAINING) {
|
||||
temp_v1->unk_02 = 4;
|
||||
ent28->unk_02 = 4;
|
||||
}
|
||||
temp_v1->pos.x = this->obj.pos.x;
|
||||
temp_v1->pos.y = this->obj.pos.y;
|
||||
temp_v1->pos.z = this->obj.pos.z;
|
||||
temp_v1->unk_10 = this->unk_0F4.y + 180.0f;
|
||||
ent28->pos.x = this->obj.pos.x;
|
||||
ent28->pos.y = this->obj.pos.y;
|
||||
ent28->pos.z = this->obj.pos.z;
|
||||
ent28->unk_10 = this->unk_0F4.y + 180.0f;
|
||||
if (this->iwork[1] != 0) {
|
||||
this->iwork[1]--;
|
||||
if ((this->iwork[1] == 0) && (gActors[0].unk_0B8 == 2) && (gRadioState == 0)) {
|
||||
if ((this->iwork[1] == 0) && (gActors[0].state == 2) && (gRadioState == 0)) {
|
||||
switch (this->unk_0E4) {
|
||||
case 1:
|
||||
func_8002F5F4(gMsg_ID_9220, RCID_FALCO);
|
||||
|
@ -683,10 +683,10 @@ void func_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) {
|
||||
((actor->obj.id == OBJ_ACTOR_197) && (actor->fwork[23] > 1.0f)) ||
|
||||
((actor->obj.id == OBJ_ACTOR_200) && (actor->unk_0D2 == 0) && (actor->unk_0B4 == 67)) ||
|
||||
((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_8) &&
|
||||
((actor->unk_0B8 < 3) || (actor->unk_0B8 >= 5))) ||
|
||||
((actor->state < 3) || (actor->state >= 5))) ||
|
||||
((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_8) && (actor->timer_0BC != 0))) {
|
||||
if ((actor->obj.id == OBJ_ACTOR_261) && (actor->unk_0B8 < 2)) {
|
||||
actor->unk_0B8 = 2;
|
||||
if ((actor->obj.id == OBJ_ACTOR_261) && (actor->state < 2)) {
|
||||
actor->state = 2;
|
||||
}
|
||||
if ((shot->obj.id == PLAYERSHOT_8) || (shot->obj.id == PLAYERSHOT_3)) {
|
||||
func_80036318(shot);
|
||||
@ -916,8 +916,8 @@ void func_80038140(PlayerShot* shot) {
|
||||
} else {
|
||||
temp_v0 = func_80036874(shot, obj80->info.hitbox, &obj80->obj);
|
||||
if (temp_v0 != 0) {
|
||||
obj80->unk_50 = 1;
|
||||
obj80->unk_54 = temp_v0 - 1;
|
||||
obj80->dmgType = 1;
|
||||
obj80->dmgPart = temp_v0 - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1846,9 +1846,9 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) {
|
||||
sp64 = obj80->obj.pos.y - shot->obj.pos.y;
|
||||
sp60 = obj80->obj.pos.z - shot->obj.pos.z;
|
||||
if (sqrtf(SQ(sp68) + SQ(sp64) + SQ(sp60)) < temp_fs2) {
|
||||
obj80->unk_50 = 2;
|
||||
obj80->dmgType = 2;
|
||||
}
|
||||
obj80->unk_54 = 0;
|
||||
obj80->dmgPart = 0;
|
||||
}
|
||||
}
|
||||
for (i = 0, obj4C = gObjects4C; i < 40; i++, obj4C++) {
|
||||
@ -1940,8 +1940,8 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) {
|
||||
effect->obj.pos.y += sp64 * 0.03f;
|
||||
}
|
||||
effect->obj.pos.z += sp60 * 0.03f;
|
||||
if ((effect->obj.id == OBJ_EFFECT_392) && (effect->unk_4E == 0)) {
|
||||
effect->unk_4E = 1;
|
||||
if ((effect->obj.id == OBJ_EFFECT_392) && (effect->state == 0)) {
|
||||
effect->state = 1;
|
||||
effect->unk_44 = 176;
|
||||
effect->unk_4C = 0;
|
||||
effect->vel.x = effect->vel.y = effect->vel.z = 0.0f;
|
||||
@ -2010,7 +2010,7 @@ void func_8003CC08(PlayerShot* shot) {
|
||||
}
|
||||
}
|
||||
if (!((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) &&
|
||||
(gBosses[0].actionState == 17))) {
|
||||
(gBosses[0].state == 17))) {
|
||||
func_80038140(shot);
|
||||
}
|
||||
func_8003C3D8(shot);
|
||||
@ -2196,9 +2196,9 @@ void func_8003D54C(PlayerShot* shot, s32 index) {
|
||||
} else {
|
||||
bonus = shot->bonus;
|
||||
if (shot->bonus > 10) {
|
||||
bonus = 100;
|
||||
bonus = BONUS_TEXT_GREAT;
|
||||
}
|
||||
func_80077240(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus);
|
||||
BonusText_Display(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus);
|
||||
gHitCount += shot->bonus;
|
||||
}
|
||||
if ((shot->bonus >= 7) && (gBossActive == 0) && (gLevelMode == LEVELMODE_ON_RAILS) &&
|
||||
|
@ -31,7 +31,7 @@ void func_80042EC0(Boss* boss) {
|
||||
} else if (boss->obj.id == OBJ_BOSS_306) {
|
||||
yOffset = 200.0f;
|
||||
}
|
||||
func_80077240(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus);
|
||||
BonusText_Display(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus);
|
||||
}
|
||||
gHitCount += bonus + 1;
|
||||
D_80177850 = 15;
|
||||
@ -60,7 +60,7 @@ void func_80042FF4(Actor* actor, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = argB;
|
||||
actor->state = argB;
|
||||
actor->obj.pos.x = arg1;
|
||||
actor->obj.pos.y = arg2;
|
||||
actor->obj.pos.z = arg3;
|
||||
|
@ -275,15 +275,15 @@ void func_80048E40(Player* player) {
|
||||
break;
|
||||
|
||||
case 420:
|
||||
gActors[0].unk_0B8 = 1;
|
||||
gActors[0].state = 1;
|
||||
break;
|
||||
|
||||
case 430:
|
||||
gActors[1].unk_0B8 = 1;
|
||||
gActors[1].state = 1;
|
||||
break;
|
||||
|
||||
case 440:
|
||||
gActors[2].unk_0B8 = 1;
|
||||
gActors[2].state = 1;
|
||||
break;
|
||||
|
||||
case 450:
|
||||
@ -363,7 +363,7 @@ void func_80049630(Actor* actor) {
|
||||
Vec3f sp3C;
|
||||
Vec3f sp30;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->vwork[0].x = gPlayer[0].pos.x + D_800C9FA0[actor->index].x;
|
||||
actor->vwork[0].y = gPlayer[0].pos.y + D_800C9FA0[actor->index].y;
|
||||
@ -377,7 +377,7 @@ void func_80049630(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->timer_0BC = 0x96;
|
||||
actor->fwork[29] = 5.0f;
|
||||
@ -426,7 +426,7 @@ void func_80049968(Actor* actor, s32 arg1) {
|
||||
actor->fwork[0] = D_800CA000[arg1];
|
||||
actor->fwork[1] = D_800CA010[arg1];
|
||||
actor->unk_0B6 = D_800CA030[arg1];
|
||||
actor->unk_0B8 = D_800CA040[arg1];
|
||||
actor->state = D_800CA040[arg1];
|
||||
actor->obj.rot.z = D_800CA020[arg1];
|
||||
actor->obj.rot.y = 180.0f;
|
||||
actor->vel.z = gPlayer[0].vel.z;
|
||||
@ -560,22 +560,22 @@ void func_80049C0C(Player* player) {
|
||||
player->unk_190 = 2.0f;
|
||||
|
||||
if ((player->timer_1F8 == 0x5F) && (gTeamShields[1] > 0)) {
|
||||
gActors[0].unk_0B8 = var_v0;
|
||||
gActors[0].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if ((player->timer_1F8 == 0x5A) && (gTeamShields[3] > 0)) {
|
||||
gActors[2].unk_0B8 = var_v0;
|
||||
gActors[2].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[2].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if ((player->timer_1F8 == 85) && (gTeamShields[2] > 0)) {
|
||||
gActors[1].unk_0B8 = var_v0;
|
||||
gActors[1].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[1].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if (player->timer_1F8 == 60) {
|
||||
gActors[3].unk_0B8 = var_v0;
|
||||
gActors[3].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[3].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_800182F4(0x103200FF);
|
||||
func_800182F4(0x113200FF);
|
||||
@ -1956,7 +1956,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
actor->fwork[8] += 2.0f;
|
||||
sp34 = __sinf(actor->fwork[8] * M_DTOR) * 10.0f;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, 0.0f, 0.05f, 1.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
|
||||
@ -1967,7 +1967,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 0x32;
|
||||
actor->fwork[9] = 2.0f;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1989,7 +1989,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 10:
|
||||
actor->unk_0B8 = 0xB;
|
||||
actor->state = 0xB;
|
||||
actor->timer_0BC = 0x96;
|
||||
actor->timer_0BE = 0x28;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -2048,7 +2048,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
|
||||
case 31:
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
|
||||
@ -2077,7 +2077,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
Vec3f src;
|
||||
Vec3f dest;
|
||||
|
||||
if (actor->unk_0B8 < 4) {
|
||||
if (actor->state < 4) {
|
||||
actor->fwork[9] = 0.4f;
|
||||
|
||||
actor->obj.pos.x += (D_80178450[actor->index] - actor->obj.pos.x) * 0.4f;
|
||||
@ -2105,11 +2105,11 @@ void func_8004EBD0(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[3] *= 0.992f;
|
||||
if (actor->fwork[3] < 1.2f) {
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -2117,7 +2117,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
actor->fwork[3] *= 0.997f;
|
||||
if (actor->fwork[3] < 1.0f) {
|
||||
actor->fwork[3] = 1.0f;
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
}
|
||||
actor->timer_0BC = 560;
|
||||
break;
|
||||
@ -2130,7 +2130,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
gPlayer[0].timer_1FC = 0x2710;
|
||||
}
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 10;
|
||||
func_800A6028(actor->sfxPos, 0x09000002);
|
||||
actor->fwork[29] = 5.0f;
|
||||
@ -2140,7 +2140,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
case 3:
|
||||
actor->iwork[11] = 2;
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 30;
|
||||
}
|
||||
break;
|
||||
@ -2197,12 +2197,12 @@ void func_8004F05C(Actor* actor) {
|
||||
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, actor->fwork[1], 0.05f, 0.3f, 0.0f);
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 0x64;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
@ -2267,7 +2267,7 @@ void func_8004F05C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case LEVEL_SECTOR_X:
|
||||
if ((actor->unk_0B8 != 0) && (actor->unk_0B8 == 1)) {
|
||||
if ((actor->state != 0) && (actor->state == 1)) {
|
||||
actor->vel.y += 0.1f;
|
||||
Math_SmoothStepToF(&actor->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f);
|
||||
}
|
||||
@ -2278,7 +2278,7 @@ void func_8004F05C(Actor* actor) {
|
||||
break;
|
||||
|
||||
default:
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 100:
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0x14].x, 0.03f, 3.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0x14].y, 0.03f, 2.0f, 0.0f);
|
||||
@ -2343,7 +2343,7 @@ void func_8004F05C(Actor* actor) {
|
||||
void func_8004F798(Actor* actor) {
|
||||
actor->iwork[11] = 2;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0], 0.05f, 50.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1], 0.05f, 50.0f, 0.0f);
|
||||
@ -2417,10 +2417,10 @@ void func_8004F8AC(Actor* actor) {
|
||||
|
||||
case LEVEL_FORTUNA:
|
||||
if (actor->unk_0B6 == 0xB) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (gCsFrameCount == 0x64) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->timer_0BC = 0x32;
|
||||
actor->iwork[0] = 255;
|
||||
Audio_PlaySfx(0x2902F026U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
|
@ -1679,7 +1679,7 @@ void func_80057D00(void) {
|
||||
((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2))) {
|
||||
func_8006089C(0);
|
||||
}
|
||||
func_80077790();
|
||||
BonusText_DrawAll();
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
func_80057248();
|
||||
func_80057504();
|
||||
|
@ -234,7 +234,7 @@ Gfx* D_800CFC7C[] = {
|
||||
};
|
||||
|
||||
void func_8005A094(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Matrix_Translate(gGfxMatrix, 18.0f, 15.0f, -15.0f, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_PI, 1);
|
||||
@ -409,11 +409,11 @@ void func_8005A094(Actor* actor) {
|
||||
gSPDisplayList(gMasterDisp++, D_i1_8019A008[actor->unk_048]);
|
||||
break;
|
||||
default:
|
||||
if (actor->unk_0B8 > 9) {
|
||||
if (actor->unk_0B8 == 0x24) {
|
||||
if (actor->state > 9) {
|
||||
if (actor->state == 0x24) {
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
}
|
||||
gSPDisplayList(gMasterDisp++, D_800CFA54[actor->unk_0B8 - 10]);
|
||||
gSPDisplayList(gMasterDisp++, D_800CFA54[actor->state - 10]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -518,7 +518,7 @@ void func_8005B388(Actor* actor) {
|
||||
((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) && (gPlayer[0].unk_1D0 >= 100) &&
|
||||
(gCurrentLevel == LEVEL_KATINA) && (actor->index == 1)) ||
|
||||
((gCurrentLevel == LEVEL_SECTOR_Y) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0) &&
|
||||
(actor->unk_0B8 == 5))) {
|
||||
(actor->state == 5))) {
|
||||
D_80161630.rightState = gPlayer[0].wings.rightState;
|
||||
D_80161630.leftState = gPlayer[0].wings.leftState;
|
||||
} else {
|
||||
@ -622,7 +622,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
|
||||
switch (objId) {
|
||||
case OBJ_EFFECT_374:
|
||||
if (gEffects[index].unk_4E == 0) {
|
||||
if (gEffects[index].state == 0) {
|
||||
Matrix_Scale(gGfxMatrix, 1.2f, 0.0f, 1.2f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
@ -759,7 +759,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
void func_8005C5F0(Item* item) {
|
||||
s32 i;
|
||||
|
||||
if ((gGameFrameCount & 0x18) && (item->unk_46 == 0)) {
|
||||
if ((gGameFrameCount & 0x18) && (item->state == 0)) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
RCP_SetupDL(&gMasterDisp, 0x40);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255);
|
||||
@ -850,7 +850,7 @@ void func_8005CDA8(Item* item) {
|
||||
gPlayer[gPlayerNum].camEye.z - (item->obj.pos.z + D_80177D20)) *
|
||||
180.0f) /
|
||||
M_PI;
|
||||
if (item->unk_46 != 0) {
|
||||
if (item->state != 0) {
|
||||
RCP_SetupDL(&gMasterDisp, 0x29);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, item->unk_44);
|
||||
} else {
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -575,7 +575,7 @@ void func_80062664(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) {
|
||||
void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale) {
|
||||
s32 i;
|
||||
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
@ -588,9 +588,9 @@ void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) {
|
||||
gEffects[i].obj.pos.y = gGroundLevel + 3.0f;
|
||||
gEffects[i].obj.pos.z = zPos;
|
||||
gEffects[i].scale2 = 10.0f;
|
||||
gEffects[i].scale1 = arg3;
|
||||
gEffects[i].scale1 = scale;
|
||||
gEffects[i].unk_44 = 80;
|
||||
gEffects[i].unk_4E = arg2;
|
||||
gEffects[i].state = state;
|
||||
Object_SetInfo(&gEffects[i].info, gEffects[i].obj.id);
|
||||
break;
|
||||
}
|
||||
@ -1329,12 +1329,12 @@ void func_800652CC(Object_80* obj80) {
|
||||
f32 sp28;
|
||||
f32 sp24;
|
||||
|
||||
if ((D_801784AC == 4) && (obj80->unk_48 == 0)) {
|
||||
if ((D_801784AC == 4) && (obj80->state == 0)) {
|
||||
func_i5_801B6E20(obj80->obj.pos.x, obj80->obj.pos.z + D_80177D20, &sp2C, &sp24, &sp28);
|
||||
obj80->obj.pos.y = sp24 + 3.0f;
|
||||
obj80->obj.rot.x = (sp2C * 180.0f) / M_PI;
|
||||
obj80->obj.rot.z = (sp28 * 180.0f) / M_PI;
|
||||
obj80->unk_48 += 1;
|
||||
obj80->state++;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1701,7 +1701,7 @@ void func_8006654C(Actor* actor) {
|
||||
}
|
||||
actor->vel.x = __sinf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
actor->vel.z = __cosf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->fwork[0] < 20.0f) {
|
||||
actor->fwork[0] += 0.5f;
|
||||
@ -1717,7 +1717,7 @@ void func_8006654C(Actor* actor) {
|
||||
actor->obj.rot.z -= 1.0f;
|
||||
}
|
||||
if ((actor->unk_0B6 == 0x14) || (actor->unk_0B6 == 0x28)) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 0x14;
|
||||
}
|
||||
break;
|
||||
@ -1732,7 +1732,7 @@ void func_8006654C(Actor* actor) {
|
||||
actor->fwork[0] -= 0.3f;
|
||||
}
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -1762,7 +1762,7 @@ void func_8006684C(Actor* actor) {
|
||||
actor->unk_044 = 1;
|
||||
func_80066254(actor);
|
||||
Audio_PlaySfx(0x2903B009, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3);
|
||||
gHitCount += 3;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@ -1835,10 +1835,10 @@ void func_80066C00(Object_80* obj80) {
|
||||
}
|
||||
|
||||
void func_80066D5C(Object_80* obj80) {
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 1:
|
||||
func_80066C00(obj80);
|
||||
obj80->unk_48++;
|
||||
obj80->state++;
|
||||
Audio_PlaySfx(0x2900300F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
break;
|
||||
case 2:
|
||||
@ -1848,7 +1848,7 @@ void func_80066D5C(Object_80* obj80) {
|
||||
obj80->obj.rot.x = 90.0f;
|
||||
obj80->unk_44 = 40;
|
||||
func_80066A8C(obj80);
|
||||
obj80->unk_48 = 0;
|
||||
obj80->state = 0;
|
||||
D_80178480 = 25;
|
||||
Audio_PlaySfx(0x19130003, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@ -1947,7 +1947,7 @@ void func_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRo
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_ACTIVE;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = 70;
|
||||
actor->state = 70;
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.y = yPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
@ -2058,11 +2058,11 @@ void func_80067A40(void) {
|
||||
void func_80067B1C(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum);
|
||||
if (gCurrentLevel != LEVEL_TRAINING) {
|
||||
gLifeCount[item->unk_4E]++;
|
||||
gLifeCount[item->playerNum]++;
|
||||
}
|
||||
}
|
||||
if (item->timer_48 == 1) {
|
||||
@ -2073,51 +2073,51 @@ void func_80067B1C(Item* item) {
|
||||
void func_80067BEC(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_46 == 0) {
|
||||
if (item->state == 0) {
|
||||
switch (item->obj.id) {
|
||||
case OBJ_ITEM_BOMB:
|
||||
item->scale = 18.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
item->timer_4A = 50;
|
||||
item->unk_46 = 1;
|
||||
item->state = 1;
|
||||
item->timer_48 = 20;
|
||||
item->unk_50 = 60.0f;
|
||||
gBombCount[item->unk_4E]++;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002005, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002006, item->unk_4E);
|
||||
gBombCount[item->playerNum]++;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002005, item->playerNum);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002006, item->playerNum);
|
||||
}
|
||||
break;
|
||||
case OBJ_ITEM_LASERS:
|
||||
item->scale = 18.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
item->timer_4A = 50;
|
||||
item->unk_46 = 1;
|
||||
item->state = 1;
|
||||
item->timer_48 = 20;
|
||||
item->unk_50 = 60.0f;
|
||||
gLaserStrength[item->unk_4E]++;
|
||||
if (gLaserStrength[item->unk_4E] > LASERS_HYPER) {
|
||||
gLaserStrength[item->unk_4E] = LASERS_HYPER;
|
||||
gLaserStrength[item->playerNum]++;
|
||||
if (gLaserStrength[item->playerNum] > LASERS_HYPER) {
|
||||
gLaserStrength[item->playerNum] = LASERS_HYPER;
|
||||
}
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002004, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002004, item->playerNum);
|
||||
if (gExpertMode) {
|
||||
gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 10;
|
||||
gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 10;
|
||||
} else {
|
||||
gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 60;
|
||||
gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 60;
|
||||
}
|
||||
D_80177D40[item->unk_4E] = 1030;
|
||||
D_80177D58[item->unk_4E] = 1030;
|
||||
D_80177D40[item->playerNum] = 1030;
|
||||
D_80177D58[item->playerNum] = 1030;
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
Math_SmoothStepToF(&item->scale, 2.5f, 1.0f, 0.5f, 0.0f);
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y + 50.0f) - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += ((gPlayer[item->playerNum].pos.y + 50.0f) - item->obj.pos.y) * 0.5f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f;
|
||||
}
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@ -2140,36 +2140,36 @@ void func_80068020(Item* item) {
|
||||
Vec3f sp4C;
|
||||
Vec3f sp40;
|
||||
|
||||
switch (item->unk_46) {
|
||||
switch (item->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&item->scale, 0.4f, 1.0f, 0.05f, 0.0f);
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
if (item->collected) {
|
||||
item->state = 1;
|
||||
item->timer_48 = 50;
|
||||
if (item->obj.id == OBJ_ITEM_SILVER_RING) {
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200E, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200E, item->playerNum);
|
||||
} else if (item->obj.id == OBJ_ITEM_GOLD_RING) {
|
||||
gGoldRingCount[0]++;
|
||||
if (gGoldRingCount[0] == 3) {
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49008015, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49008015, item->playerNum);
|
||||
} else if (gGoldRingCount[0] == 6) {
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum);
|
||||
if (gCurrentLevel != LEVEL_TRAINING) {
|
||||
gLifeCount[item->unk_4E]++;
|
||||
gLifeCount[item->playerNum]++;
|
||||
}
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80077240(gPlayer[item->unk_4E].pos.x, gPlayer[item->unk_4E].pos.y,
|
||||
gPlayer[item->unk_4E].unk_138, 101);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
BonusText_Display(gPlayer[item->playerNum].pos.x, gPlayer[item->playerNum].pos.y,
|
||||
gPlayer[item->playerNum].unk_138, BONUS_TEXT_1UP);
|
||||
} else {
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49003013, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49003013, item->playerNum);
|
||||
}
|
||||
} else {
|
||||
gPlayer[item->unk_4E].heal += 0x80;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200D, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x80;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200D, item->playerNum);
|
||||
}
|
||||
}
|
||||
if ((item->obj.id == OBJ_ITEM_GOLD_RING) && (item->timer_48 == 1)) {
|
||||
@ -2182,19 +2182,20 @@ void func_80068020(Item* item) {
|
||||
} else {
|
||||
Math_SmoothStepToF(&item->scale, 0.0f, 1.0f, 0.06f, 0.0f);
|
||||
}
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.5f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f;
|
||||
}
|
||||
if ((gPlayer[0].unk_238 != 0) && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 300.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 300.0f - item->obj.pos.z) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
}
|
||||
item->obj.rot.z += 22.0f;
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f,
|
||||
0.0f);
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@ -2222,7 +2223,7 @@ void func_800685F8(Item* item) {
|
||||
void func_80068618(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
func_80067A40();
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@ -2233,12 +2234,12 @@ void func_80068618(Item* item) {
|
||||
|
||||
void func_80068688(Item* item) {
|
||||
func_80066EF0(item);
|
||||
if (item->unk_46 > 0) {
|
||||
if (item->unk_46 == 1) {
|
||||
if (item->state > 0) {
|
||||
if (item->state == 1) {
|
||||
item->obj.rot.z -= 10.0f;
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.3f;
|
||||
item->scale -= 5.0f;
|
||||
if (item->scale < 0.0f) {
|
||||
item->scale = 0.0f;
|
||||
@ -2251,12 +2252,12 @@ void func_80068688(Item* item) {
|
||||
} else {
|
||||
item->scale = 100.0f;
|
||||
if (D_80177E80 < 0) {
|
||||
item->unk_46 = 2;
|
||||
item->unk_44 = 0xFF;
|
||||
} else if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
item->unk_44 = 0xFF;
|
||||
gPlayer[item->unk_4E].timer_27C = 100;
|
||||
item->state = 2;
|
||||
item->unk_44 = 255;
|
||||
} else if (item->collected) {
|
||||
item->state = 1;
|
||||
item->unk_44 = 255;
|
||||
gPlayer[item->playerNum].timer_27C = 100;
|
||||
Audio_PlaySfx(D_800CFF54[D_80177E80], gPlayer[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (D_80177E80 == 0) {
|
||||
gPlayer[0].unk_110 = 0.0f;
|
||||
@ -2278,18 +2279,18 @@ void func_80068914(Item* item) {
|
||||
|
||||
func_80066EF0(item);
|
||||
item->unk_58 -= item->unk_44;
|
||||
if (item->unk_46 > 0) {
|
||||
if (item->state > 0) {
|
||||
item->unk_44++;
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f;
|
||||
}
|
||||
if (gPlayer[0].unk_238 != 0) {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 200.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 200.0f - item->obj.pos.z) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 100.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 100.0f - item->obj.pos.z) * 0.3f;
|
||||
}
|
||||
if (item->timer_48 == 0) {
|
||||
Math_SmoothStepToF(&item->scale, 5.0f, 0.2f, 15.0f, 0.01f);
|
||||
@ -2304,9 +2305,9 @@ void func_80068914(Item* item) {
|
||||
item->unk_50 = 1.0f;
|
||||
item->unk_54 = 1.0f;
|
||||
item->scale = 100.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
gPlayer[item->unk_4E].heal = 0x80;
|
||||
item->unk_46++;
|
||||
if (item->collected) {
|
||||
gPlayer[item->playerNum].heal = 128;
|
||||
item->state++;
|
||||
item->timer_48 = 15;
|
||||
D_80161A8C = D_80161A88;
|
||||
D_80177CB0 = -item->obj.pos.z;
|
||||
@ -2323,7 +2324,7 @@ void func_80068914(Item* item) {
|
||||
}
|
||||
|
||||
void func_80068C48(Item* item) {
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
D_80177E80++;
|
||||
}
|
||||
@ -2341,7 +2342,7 @@ void func_80068C88(Item* item) {
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_9;
|
||||
gPlayer[0].unk_1D0 = 0;
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
} else if (item->unk_46 == 0) {
|
||||
} else if (item->state == 0) {
|
||||
if (((item->obj.pos.z + D_80177D20) > -2700.0f) && (fabsf(item->obj.pos.x - gPlayer[0].pos.x) < 1000.0f)) {
|
||||
switch (item->obj.id) {
|
||||
case OBJ_ITEM_331:
|
||||
@ -2359,7 +2360,7 @@ void func_80068C88(Item* item) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
gPlayer[0].unk_0B4 = 0.0f;
|
||||
gPlayer[0].timer_210 = item->scale * 0.05f;
|
||||
@ -2587,7 +2588,7 @@ void func_80069A10(Item* item) {
|
||||
|
||||
if ((item->info.unk_10 - temp) < (item->obj.pos.z + D_80177D20)) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->unk_46 == 0)) {
|
||||
if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->state == 0)) {
|
||||
D_80177E80 = -1;
|
||||
}
|
||||
}
|
||||
@ -2775,64 +2776,64 @@ void Effect_Update(Effect* effect) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_8006A06C(UnkEntity30* unkEnt30) {
|
||||
void func_8006A06C(UnkEntity30* ent30) {
|
||||
Vec3f sp44;
|
||||
Vec3f sp38;
|
||||
f32 sp34;
|
||||
f32 sp30;
|
||||
f32 sp2C;
|
||||
|
||||
if (unkEnt30->timer != 0) {
|
||||
unkEnt30->timer--;
|
||||
if (ent30->timer != 0) {
|
||||
ent30->timer--;
|
||||
}
|
||||
sp34 = unkEnt30->unk_04.x - unkEnt30->unk_10.x;
|
||||
sp30 = unkEnt30->unk_04.y - unkEnt30->unk_10.y;
|
||||
sp2C = unkEnt30->unk_04.z - unkEnt30->unk_10.z;
|
||||
unkEnt30->unk_20 = Math_Atan2F(sp34, sp2C);
|
||||
unkEnt30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C)));
|
||||
if (unkEnt30->mode != 4) {
|
||||
unkEnt30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C));
|
||||
sp34 = ent30->unk_04.x - ent30->unk_10.x;
|
||||
sp30 = ent30->unk_04.y - ent30->unk_10.y;
|
||||
sp2C = ent30->unk_04.z - ent30->unk_10.z;
|
||||
ent30->unk_20 = Math_Atan2F(sp34, sp2C);
|
||||
ent30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C)));
|
||||
if (ent30->mode != 4) {
|
||||
ent30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C));
|
||||
}
|
||||
if (gGameState == GSTATE_PLAY) {
|
||||
if (((unkEnt30->mode == 1) || (unkEnt30->mode == 0x65) || (unkEnt30->mode == 0x32)) &&
|
||||
if (((ent30->mode == 1) || (ent30->mode == 101) || (ent30->mode == 50)) &&
|
||||
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) && (gPlayer[0].unk_1F4 == 0)) {
|
||||
Matrix_RotateX(gCalcMatrix, -unkEnt30->unk_1C, 0);
|
||||
Matrix_RotateY(gCalcMatrix, -unkEnt30->unk_20, 1);
|
||||
sp44.x = gPlayer[gPlayerNum].pos.x - unkEnt30->unk_04.x;
|
||||
sp44.y = gPlayer[gPlayerNum].pos.y - unkEnt30->unk_04.y;
|
||||
sp44.z = gPlayer[gPlayerNum].unk_138 - unkEnt30->unk_04.z;
|
||||
Matrix_RotateX(gCalcMatrix, -ent30->unk_1C, 0);
|
||||
Matrix_RotateY(gCalcMatrix, -ent30->unk_20, 1);
|
||||
sp44.x = gPlayer[gPlayerNum].pos.x - ent30->unk_04.x;
|
||||
sp44.y = gPlayer[gPlayerNum].pos.y - ent30->unk_04.y;
|
||||
sp44.z = gPlayer[gPlayerNum].unk_138 - ent30->unk_04.z;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
||||
sp38.x += unkEnt30->unk_04.x;
|
||||
sp38.y += unkEnt30->unk_04.y;
|
||||
sp38.z += unkEnt30->unk_04.z;
|
||||
if ((fabsf(sp38.x - unkEnt30->unk_04.x) < 30.0f) && (fabsf(sp38.y - unkEnt30->unk_04.y) < 30.0f) &&
|
||||
(sp38.z < unkEnt30->unk_04.z) && ((unkEnt30->unk_04.z - unkEnt30->unk_24) < sp38.z)) {
|
||||
sp38.x += ent30->unk_04.x;
|
||||
sp38.y += ent30->unk_04.y;
|
||||
sp38.z += ent30->unk_04.z;
|
||||
if ((fabsf(sp38.x - ent30->unk_04.x) < 30.0f) && (fabsf(sp38.y - ent30->unk_04.y) < 30.0f) &&
|
||||
(sp38.z < ent30->unk_04.z) && ((ent30->unk_04.z - ent30->unk_24) < sp38.z)) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
Player_ApplyDamage(&gPlayer[0], 0, 30);
|
||||
} else {
|
||||
Player_ApplyDamage(&gPlayer[0], 0, 20);
|
||||
}
|
||||
if (unkEnt30->mode < 100) {
|
||||
unkEnt30->mode = 0;
|
||||
if (ent30->mode < 100) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (((unkEnt30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
|
||||
unkEnt30->mode = 0;
|
||||
if (((ent30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
if (((unkEnt30->mode == 3) || (unkEnt30->mode == 50)) && (unkEnt30->timer == 0)) {
|
||||
unkEnt30->mode = 0;
|
||||
if (((ent30->mode == 3) || (ent30->mode == 50)) && (ent30->timer == 0)) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_8006A38C(void) {
|
||||
UnkEntity30* var_s0;
|
||||
s32 var_s1;
|
||||
UnkEntity30* ent30;
|
||||
s32 i;
|
||||
|
||||
for (var_s1 = 0, var_s0 = gUnkEntities30; var_s1 < ARRAY_COUNT(gUnkEntities30); var_s1++, var_s0++) {
|
||||
if (var_s0->mode != 0) {
|
||||
func_8006A06C(var_s0);
|
||||
for (i = 0, ent30 = gUnkEntities30; i < ARRAY_COUNT(gUnkEntities30); i++, ent30++) {
|
||||
if (ent30->mode != 0) {
|
||||
func_8006A06C(ent30);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -143,7 +143,7 @@ void func_8006AD18(Actor* actor) {
|
||||
func_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y + 180.0f, actor->obj.pos.z, D_80177828);
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->unk_0B6++;
|
||||
|
||||
@ -152,7 +152,7 @@ void func_8006AD18(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->unk_0B6 == 0x15) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
|
||||
actor->vel.y = 40.0f;
|
||||
actor->vel.z = -40.0f;
|
||||
@ -185,7 +185,7 @@ void func_8006AD18(Actor* actor) {
|
||||
}
|
||||
|
||||
if (sp34) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -327,14 +327,14 @@ void func_8006B95C(Object_80* obj80) {
|
||||
obj80->obj.pos.y += obj80->vel.y;
|
||||
obj80->obj.pos.z += obj80->vel.z;
|
||||
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 0:
|
||||
obj80->vel.y -= 1.0f;
|
||||
|
||||
if (obj80->obj.pos.y < gGroundLevel + 40.0f) {
|
||||
obj80->obj.pos.y = gGroundLevel + 40.0f;
|
||||
Audio_PlaySfx(0x19130003, obj80->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
obj80->unk_48 = 2;
|
||||
obj80->state = 2;
|
||||
obj80->vel.y = 0.0f;
|
||||
}
|
||||
break;
|
||||
@ -378,10 +378,10 @@ void func_8006BB1C(f32 xPos, f32 yPos, f32 zPos) {
|
||||
void func_8006BB78(Actor* actor) {
|
||||
Vec3f sp44;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
@ -406,7 +406,7 @@ void func_8006BB78(Actor* actor) {
|
||||
actor->vel.y = sp44.y;
|
||||
actor->vel.z = sp44.z;
|
||||
if (fabsf((actor->obj.pos.z + actor->fwork[10]) - gPlayer[0].unk_138) < 3000.0f) {
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 20;
|
||||
actor->vel.z = 0.0f;
|
||||
actor->vel.x = 0.0f;
|
||||
@ -415,7 +415,7 @@ void func_8006BB78(Actor* actor) {
|
||||
|
||||
case 2:
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->unk_0B6 = 1;
|
||||
actor->obj.pos.y += 30.0f;
|
||||
actor->timer_0BC = 30;
|
||||
@ -433,7 +433,7 @@ void func_8006BB78(Actor* actor) {
|
||||
}
|
||||
if (actor->obj.pos.y < (gGroundLevel + 10.0f)) {
|
||||
actor->obj.pos.y = gGroundLevel;
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
actor->unk_0B6 = 0;
|
||||
actor->vel.y = 0.0f;
|
||||
actor->gravity = 0.0f;
|
||||
@ -443,7 +443,7 @@ void func_8006BB78(Actor* actor) {
|
||||
|
||||
case 4:
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
}
|
||||
break;
|
||||
@ -483,7 +483,7 @@ void func_8006C008(Actor* actor) {
|
||||
f32 sp44;
|
||||
s32 sp40;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 40:
|
||||
if (actor->unk_04A & 4) {
|
||||
actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3];
|
||||
@ -710,12 +710,12 @@ void func_8006C008(Actor* actor) {
|
||||
actor->obj.rot.y += actor->fwork[11];
|
||||
actor->obj.rot.z += actor->fwork[12];
|
||||
|
||||
if (actor->unk_0B8 == 0x46) {
|
||||
if (actor->state == 0x46) {
|
||||
if ((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
(actor->obj.pos.y < (gGroundLevel + 10.0f))) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
} else if (actor->unk_0B8 == 0x27) {
|
||||
} else if (actor->state == 0x27) {
|
||||
if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
(actor->obj.pos.y < (gGroundLevel + 10.0f))) &&
|
||||
(actor->timer_0BE == 0)) {
|
||||
@ -723,7 +723,7 @@ void func_8006C008(Actor* actor) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
func_8007A6F0(&actor->obj.pos, 0x2903A008);
|
||||
}
|
||||
} else if (((actor->unk_0B8 >= 0x29) && (actor->unk_0B8 < 0x2D)) || (actor->unk_0B8 == 0x3B)) {
|
||||
} else if (((actor->state >= 0x29) && (actor->state < 0x2D)) || (actor->state == 0x3B)) {
|
||||
if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0)) &&
|
||||
(actor->timer_0BE == 0)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 2.0f * actor->scale);
|
||||
@ -734,7 +734,7 @@ void func_8006C008(Actor* actor) {
|
||||
func_8007B228(actor->obj.pos.x, sp44, actor->obj.pos.z, 2.0f);
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
} else if (actor->unk_0B8 >= 0xA) {
|
||||
} else if (actor->state >= 0xA) {
|
||||
if (!(actor->timer_0BC & 3)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->scale);
|
||||
}
|
||||
@ -747,7 +747,7 @@ void func_8006C008(Actor* actor) {
|
||||
func_8007A6F0(&actor->obj.pos, 0x2903A008);
|
||||
}
|
||||
} else {
|
||||
if ((actor->unk_0B8 == 3) && !(actor->timer_0BC & 7)) {
|
||||
if ((actor->state == 3) && !(actor->timer_0BC & 7)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.5f);
|
||||
}
|
||||
if ((func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
@ -766,7 +766,7 @@ void func_8006C008(Actor* actor) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
|
||||
if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 4)) {
|
||||
if ((actor->state != 2) && (actor->state != 4)) {
|
||||
func_8006BF7C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z);
|
||||
} else if (gCurrentLevel == LEVEL_FORTUNA) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y,
|
||||
@ -778,7 +778,7 @@ void func_8006C008(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 4) {
|
||||
if (actor->state == 4) {
|
||||
if ((gCurrentLevel == LEVEL_KATINA) && (actor->timer_0BC == 0)) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
@ -1025,7 +1025,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
switch (temp_s1[actor->unk_0E6] & 0xFE00) {
|
||||
case 0xFE00:
|
||||
actor->unk_0B8 = 200;
|
||||
actor->state = 200;
|
||||
if (actor->info.unk_10 > 10000.0f) {
|
||||
actor->info.unk_10 = 100.0f;
|
||||
}
|
||||
@ -1193,7 +1193,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
case 0xE000:
|
||||
if (temp_s1[actor->unk_0E6 + 1] == 0xE) {
|
||||
actor->unk_0B8 = 0xA;
|
||||
actor->state = 0xA;
|
||||
actor->fwork[11] = 0.0f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
@ -1201,7 +1201,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
if (temp_s1[actor->unk_0E6 + 1] == 0xF) {
|
||||
actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_800CBEC4);
|
||||
actor->unk_0B8 = 0xB;
|
||||
actor->state = 0xB;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
}
|
||||
@ -1323,35 +1323,35 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x5000:
|
||||
actor->unk_0B8 = 6;
|
||||
actor->state = 6;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5200:
|
||||
actor->unk_0B8 = 7;
|
||||
actor->state = 7;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5400:
|
||||
actor->unk_0B8 = 8;
|
||||
actor->state = 8;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5600:
|
||||
actor->unk_0B8 = 9;
|
||||
actor->state = 9;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5A00:
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[1] = D_800CFF80[temp_s1[actor->unk_0E6] & 0x1FF];
|
||||
actor->fwork[17] = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->timer_0BC = 0;
|
||||
@ -1359,21 +1359,21 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x5800:
|
||||
actor->unk_0B8 = 0xD;
|
||||
actor->state = 0xD;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5C00:
|
||||
actor->unk_0B8 = 0xE;
|
||||
actor->state = 0xE;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5E00:
|
||||
actor->unk_0B8 = 0xF;
|
||||
actor->state = 0xF;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
@ -1402,7 +1402,7 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x6000:
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
@ -1412,7 +1412,7 @@ void func_8006D36C(Actor* actor) {
|
||||
actor->fwork[1] = actor->fwork[0];
|
||||
actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
@ -1426,7 +1426,7 @@ void func_8006D36C(Actor* actor) {
|
||||
actor->fwork[1] = temp_s1[actor->unk_0E6] & 0x7F;
|
||||
actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
@ -1444,28 +1444,28 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x1200:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1400:
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1600:
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1800:
|
||||
actor->unk_0B8 = 5;
|
||||
actor->state = 5;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
@ -1962,9 +1962,9 @@ void func_8006FEEC(Actor* actor) {
|
||||
}
|
||||
|
||||
bool func_800700A4(Actor* actor) {
|
||||
if ((actor->unk_0B8 != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) &&
|
||||
if ((actor->state != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) &&
|
||||
(gTeamShields[actor->iwork[12]] <= 0)) {
|
||||
actor->unk_0B8 = 12;
|
||||
actor->state = 12;
|
||||
actor->iwork[2] = 0;
|
||||
actor->fwork[10] = 360.0f;
|
||||
actor->fwork[11] = 20.0f;
|
||||
@ -2019,7 +2019,7 @@ void func_800701E0(Actor* actor) {
|
||||
|
||||
if (actor->health <= 0) {
|
||||
if (actor->unk_0B4 == 106) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3);
|
||||
gHitCount += 4;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@ -2207,14 +2207,14 @@ void func_800701E0(Actor* actor) {
|
||||
void func_80070BA8(Actor* actor) {
|
||||
if (actor->unk_0D0 != 0) {
|
||||
actor->unk_0D0 = 0;
|
||||
if ((actor->unk_0B4 != 0x11) || ((actor->unk_0B4 == 0x11) && (actor->unk_0D2 == 0))) {
|
||||
if ((actor->unk_0B4 != 17) || ((actor->unk_0B4 == 17) && (actor->unk_0D2 == 0))) {
|
||||
actor->timer_0C6 = 10;
|
||||
func_8007C120(actor->unk_0D8.x, actor->unk_0D8.y, actor->unk_0D8.z, actor->vel.x, actor->vel.y,
|
||||
actor->vel.z, 0.2f, 10);
|
||||
actor->health -= actor->damage;
|
||||
Audio_PlaySfx(0x29033064, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (actor->health <= 0) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus);
|
||||
gHitCount += actor->info.bonus + 1;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@ -2855,7 +2855,7 @@ void func_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) {
|
||||
effect->scale2 = 2.0f;
|
||||
effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_4C = effect->unk_4E = 1;
|
||||
effect->unk_4C = effect->state = 1;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@ -2932,7 +2932,7 @@ void func_80072594(Actor* actor) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 0x3E8) {
|
||||
if (actor->state == 0x3E8) {
|
||||
actor->obj.rot.y += actor->fwork[15];
|
||||
actor->obj.rot.x += actor->fwork[16];
|
||||
if (!(gGameFrameCount & 0xF)) {
|
||||
@ -2981,10 +2981,10 @@ void func_80072594(Actor* actor) {
|
||||
}
|
||||
|
||||
if ((actor->unk_0B4 == 27) && (actor->timer_0C2 != 0)) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
func_8006D36C(actor);
|
||||
break;
|
||||
@ -3008,7 +3008,7 @@ void func_80072594(Actor* actor) {
|
||||
Matrix_RotateX(gCalcMatrix, -actor->vwork[29].x * M_DTOR, 1);
|
||||
Matrix_RotateY(gCalcMatrix, -actor->vwork[29].y * M_DTOR, 1);
|
||||
|
||||
if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 0xE) || (actor->state == 0xF)) {
|
||||
spB8.x = gPlayer[0].camEye.x - spF0;
|
||||
spB8.y = gPlayer[0].camEye.y - (spEC + 25.0f);
|
||||
spB8.z = (gPlayer[0].camEye.z * 15.0f) - spE8;
|
||||
@ -3072,7 +3072,7 @@ void func_80072594(Actor* actor) {
|
||||
actor->fwork[16] = -15.0f;
|
||||
}
|
||||
} else {
|
||||
if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 0xE) || (actor->state == 0xF)) {
|
||||
spCC = gPlayer[0].camEye.x;
|
||||
spC8 = gPlayer[0].camEye.y;
|
||||
spC4 = gPlayer[0].camEye.z;
|
||||
@ -3087,7 +3087,7 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
spE0 = Math_RadToDeg(Math_Atan2F(spCC - spF0, spC4 - spE8));
|
||||
|
||||
if ((actor->unk_0B8 == 7) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 7) || (actor->state == 0xF)) {
|
||||
spE0 += 180.0f;
|
||||
if (spE0 > 360.0f) {
|
||||
spE0 -= 360.0f;
|
||||
@ -3128,7 +3128,7 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
spE0 = Math_RadToDeg(Math_Atan2F(gActors[actor->iwork[1]].obj.pos.x + spDC - spF0,
|
||||
gActors[actor->iwork[1]].obj.pos.z + spD4 - spE8));
|
||||
if (actor->unk_0B8 == 7) {
|
||||
if (actor->state == 7) {
|
||||
spE0 += 180.0f;
|
||||
if (spE0 > 360.0f) {
|
||||
spE0 -= 360.0f;
|
||||
@ -3409,9 +3409,9 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
Math_SmoothStepToAngle(&actor->obj.rot.x, spF0, 0.1f, 1.0f, 0.0f);
|
||||
|
||||
if ((actor->unk_0B8 == 4) || (actor->unk_0B8 == 5)) {
|
||||
if ((actor->state == 4) || (actor->state == 5)) {
|
||||
var_fv0 = actor->fwork[3] * 20.0f;
|
||||
if (actor->unk_0B8 == 4) {
|
||||
if (actor->state == 4) {
|
||||
var_fv0 *= -1.0f;
|
||||
}
|
||||
Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.0f);
|
||||
@ -3536,7 +3536,7 @@ void func_80072594(Actor* actor) {
|
||||
Matrix_RotateZ(gCalcMatrix, actor->unk_0F4.z * M_DTOR, 0);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90);
|
||||
|
||||
effect->unk_78 = effect->unk_7A = 0xB;
|
||||
effect->unk_78 = effect->unk_7A = 11;
|
||||
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
|
||||
@ -3564,7 +3564,7 @@ void func_80072594(Actor* actor) {
|
||||
if (!(gGameFrameCount & 3)) {
|
||||
effect = func_8007783C(OBJ_EFFECT_394);
|
||||
if (effect != NULL) {
|
||||
effect->unk_78 = effect->unk_7A = 0xB;
|
||||
effect->unk_78 = effect->unk_7A = 11;
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x;
|
||||
effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + actor->obj.pos.y + 50.0f;
|
||||
@ -3999,10 +3999,10 @@ void func_80074FF0(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 79:
|
||||
temp_s0 = actor->unk_0B8;
|
||||
actor->unk_0B8 = 2;
|
||||
temp_s0 = actor->state;
|
||||
actor->state = 2;
|
||||
func_i3_80190430(actor);
|
||||
actor->unk_0B8 = temp_s0;
|
||||
actor->state = temp_s0;
|
||||
break;
|
||||
|
||||
case 80:
|
||||
|
@ -3855,10 +3855,10 @@ s32 func_80090200(Boss* boss) {
|
||||
}
|
||||
|
||||
void func_800907C4(Boss* boss) {
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
if ((boss->fwork[1] == 255.0f) && (boss->fwork[2] == 212.0f)) {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
|
||||
} else {
|
||||
Math_SmoothStepToF(&boss->fwork[1], 255.0f, 0.3f, 6.0f, 6.0f);
|
||||
@ -3868,7 +3868,7 @@ void func_800907C4(Boss* boss) {
|
||||
|
||||
case 1:
|
||||
if ((boss->fwork[1] == 28.0f) && (boss->fwork[2] == 23.0f)) {
|
||||
boss->actionState = 0;
|
||||
boss->state = 0;
|
||||
} else {
|
||||
Math_SmoothStepToF(&boss->fwork[1], 28.0f, 0.3f, 6.0f, 6.0f);
|
||||
Math_SmoothStepToF(&boss->fwork[2], 23.0f, 0.3f, 4.98f, 4.98f);
|
||||
@ -3897,7 +3897,7 @@ bool func_8009092C(Actor* actor) {
|
||||
} else if (Rand_ZeroOne() > 0.4f) {
|
||||
actor->unk_0E6 = i;
|
||||
}
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -4001,7 +4001,7 @@ bool func_80090CCC(Actor* actor) {
|
||||
}
|
||||
|
||||
if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) && (fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f)) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[6] = 0;
|
||||
ret = true;
|
||||
}
|
||||
@ -4012,7 +4012,7 @@ bool func_80090CCC(Actor* actor) {
|
||||
}
|
||||
|
||||
if (gBosses[actor->unk_0E6].obj.status == OBJ_FREE) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 = 0;
|
||||
actor->iwork[6] = 0;
|
||||
ret = true;
|
||||
@ -4054,7 +4054,7 @@ s32 func_80090E8C(Actor* actor) {
|
||||
|
||||
if ((var_fv1_2 < fabsf(actor->obj.pos.x - gBosses[0].obj.pos.x)) &&
|
||||
(var_fv1_2 < fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z))) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
@ -4086,7 +4086,7 @@ bool func_800910C0(Actor* actor) {
|
||||
|
||||
if ((var_fv1 < fabsf(actor->obj.pos.x - actor->fwork[4])) &&
|
||||
(var_fv1 < fabsf(actor->obj.pos.z - actor->fwork[6]))) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
@ -4162,7 +4162,7 @@ bool func_80091368(Actor* actor) {
|
||||
}
|
||||
|
||||
void func_800914FC(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (!func_80090CCC(actor)) {
|
||||
break;
|
||||
@ -4184,15 +4184,15 @@ void func_800914FC(Actor* actor) {
|
||||
break;
|
||||
}
|
||||
|
||||
if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->unk_0B8 != 3)) {
|
||||
if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->state != 3)) {
|
||||
actor->iwork[5] = 0;
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) {
|
||||
if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 3)) {
|
||||
if ((actor->state != 2) && (actor->state != 3)) {
|
||||
actor->iwork[4] = 1;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -4393,7 +4393,7 @@ bool func_80091F00(Actor* actor) {
|
||||
|
||||
actor->unk_0D0 = 0;
|
||||
|
||||
if ((actor->unk_0B8 == 3) || (temp_v0 == 2)) {
|
||||
if ((actor->state == 3) || (temp_v0 == 2)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -4724,7 +4724,7 @@ void func_80092D48(Actor* actor) {
|
||||
actor->unk_0E4 = (D_800D1970 & 3) + 1;
|
||||
D_800D1970++;
|
||||
} else {
|
||||
actor->unk_0B8 = 7;
|
||||
actor->state = 7;
|
||||
actor->unk_0E4 = 2;
|
||||
actor->iwork[5] = 0;
|
||||
gTeamShields[2] = 255;
|
||||
@ -4764,7 +4764,7 @@ void func_80092EC0(Actor* actor) {
|
||||
func_80091F00(actor);
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 3) {
|
||||
if (actor->state == 3) {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -4831,7 +4831,7 @@ void func_80093164(Actor* actor) {
|
||||
Vec3f dest;
|
||||
Player* player = &gPlayer[0];
|
||||
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
switch (actor->unk_0B6) {
|
||||
case 1:
|
||||
if ((player->state_1C8 != PLAYERSTATE_1C8_2) || (actor->unk_0B6 != 1)) {
|
||||
@ -5376,14 +5376,14 @@ void func_80094954(Effect* effect) {
|
||||
Player* player = &gPlayer[0];
|
||||
|
||||
if ((player->state_1C8 == PLAYERSTATE_1C8_2) && (gCurrentLevel == LEVEL_AQUAS) && (player->unk_1D0 < 2)) {
|
||||
switch (effect->unk_4E) {
|
||||
switch (effect->state) {
|
||||
case 0:
|
||||
effect->unk_44 += effect->unk_46;
|
||||
effect->unk_4A = effect->unk_44;
|
||||
effect->scale2 += 0.01f;
|
||||
|
||||
if (effect->unk_4A >= 200) {
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_4A = 200;
|
||||
}
|
||||
break;
|
||||
@ -5394,7 +5394,7 @@ void func_80094954(Effect* effect) {
|
||||
break;
|
||||
}
|
||||
|
||||
if ((effect->unk_4E == 1) && (effect->unk_4A <= 0)) {
|
||||
if ((effect->state == 1) && (effect->unk_4A <= 0)) {
|
||||
Object_Kill(&effect->obj, effect->sfxPos);
|
||||
}
|
||||
|
||||
|
@ -166,8 +166,7 @@ void func_800A3FEC(void) {
|
||||
}
|
||||
|
||||
void func_800A4460(Player* player) {
|
||||
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) &&
|
||||
(gBosses[0].actionState == 17)) {
|
||||
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) {
|
||||
player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f;
|
||||
player->unk_088 += 13.0f;
|
||||
player->unk_0F4 += 20.0f;
|
||||
@ -287,7 +286,7 @@ void func_800A4C40(Player* player) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A4F4C(Object_58* obj58) {
|
||||
void Object_58_Initialize(Object_58* obj58) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) obj58;
|
||||
|
||||
@ -325,7 +324,7 @@ void func_800A4F7C(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id == OBJ_80_147) {
|
||||
func_800A4F4C(&gObjects58[i]);
|
||||
Object_58_Initialize(&gObjects58[i]);
|
||||
gObjects58[i].obj.status = OBJ_ACTIVE;
|
||||
gObjects58[i].obj.id = D_80178310[j].id;
|
||||
gObjects58[i].obj.pos.x = D_80178310[j].xPos;
|
||||
@ -340,7 +339,7 @@ void func_800A4F7C(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id != OBJ_80_147) {
|
||||
func_800A4F4C(&gObjects58[i]);
|
||||
Object_58_Initialize(&gObjects58[i]);
|
||||
gObjects58[i].obj.status = OBJ_ACTIVE;
|
||||
gObjects58[i].obj.id = D_80178310[j].id;
|
||||
gObjects58[i].obj.pos.x = D_80178310[j].xPos;
|
||||
@ -369,7 +368,7 @@ void func_800A5338(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id < OBJ_4C_161) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[j].id;
|
||||
obj58->obj.pos.x = D_80178310[j].xPos;
|
||||
@ -421,7 +420,7 @@ void func_800A55B0(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id < OBJ_4C_161) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[j].id;
|
||||
obj58->obj.pos.x = D_80178310[j].xPos;
|
||||
@ -491,7 +490,7 @@ void func_800A5844(void) {
|
||||
gSavedTeamShields[i] = 0;
|
||||
}
|
||||
} else if (gSavedTeamShields[i] == 0) {
|
||||
gSavedTeamShields[i] = 0xFF;
|
||||
gSavedTeamShields[i] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -604,18 +603,18 @@ void func_800A6070(f32* sfxSrc, u32 sfxId) {
|
||||
Audio_PlaySfx(sfxId, sfxSrc, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
void func_800A60B8(UnkEntity1C* unkEnt1C) {
|
||||
void BonusText_Initialize(BonusText* bonus) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) unkEnt1C;
|
||||
u8* ptr = (u8*) bonus;
|
||||
|
||||
for (i = 0; i < sizeof(UnkEntity1C); i++, ptr++) {
|
||||
for (i = 0; i < sizeof(BonusText); i++, ptr++) {
|
||||
*ptr = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A60E8(UnkEntity30* unkEnt30) {
|
||||
void func_800A60E8(UnkEntity30* ent30) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) unkEnt30;
|
||||
u8* ptr = (u8*) ent30;
|
||||
|
||||
for (i = 0; i < sizeof(UnkEntity30); i++, ptr++) {
|
||||
*ptr = 0;
|
||||
@ -635,8 +634,8 @@ void func_800A6148(void) {
|
||||
s16 i;
|
||||
s16 j;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gUnkEntities1C); i++) {
|
||||
func_800A60B8(&gUnkEntities1C[i]);
|
||||
for (i = 0; i < ARRAY_COUNT(gBonusText); i++) {
|
||||
BonusText_Initialize(&gBonusText[i]);
|
||||
}
|
||||
for (i = 0; i < ARRAY_COUNT(gUnkEntities28); i++) {
|
||||
func_800A6118(&gUnkEntities28[i]);
|
||||
@ -730,20 +729,20 @@ void func_800A668C(f32 xPos, f32 yPos, f32 zPos) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = arg1;
|
||||
actor->obj.pos.x = arg2;
|
||||
actor->obj.pos.y = arg3;
|
||||
actor->obj.pos.z = arg4;
|
||||
actor->state = state;
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.y = yPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
actor->gravity = 0.5f;
|
||||
if ((arg1 == 0) || (arg1 == 1)) {
|
||||
if ((state == 0) || (state == 1)) {
|
||||
actor->vel.y = (Rand_ZeroOne() * 5.0f) + 10.0f;
|
||||
actor->vel.x = 10.0f;
|
||||
|
||||
if (arg1 == 0) {
|
||||
if (state == 0) {
|
||||
actor->vel.x = -10.0f;
|
||||
}
|
||||
actor->timer_0BC = 15;
|
||||
@ -763,9 +762,9 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 25.0f) + 25;
|
||||
actor->gravity = 0.0f;
|
||||
}
|
||||
if (arg1 == 2) {
|
||||
if (state == 2) {
|
||||
actor->scale = (Rand_ZeroOne() * 1.5f) + 0.75f;
|
||||
} else if (arg1 == 4) {
|
||||
} else if (state == 4) {
|
||||
actor->scale = (Rand_ZeroOne() * 0.8f) + 0.3f;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f) + 70;
|
||||
}
|
||||
@ -774,13 +773,13 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
}
|
||||
|
||||
void func_800A69F8(s32 arg0, f32 arg1, f32 arg2, f32 arg3) {
|
||||
void func_800A69F8(s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
s32 i;
|
||||
|
||||
if (!gVersusMode) {
|
||||
for (i = ARRAY_COUNT(gActors) - 1; i >= 10; i--) {
|
||||
if (gActors[i].obj.status == OBJ_FREE) {
|
||||
func_800A670C(&gActors[i], arg0, arg1, arg2, arg3);
|
||||
func_800A670C(&gActors[i], state, xPos, yPos, zPos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -982,7 +981,7 @@ void func_800A729C(Player* player, u32 arg1, f32 arg2, f32 arg3) {
|
||||
}
|
||||
}
|
||||
|
||||
bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
bool func_800A73E4(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 zPos) {
|
||||
Vtx* spA4;
|
||||
u16* spA0;
|
||||
s32 sp9C;
|
||||
@ -1024,13 +1023,13 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
sp9C = (s32) ((posX + 2400.0f) / 300.0f);
|
||||
sp98 = (s32) ((posZ + D_80177D20 + 1500.0f + 2400.0f) / 300.0f);
|
||||
sp9C = (s32) ((xPos + 2400.0f) / 300.0f);
|
||||
sp98 = (s32) ((zPos + D_80177D20 + 1500.0f + 2400.0f) / 300.0f);
|
||||
if ((sp9C < 0) || (sp9C >= 16) || (sp98 < 0) || (sp98 >= 16)) {
|
||||
return false;
|
||||
}
|
||||
sp90 = Math_ModF(posX + 2400.0f, 300.0f);
|
||||
sp94 = Math_ModF(posZ + D_80177D20 + 1500.0f + 2400.0f, 300.0f);
|
||||
sp90 = Math_ModF(xPos + 2400.0f, 300.0f);
|
||||
sp94 = Math_ModF(zPos + D_80177D20 + 1500.0f + 2400.0f, 300.0f);
|
||||
sp8C = (sp98 * 17) + sp9C;
|
||||
x0 = spA4[spA0[sp8C]].n.ob[0] * 3.0f;
|
||||
y0 = spA4[spA0[sp8C]].n.ob[1] * 2.0f;
|
||||
@ -1063,8 +1062,8 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
crz = (dx10 * dy21) - (dy10 * dx21);
|
||||
|
||||
temp1 = -crx * x0 - cry * y0 - crz * z0;
|
||||
sp48 = (-temp1 - crx * posX - crz * (posZ + D_80177D20 + 1500.0f)) / cry;
|
||||
if (posY < sp48) {
|
||||
sp48 = (-temp1 - crx * xPos - crz * (zPos + D_80177D20 + 1500.0f)) / cry;
|
||||
if (yPos < sp48) {
|
||||
*arg0 = sp48;
|
||||
*arg1 = sp8C;
|
||||
return true;
|
||||
@ -1463,8 +1462,8 @@ void func_800A86E4(Player* player) {
|
||||
(item->timer_4A == 0) &&
|
||||
func_800A7974(player, item->info.hitbox, &sp6C, item->obj.pos.x, item->obj.pos.y, item->obj.pos.z, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 0.0f, 0.0f)) {
|
||||
item->unk_4C = 1;
|
||||
item->unk_4E = gPlayerNum;
|
||||
item->collected = true;
|
||||
item->playerNum = gPlayerNum;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1869,8 +1868,8 @@ void func_800A8BA4(Player* player) {
|
||||
break;
|
||||
}
|
||||
Player_ApplyDamage(player, temp_v0, boss->info.damage);
|
||||
if ((boss->obj.id == OBJ_BOSS_303) &&
|
||||
((boss->actionState == 2) || (boss->actionState == 3)) && (sp98 >= 9)) {
|
||||
if ((boss->obj.id == OBJ_BOSS_303) && ((boss->state == 2) || (boss->state == 3)) &&
|
||||
(sp98 >= 9)) {
|
||||
player->unk_0D8.y = -100.0f;
|
||||
}
|
||||
if ((boss->obj.id == OBJ_BOSS_320) && (sp98 < 5)) {
|
||||
@ -6251,7 +6250,7 @@ void func_800B832C(void) {
|
||||
}
|
||||
Object_UpdateAll();
|
||||
func_8003D9B8();
|
||||
func_8007729C();
|
||||
BonusText_Update();
|
||||
for (i = 0; i < gCamCount; i++) {
|
||||
gPlayer[i].num = gPlayerNum = i;
|
||||
func_800B71E4(&gPlayer[i]);
|
||||
|
@ -1873,7 +1873,7 @@ void func_800C2244(Actor* actor) {
|
||||
|
||||
boolTemp = false;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
boolTemp = true;
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -11,7 +11,7 @@ void func_i1_801988E0(void) {
|
||||
void func_i1_80198968(Item* item) {
|
||||
f32 var_fv0;
|
||||
|
||||
switch (item->unk_46) {
|
||||
switch (item->state) {
|
||||
case 0:
|
||||
item->obj.rot.z += 1.0f;
|
||||
Math_SmoothStepToF(&item->scale, 1.0f, 1.0f, 0.05f, 0.0f);
|
||||
@ -28,8 +28,8 @@ void func_i1_80198968(Item* item) {
|
||||
D_80177E80 = 0;
|
||||
}
|
||||
}
|
||||
if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
if (item->collected) {
|
||||
item->state = 1;
|
||||
item->timer_48 = 50;
|
||||
item->info.unk_10 = 10000.0f;
|
||||
PRINTF("♪:リング通過音\n"); // Ring passing sound
|
||||
@ -41,15 +41,16 @@ void func_i1_80198968(Item* item) {
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
item->obj.pos.x += ((gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.05f);
|
||||
item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.05f);
|
||||
item->obj.pos.x += ((gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.05f);
|
||||
item->obj.pos.y += ((gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.05f);
|
||||
if (gPlayer->unk_238 != 0) {
|
||||
item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f;
|
||||
item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f;
|
||||
} else {
|
||||
item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.05f);
|
||||
item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.05f);
|
||||
}
|
||||
item->obj.rot.z += 22.0f;
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f,
|
||||
0.0f);
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ void func_i1_80198C50(void) {
|
||||
for (i = 0; i < 1000; i++) {
|
||||
if (D_80178310[i].id >= 0) {
|
||||
if (D_80178310[i].id <= 160) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[i].id;
|
||||
obj58->obj.pos.x = D_80178310[i].xPos;
|
||||
@ -72,7 +72,7 @@ void func_i1_80199024(Actor* actor) {
|
||||
s32 pad[8];
|
||||
Vec3f sp54;
|
||||
f32 var_fv0;
|
||||
UnkEntity28* unkEntity28;
|
||||
UnkEntity28* ent28;
|
||||
f32 temp_fv0;
|
||||
f32 temp_fv1;
|
||||
f32 var_fv0_2;
|
||||
@ -143,13 +143,13 @@ void func_i1_80199024(Actor* actor) {
|
||||
actor->vel.y = 0.0f;
|
||||
}
|
||||
func_8003088C(actor);
|
||||
unkEntity28 = &gUnkEntities28[actor->index];
|
||||
unkEntity28->unk_00 = 1;
|
||||
unkEntity28->unk_02 = actor->unk_0E4;
|
||||
unkEntity28->pos.x = actor->obj.pos.x;
|
||||
unkEntity28->pos.y = actor->obj.pos.y;
|
||||
unkEntity28->pos.z = actor->obj.pos.z;
|
||||
unkEntity28->unk_10 = actor->unk_0F4.y + 180.0f;
|
||||
ent28 = &gUnkEntities28[actor->index];
|
||||
ent28->unk_00 = 1;
|
||||
ent28->unk_02 = actor->unk_0E4;
|
||||
ent28->pos.x = actor->obj.pos.x;
|
||||
ent28->pos.y = actor->obj.pos.y;
|
||||
ent28->pos.z = actor->obj.pos.z;
|
||||
ent28->unk_10 = actor->unk_0F4.y + 180.0f;
|
||||
if (actor->iwork[8] != 0) {
|
||||
actor->iwork[8]--;
|
||||
}
|
||||
|
@ -124,13 +124,13 @@ void func_i1_8019243C(Object_4C* obj4C) {
|
||||
}
|
||||
|
||||
void func_i1_801924A8(Object_80* obj80) {
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 0:
|
||||
if (gPlayer[0].pos.z < obj80->obj.pos.z) {
|
||||
D_80177AB0 = 0;
|
||||
D_80177A98 = 0;
|
||||
|
||||
obj80->unk_48++;
|
||||
obj80->state++;
|
||||
}
|
||||
|
||||
case 1:
|
||||
|
@ -332,7 +332,7 @@ void func_i2_801881A8(Effect* effect, f32 x, f32 y, f32 z, f32 zRot, s32 arg5) {
|
||||
|
||||
effect->obj.rot.z = zRot;
|
||||
|
||||
effect->unk_4E = arg5;
|
||||
effect->state = arg5;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@ -364,7 +364,7 @@ void func_i2_80188344(Boss* boss) {
|
||||
Vec3f dest;
|
||||
f32 temp;
|
||||
|
||||
if (boss->actionState < 5) {
|
||||
if (boss->state < 5) {
|
||||
boss->obj.pos.x = gBosses[0].obj.pos.x;
|
||||
boss->obj.pos.y = gBosses[0].obj.pos.y;
|
||||
boss->obj.pos.z = gBosses[0].obj.pos.z;
|
||||
@ -373,7 +373,7 @@ void func_i2_80188344(Boss* boss) {
|
||||
boss->obj.rot.z = (gBosses[0].obj.rot.z + boss->unk_078.z) + 45.0f + 180.0f;
|
||||
}
|
||||
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
boss->timer_050 = 150;
|
||||
boss->unk_078.z += 2.5f;
|
||||
@ -388,7 +388,7 @@ void func_i2_80188344(Boss* boss) {
|
||||
boss->unk_078.z += temp;
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
boss->dmgType = 0;
|
||||
}
|
||||
break;
|
||||
@ -436,7 +436,7 @@ void func_i2_80188344(Boss* boss) {
|
||||
|
||||
case 3:
|
||||
boss->timer_050 = 30;
|
||||
boss->actionState = 4;
|
||||
boss->state = 4;
|
||||
boss->timer_05C = 15;
|
||||
boss->swork[0] = 0;
|
||||
break;
|
||||
@ -445,7 +445,7 @@ void func_i2_80188344(Boss* boss) {
|
||||
if (boss->timer_050 == 0) {
|
||||
func_8007D2C8(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z + 500.0f, 30.0f);
|
||||
func_8007BFFC(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z + 500.0f, 0.0f, 0.0f, 0.0f, 20.0f, 30);
|
||||
boss->actionState = 5;
|
||||
boss->state = 5;
|
||||
|
||||
boss->info.unk_10 = 1000.0f;
|
||||
|
||||
@ -552,7 +552,7 @@ void func_i2_80188B84(Effect* effect, f32 x, f32 y, f32 z, f32 xRot, f32 yRot, f
|
||||
|
||||
effect->timer_50 = 20;
|
||||
effect->scale2 = arg7;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_44 = 128;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
@ -572,7 +572,7 @@ void func_i2_80188CAC(Effect* effect) {
|
||||
Vec3f src;
|
||||
Vec3f dest;
|
||||
|
||||
if (effect->unk_4E == 0) {
|
||||
if (effect->state == 0) {
|
||||
switch (effect->unk_48) {
|
||||
case 0:
|
||||
effect->obj.rot.x -= 15.0f;
|
||||
@ -629,7 +629,7 @@ void func_i2_80188E8C(Effect* effect, f32 x, f32 y, f32 z, f32 xRot, f32 yRot, f
|
||||
effect->obj.rot.z = zRot;
|
||||
|
||||
effect->scale2 = scale;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_44 = 128;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
@ -649,7 +649,7 @@ void func_i2_80188FAC(Effect* effect) {
|
||||
Vec3f src;
|
||||
Vec3f dest;
|
||||
|
||||
if (effect->unk_4E != 1) {
|
||||
if (effect->state != 1) {
|
||||
effect->obj.rot.x = 10.0f;
|
||||
effect->obj.rot.z += 20.0f;
|
||||
|
||||
@ -865,7 +865,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
Audio_PlaySfx(0x29121007U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if ((boss->actionState >= 2) && (boss->actionState < 20)) {
|
||||
if ((boss->state >= 2) && (boss->state < 20)) {
|
||||
if ((boss->dmgPart < 5) && (boss[0].fwork[17 + boss->dmgPart] > 0.5f)) {
|
||||
if (boss[0].swork[boss->dmgPart + 2] != 0) {
|
||||
Audio_PlaySfx(0x29034003U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -892,7 +892,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
}
|
||||
}
|
||||
|
||||
if (boss->actionState >= 9) {
|
||||
if (boss->state >= 9) {
|
||||
if (boss->dmgPart == 5) {
|
||||
if ((boss->swork[7] != 0) && (boss->fwork[22] > 0.8f)) {
|
||||
Audio_PlaySfx(0x2943500FU, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -925,7 +925,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
if (boss->swork[8] <= 0) {
|
||||
func_80042EC0(boss);
|
||||
|
||||
boss->actionState = 20;
|
||||
boss->state = 20;
|
||||
boss->timer_050 = 300;
|
||||
boss->timer_052 = 260;
|
||||
boss->vel.x = 0.0f;
|
||||
@ -950,8 +950,8 @@ void func_i2_8018978C(Boss* boss) {
|
||||
|
||||
sp7C = boss->obj.pos.z + D_80177D20;
|
||||
|
||||
if (boss->actionState >= 3) {
|
||||
if (boss->actionState < 20) {
|
||||
if (boss->state >= 3) {
|
||||
if (boss->state < 20) {
|
||||
Math_SmoothStepToF(&boss->vel.z, -D_80161A54, 0.1f, 2.0f, 0.0f);
|
||||
if ((boss->fwork[9] + 200.0f) < sp7C) {
|
||||
Math_SmoothStepToF(&boss->vel.z, -60.0f, 0.1f, 4.0f, 0.0f);
|
||||
@ -962,7 +962,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
}
|
||||
}
|
||||
|
||||
if ((boss->actionState >= 3) && (boss->actionState < 20)) {
|
||||
if ((boss->state >= 3) && (boss->state < 20)) {
|
||||
switch (boss->swork[16]) {
|
||||
case 0:
|
||||
if (boss->vel.y > 0.0f) {
|
||||
@ -1080,7 +1080,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
D_80178500 = 0.0f;
|
||||
}
|
||||
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
boss->swork[0] = 10;
|
||||
boss->swork[1] = 10;
|
||||
@ -1089,7 +1089,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
boss->vel.z = boss->fwork[0] - D_80177D08;
|
||||
|
||||
if (sp7C < boss->fwork[9]) {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->fwork[1] = 0.0f;
|
||||
}
|
||||
|
||||
@ -1107,9 +1107,9 @@ void func_i2_8018978C(Boss* boss) {
|
||||
if (boss->fwork[0] < 0.0f) {
|
||||
boss->fwork[0] += 0.5f;
|
||||
if (boss->fwork[0] >= 0.0f) {
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
boss->timer_050 = 50;
|
||||
gBosses[boss->unk_044].actionState = 1;
|
||||
gBosses[boss->unk_044].state = 1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1127,7 +1127,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
}
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 3;
|
||||
boss->state = 3;
|
||||
boss->timer_050 = 50;
|
||||
boss->timer_058 = 100;
|
||||
func_800BA808(gMsg_ID_3310, RCID_BOSS_METEO);
|
||||
@ -1165,7 +1165,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
}
|
||||
}
|
||||
|
||||
if (gBosses[boss->unk_044].actionState < 3) {
|
||||
if (gBosses[boss->unk_044].state < 3) {
|
||||
var_v0 = 0;
|
||||
if (boss->swork[2] == 0) {
|
||||
var_v0 = 1;
|
||||
@ -1184,14 +1184,14 @@ void func_i2_8018978C(Boss* boss) {
|
||||
boss->obj.rot.z += 0.1f;
|
||||
}
|
||||
if (var_v0 == 4) {
|
||||
gBosses[boss->unk_044].actionState = 3;
|
||||
boss->actionState = 4;
|
||||
gBosses[boss->unk_044].state = 3;
|
||||
boss->state = 4;
|
||||
boss->timer_050 = 250;
|
||||
boss->timer_05A = 30;
|
||||
boss->fwork[10] = 0;
|
||||
}
|
||||
|
||||
if ((boss->timer_050 == 0) && (gBosses[boss->unk_044].actionState == 2)) {
|
||||
if ((boss->timer_050 == 0) && (gBosses[boss->unk_044].state == 2)) {
|
||||
boss->fwork[2] = 90.0f;
|
||||
boss->timer_050 = D_i2_80195520[var_v0] + 45;
|
||||
Audio_PlaySfx(0x19030036U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1219,7 +1219,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
func_800BA808(gMsg_ID_3321, RCID_BOSS_METEO);
|
||||
}
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 5;
|
||||
boss->state = 5;
|
||||
boss->timer_050 = 70;
|
||||
}
|
||||
break;
|
||||
@ -1247,7 +1247,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
boss->fwork[11] += 1.0f;
|
||||
}
|
||||
} else {
|
||||
boss->actionState = 6;
|
||||
boss->state = 6;
|
||||
boss->timer_050 = 75;
|
||||
}
|
||||
|
||||
@ -1278,7 +1278,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
D_80178348 = D_80178350 = D_80178354 = 255;
|
||||
}
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 7;
|
||||
boss->state = 7;
|
||||
Audio_PlaySfx(0x29038058U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
func_i2_80189624();
|
||||
@ -1296,7 +1296,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
boss->fwork[11] = 0.0f;
|
||||
Audio_KillSfx(boss->sfxPos);
|
||||
if (boss->swork[6] == 0) {
|
||||
boss->actionState = 8;
|
||||
boss->state = 8;
|
||||
|
||||
boss->timer_050 = 190;
|
||||
boss->timer_052 = 230;
|
||||
@ -1309,7 +1309,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
func_800182F4(0x100100FF);
|
||||
func_800182F4(0x110100FF);
|
||||
} else {
|
||||
boss->actionState = 5;
|
||||
boss->state = 5;
|
||||
boss->timer_050 = 70;
|
||||
}
|
||||
}
|
||||
@ -1355,7 +1355,7 @@ void func_i2_8018978C(Boss* boss) {
|
||||
}
|
||||
|
||||
if (boss->obj.rot.x < -178.0f) {
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
boss->timer_050 = 0;
|
||||
boss->fwork[15] = 8.0f;
|
||||
Audio_PlaySfx(0x11015034U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1395,14 +1395,14 @@ void func_i2_8018978C(Boss* boss) {
|
||||
boss->fwork[15] -= 0.1f;
|
||||
if (boss->fwork[15] < -1.0f) {
|
||||
boss->timer_050 = 40;
|
||||
boss->actionState = 10;
|
||||
boss->state = 10;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
boss->timer_050 = 70;
|
||||
boss->fwork[15] = 8.0f;
|
||||
Audio_PlaySfx(0x11015034U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1714,7 +1714,7 @@ void func_i2_8018BACC(Boss* boss) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
if ((boss->actionState == 9) || (boss->actionState == 0xA)) {
|
||||
if ((boss->state == 9) || (boss->state == 0xA)) {
|
||||
var_fs1 = boss->fwork[15];
|
||||
for (i = 0; i < 10; i++) {
|
||||
var_fs1 += 0.3f;
|
||||
@ -1950,16 +1950,16 @@ void func_i2_8018CD8C(Player* player) {
|
||||
|
||||
D_80177A48[0] = 0.1f;
|
||||
if (gCsFrameCount == 680) {
|
||||
actor3->unk_0B8 = 10;
|
||||
actor3->state = 10;
|
||||
}
|
||||
if (gCsFrameCount == 720) {
|
||||
actor0->unk_0B8 = 11;
|
||||
actor0->state = 11;
|
||||
}
|
||||
if (gCsFrameCount == 750) {
|
||||
actor2->unk_0B8 = 12;
|
||||
actor2->state = 12;
|
||||
}
|
||||
if (gCsFrameCount == 780) {
|
||||
actor1->unk_0B8 = 13;
|
||||
actor1->state = 13;
|
||||
}
|
||||
if (gCsFrameCount > 810) {
|
||||
player->unk_1D0 = 2;
|
||||
@ -2114,10 +2114,10 @@ void func_i2_8018CD8C(Player* player) {
|
||||
}
|
||||
|
||||
void func_i2_8018D9EC(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 10.0f;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
|
||||
case 1:
|
||||
actor->obj.rot.z += actor->fwork[0];
|
||||
@ -2142,7 +2142,7 @@ void func_i2_8018DB6C(Actor* actor) {
|
||||
}
|
||||
|
||||
void func_i2_8018DBEC(Effect* effect) {
|
||||
if (effect->unk_4E == 1) {
|
||||
if (effect->state == 1) {
|
||||
Matrix_RotateX(gGfxMatrix, effect->obj.rot.x * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, (M_PI / 2), 1);
|
||||
@ -2153,7 +2153,7 @@ void func_i2_8018DBEC(Effect* effect) {
|
||||
}
|
||||
|
||||
void func_i2_8018DCE4(Effect* effect) {
|
||||
if (effect->unk_4E != 0) {
|
||||
if (effect->state != 0) {
|
||||
Matrix_RotateX(gGfxMatrix, effect->obj.rot.x * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2 * 3.0f, 1);
|
||||
|
||||
@ -2419,15 +2419,15 @@ void func_i2_8018E084(Player* player) {
|
||||
break;
|
||||
|
||||
case 1300:
|
||||
gActors->unk_0B8 = 1;
|
||||
gActors[0].state = 1;
|
||||
break;
|
||||
|
||||
case 1330:
|
||||
gActors[1].unk_0B8 = 1;
|
||||
gActors[1].state = 1;
|
||||
break;
|
||||
|
||||
case 1360:
|
||||
gActors[2].unk_0B8 = 1;
|
||||
gActors[2].state = 1;
|
||||
break;
|
||||
|
||||
case 1390:
|
||||
@ -2437,7 +2437,7 @@ void func_i2_8018E084(Player* player) {
|
||||
break;
|
||||
|
||||
case 1400:
|
||||
gActors[3].unk_0B8 = 1;
|
||||
gActors[3].state = 1;
|
||||
gActors[3].obj.pos.x = player->camEye.x - 700.0f;
|
||||
gActors[3].obj.pos.y = player->camEye.y;
|
||||
gActors[3].obj.pos.z = player->camEye.z - D_80177D20 + 1000.0f;
|
||||
@ -2480,7 +2480,7 @@ void func_i2_8018ED9C(Actor* actor) {
|
||||
Vec3f sp3C;
|
||||
Vec3f sp30;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->vwork[0].x = D_i2_80195610[actor->index].x + gPlayer->pos.x;
|
||||
actor->vwork[0].y = D_i2_80195610[actor->index].y + gPlayer->pos.y;
|
||||
@ -2493,7 +2493,7 @@ void func_i2_8018ED9C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->timer_0BC = 0x96;
|
||||
actor->fwork[29] = 5.0f;
|
||||
|
@ -105,7 +105,7 @@ void func_i2_8018F330(Actor* actor) {
|
||||
20.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, gBosses[0].obj.pos.y, 0.1f, 20.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.z, gBosses[0].obj.pos.z, 1.0f, 55.0f, 0);
|
||||
if (gBosses[0].actionState == 20) {
|
||||
if (gBosses[0].state == 20) {
|
||||
actor->unk_0B6 = 10;
|
||||
break;
|
||||
}
|
||||
@ -114,7 +114,7 @@ void func_i2_8018F330(Actor* actor) {
|
||||
func_i2_8018F1DC(actor);
|
||||
}
|
||||
|
||||
if ((gBosses[0].unk_04C == 75) && (gBosses[0].actionState == 85)) {
|
||||
if ((gBosses[0].unk_04C == 75) && (gBosses[0].state == 85)) {
|
||||
actor->unk_0B6 = 2;
|
||||
actor->vel.x = 10.0f;
|
||||
actor->vel.y = -10.0f;
|
||||
@ -245,12 +245,12 @@ void func_i2_8018FBBC(Vec3f* pos) {
|
||||
for (i = 0; i < ARRAY_COUNT(gActors); i++) {
|
||||
actor = &gActors[i];
|
||||
if ((actor->obj.status >= OBJ_ACTIVE) && (fabsf(pos->x - actor->obj.pos.x) < 2500.0f) &&
|
||||
(fabsf(pos->z - actor->obj.pos.z) < 2500.0f) && (actor->unk_0B8 != 1000) && (actor->timer_0C2 == 0) &&
|
||||
(fabsf(pos->z - actor->obj.pos.z) < 2500.0f) && (actor->state != 1000) && (actor->timer_0C2 == 0) &&
|
||||
(actor->scale < 0.0f) &&
|
||||
func_80062DBC(pos, actor->info.hitbox, &actor->obj, actor->vwork[29].x, actor->vwork[29].y,
|
||||
actor->vwork[29].z + actor->unk_0F4.z)) {
|
||||
func_800A6028(actor->sfxPos, 0x09000004);
|
||||
actor->unk_0B8 = 1000;
|
||||
actor->state = 1000;
|
||||
xPos = Math_Atan2F(actor->obj.pos.x - pos->x, actor->obj.pos.z - pos->z);
|
||||
yPos = -Math_Atan2F(actor->obj.pos.y - pos->y,
|
||||
sqrtf(SQ(actor->obj.pos.x - pos->x) + SQ(actor->obj.pos.z - pos->z)));
|
||||
@ -274,13 +274,13 @@ void func_i2_8018FE38(Boss* boss) {
|
||||
Vec3f sp2C;
|
||||
Vec3f sp20;
|
||||
|
||||
if (boss->actionState == 0) {
|
||||
if (boss->state == 0) {
|
||||
Animation_GetFrameData(&D_60206DC, boss->unk_04C, boss->vwork);
|
||||
Math_Vec3fFromAngles(&sp20, boss->obj.rot.x, boss->obj.rot.y, 20.0f);
|
||||
boss->vel.x = sp20.x;
|
||||
boss->vel.y = sp20.y;
|
||||
boss->vel.z = sp20.z;
|
||||
boss->actionState++;
|
||||
boss->state++;
|
||||
} else {
|
||||
if (boss->obj.id == OBJ_BOSS_304) {
|
||||
sp2C.x = boss->fwork[11];
|
||||
@ -400,14 +400,14 @@ void func_i2_80190078(Boss* boss) {
|
||||
Math_SmoothStepToF(&boss->obj.pos.x, boss->fwork[3], 0.05f, boss->fwork[44], 0);
|
||||
Math_SmoothStepToAngle(&boss->obj.rot.z, boss->fwork[41], 0.05f, 2.0f, 0);
|
||||
|
||||
if (boss->actionState != 5) {
|
||||
if (boss->state != 5) {
|
||||
Math_SmoothStepToF(&boss->fwork[29], 0.f, 0.1f, 50.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[30], 0.f, 0.1f, 50.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[31], 0.f, 0.1f, 50.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[32], 0.f, 0.1f, 50.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[33], 0.f, 0.1f, 50.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[34], 0.f, 0.1f, 50.0f, 0);
|
||||
if (boss->actionState != 4) {
|
||||
if (boss->state != 4) {
|
||||
Math_SmoothStepToF(&boss->fwork[27], 0.0f, 0.1f, 2.0f, 0);
|
||||
Math_SmoothStepToF(&boss->fwork[28], 0.0f, 0.1f, 2.0f, 0);
|
||||
}
|
||||
@ -434,7 +434,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
}
|
||||
|
||||
func_8007A6F0(&boss->obj.pos, 0x2940C00A);
|
||||
boss->actionState = 7;
|
||||
boss->state = 7;
|
||||
boss->timer_050 = 80;
|
||||
boss->swork[0] = 0;
|
||||
boss->timer_05C = 80;
|
||||
@ -468,7 +468,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
if (boss->health <= 0) {
|
||||
D_8017796C = -1;
|
||||
boss->obj.rot.y = Math_ModF(boss->obj.rot.y, 360.0f);
|
||||
boss->actionState = 20;
|
||||
boss->state = 20;
|
||||
boss->timer_050 = 300;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->unk_04C = 0;
|
||||
@ -506,8 +506,8 @@ void func_i2_80190078(Boss* boss) {
|
||||
}
|
||||
}
|
||||
|
||||
if (((boss->actionState != 8) && (boss->actionState != 20)) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_3)) {
|
||||
boss->actionState = 8;
|
||||
if (((boss->state != 8) && (boss->state != 20)) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_3)) {
|
||||
boss->state = 8;
|
||||
boss->fwork[0] = 0.0f;
|
||||
func_8001A55C(D_i2_80195D88, 0x31032061);
|
||||
func_8001A55C(D_i2_80195D98, 0x31032061);
|
||||
@ -515,7 +515,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
boss->vel.z = -20.0f;
|
||||
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
boss->swork[7] = 1;
|
||||
boss->obj.pos.x = gPlayer[0].unk_0AC;
|
||||
@ -526,7 +526,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->fwork[17] = -300.0f;
|
||||
boss->fwork[16] = 3500.0f;
|
||||
boss->fwork[19] = 3000.0f;
|
||||
boss->actionState = 90;
|
||||
boss->state = 90;
|
||||
boss->timer_050 = 450;
|
||||
boss->swork[3] = 400;
|
||||
boss->health = 300;
|
||||
@ -561,7 +561,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
}
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 100;
|
||||
boss->state = 100;
|
||||
boss->fwork[0] = 0.0f;
|
||||
Audio_PlaySfx(0x29400023, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@ -580,7 +580,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_60206DC)) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->fwork[0] = 0.0f;
|
||||
Audio_PlaySfx(0x29402024, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@ -605,7 +605,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->unk_04C++;
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_6016E28)) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->swork[1] = 1;
|
||||
boss->swork[0] = 1;
|
||||
@ -641,7 +641,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->unk_04C++;
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_60123BC)) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 3;
|
||||
boss->state = 3;
|
||||
boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->fwork[0] = 0.0f;
|
||||
boss->swork[7] = 0;
|
||||
}
|
||||
@ -679,14 +679,14 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[0] = 0.0f;
|
||||
if (boss->swork[3] <= 250) {
|
||||
boss->actionState = 4;
|
||||
boss->state = 4;
|
||||
boss->timer_050 = 100;
|
||||
func_800BA808(gMsg_ID_5495, RCID_BOSS_SECTORX);
|
||||
boss->fwork[44] = 0.0f;
|
||||
boss->fwork[43] = 0.0f;
|
||||
boss->fwork[42] = 0.0f;
|
||||
} else {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->swork[1] = 1;
|
||||
boss->swork[7] = 1;
|
||||
}
|
||||
@ -711,7 +711,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
Math_SmoothStepToF(&boss->fwork[28], -30.0f, 0.05f, 1.0f, 0);
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 5;
|
||||
boss->state = 5;
|
||||
boss->timer_050 = 100;
|
||||
func_800BA808(gMsg_ID_5496, RCID_FOX);
|
||||
}
|
||||
@ -798,7 +798,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
}
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 6;
|
||||
boss->state = 6;
|
||||
boss->timer_050 = 122;
|
||||
}
|
||||
break;
|
||||
@ -810,7 +810,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->swork[1] = 1;
|
||||
func_8001A55C(D_i2_80195D88, 0x31032061);
|
||||
func_8001A55C(D_i2_80195D98, 0x31032061);
|
||||
@ -837,7 +837,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
boss->unk_04C++;
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_601C690)) {
|
||||
boss->actionState = 75;
|
||||
boss->state = 75;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->unk_04C = 0;
|
||||
boss->timer_050 = 120;
|
||||
@ -854,7 +854,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
Math_SmoothStepToF(boss->fwork, 0.1f, 1.0f, 0.005f, 0);
|
||||
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 8;
|
||||
boss->state = 8;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->unk_04C = 0;
|
||||
boss->health = 300;
|
||||
@ -885,7 +885,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_600F890)) {
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
boss->swork[0] = 2;
|
||||
boss->timer_050 = 30;
|
||||
}
|
||||
@ -907,7 +907,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->unk_04C = Animation_GetFrameCount(&D_60123BC) - 1;
|
||||
if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 10;
|
||||
boss->state = 10;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->fwork[42] = 0.0f;
|
||||
}
|
||||
@ -936,7 +936,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_601AA28)) {
|
||||
boss->unk_04C = 0;
|
||||
boss->actionState = 10;
|
||||
boss->state = 10;
|
||||
boss->fwork[0] = 0.0f;
|
||||
boss->fwork[42] = 0.0f;
|
||||
if (boss->swork[10] == 0) {
|
||||
@ -973,16 +973,16 @@ void func_i2_80190078(Boss* boss) {
|
||||
|
||||
if ((gBossFrameCount < 2200) || (gTeamShields[2] <= 0)) {
|
||||
if (boss->health > 150) {
|
||||
boss->actionState = 8;
|
||||
boss->state = 8;
|
||||
} else {
|
||||
boss->actionState = 35;
|
||||
boss->state = 35;
|
||||
boss->timer_050 = 400;
|
||||
boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->unk_078.y = 0.0f;
|
||||
boss->swork[9] = Rand_ZeroOne() * 1.9f;
|
||||
func_800BA808(gMsg_ID_5498, RCID_BOSS_SECTORX);
|
||||
}
|
||||
} else {
|
||||
boss->actionState = 85;
|
||||
boss->state = 85;
|
||||
func_i2_8018F030();
|
||||
boss->timer_050 = 100;
|
||||
}
|
||||
@ -1032,9 +1032,9 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[0] = 0.0f;
|
||||
if ((gBossFrameCount < 2200) || (gTeamShields[2] <= 0)) {
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
} else {
|
||||
boss->actionState = 85;
|
||||
boss->state = 85;
|
||||
func_i2_8018F030();
|
||||
boss->timer_050 = 100;
|
||||
}
|
||||
@ -1123,7 +1123,7 @@ void func_i2_80190078(Boss* boss) {
|
||||
boss->swork[1] = 0;
|
||||
}
|
||||
|
||||
if (boss->actionState != 35) {
|
||||
if (boss->state != 35) {
|
||||
boss->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6032550);
|
||||
boss->info.hitbox[43] = -211.0f + boss->fwork[16];
|
||||
boss->info.hitbox[45] = -35.0f + boss->fwork[15];
|
||||
@ -1262,7 +1262,7 @@ s32 func_i2_80192AF0(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4)
|
||||
arg2->x -= boss->fwork[14];
|
||||
arg2->y -= boss->fwork[16];
|
||||
arg2->z -= boss->fwork[15];
|
||||
if (boss->actionState == 20) {
|
||||
if (boss->state == 20) {
|
||||
arg3->x += boss->fwork[14] * 0.2f;
|
||||
arg3->y += boss->fwork[14] * 0.1f;
|
||||
}
|
||||
@ -1272,7 +1272,7 @@ s32 func_i2_80192AF0(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4)
|
||||
arg2->x += boss->fwork[17];
|
||||
arg2->y -= boss->fwork[19];
|
||||
arg2->z += boss->fwork[18];
|
||||
if (boss->actionState == 20) {
|
||||
if (boss->state == 20) {
|
||||
arg3->x += boss->fwork[17] * 0.1f;
|
||||
arg3->z += boss->fwork[17] * 0.2f;
|
||||
}
|
||||
@ -1452,7 +1452,7 @@ void func_i2_801938D8(Actor* actor, s32 arg1) {
|
||||
actor->obj.pos.x = D_i2_801956EC[arg1].x + gPlayer->camEye.x;
|
||||
actor->obj.pos.y = D_i2_801956EC[arg1].y + gPlayer->camEye.y;
|
||||
actor->obj.pos.z = D_i2_801956EC[arg1].z + gPlayer->camEye.z;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[11] = 1;
|
||||
actor->vel.z = -30.0f;
|
||||
actor->vel.y = 0.0f;
|
||||
@ -1681,7 +1681,7 @@ void func_i2_801944D4(Actor* actor, s32 arg1) {
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
if (arg1 == 3) {
|
||||
actor->unk_0B6 = 1;
|
||||
actor->unk_0B8 = 20;
|
||||
actor->state = 20;
|
||||
actor->obj.rot.x = -player->unk_0E4 - 10.0f;
|
||||
actor->obj.rot.y = (player->unk_0E8 + 180.0f) - 10.0f;
|
||||
actor->fwork[9] = 10.0f;
|
||||
@ -1822,15 +1822,15 @@ void func_i2_80194728(Player* player) {
|
||||
break;
|
||||
|
||||
case 1050:
|
||||
gActors[1].unk_0B8 = 10;
|
||||
gActors[1].state = 10;
|
||||
break;
|
||||
|
||||
case 1090:
|
||||
gActors[2].unk_0B8 = 10;
|
||||
gActors[2].state = 10;
|
||||
break;
|
||||
|
||||
case 1120:
|
||||
gActors[3].unk_0B8 = 10;
|
||||
gActors[3].state = 10;
|
||||
break;
|
||||
|
||||
case 1160:
|
||||
|
@ -476,7 +476,7 @@ void func_i3_8018767C(Effect* effect) {
|
||||
effect->obj.pos.x = gBosses[0].obj.pos.x;
|
||||
effect->obj.pos.y = gBosses[0].obj.pos.y;
|
||||
effect->obj.pos.z = gBosses[0].obj.pos.z + 250.0f;
|
||||
effect->unk_4E = 8;
|
||||
effect->state = 8;
|
||||
effect->scale2 = 1.0f;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
@ -551,7 +551,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
f32 temp2;
|
||||
|
||||
gBossFrameCount++;
|
||||
if ((bossA6->actionState < 6) || ((bossA6->actionState >= 8) && (bossA6->actionState < 12))) {
|
||||
if ((bossA6->state < 6) || ((bossA6->state >= 8) && (bossA6->state < 12))) {
|
||||
bossA6->obj.rot.y = Math_Atan2F(gPlayer[0].camEye.x - bossA6->obj.pos.x,
|
||||
gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20)) *
|
||||
180.0f / M_PI;
|
||||
@ -600,7 +600,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
D_i3_801C2250[A6_BSS_2_0] = D_i3_801C2250[A6_BSS_2_1] = D_i3_801C2250[A6_BSS_2_2] =
|
||||
bossA6->swork[A6_SWK_33 + 0] = bossA6->swork[A6_SWK_33 + 1] = bossA6->swork[A6_SWK_33 + 2] = 0;
|
||||
D_Timer_80161A60 = 4;
|
||||
bossA6->actionState = 11;
|
||||
bossA6->state = 11;
|
||||
Audio_PlaySfx(0x2940C00A, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
Audio_PlaySfx(0x3143402E, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@ -646,7 +646,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
D_i3_801C22F0.unk_34 += 360.0f;
|
||||
}
|
||||
}
|
||||
if ((bossA6->actionState >= 3) && (bossA6->actionState < 5) && (bossA6->fwork[A6_FWK_28] == 0.0f)) {
|
||||
if ((bossA6->state >= 3) && (bossA6->state < 5) && (bossA6->fwork[A6_FWK_28] == 0.0f)) {
|
||||
Math_SmoothStepToAngle(&bossA6->fwork[A6_FWK_9], bossA6->fwork[A6_FWK_32], 0.05f, 0.02f, 0.00001f);
|
||||
Math_SmoothStepToAngle(&bossA6->obj.rot.z, bossA6->fwork[A6_FWK_8], 0.05f, bossA6->fwork[A6_FWK_9], 0.00001f);
|
||||
if (bossA6->swork[A6_SWK_25] >= 2) {
|
||||
@ -667,11 +667,11 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
}
|
||||
}
|
||||
}
|
||||
if (bossA6->actionState != 0) {
|
||||
if (bossA6->state != 0) {
|
||||
Math_SmoothStepToF(&bossA6->fwork[A6_FWK_4], bossA6->fwork[A6_FWK_5], 0.1f, 2.0f, 0.00001f);
|
||||
Math_SmoothStepToF(&bossA6->obj.pos.z, bossA6->fwork[A6_FWK_3] + (gPlayer[0].camEye.z - D_80177D20), 0.1f,
|
||||
bossA6->fwork[A6_FWK_4], 0.00001f);
|
||||
if (bossA6->actionState < 5) {
|
||||
if (bossA6->state < 5) {
|
||||
sp120 = 2.0f;
|
||||
if (bossA6->swork[A6_SWK_25] == 1) {
|
||||
sp120 = 50.0f;
|
||||
@ -693,7 +693,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 0], bossA6->fwork[A6_FWK_22 + 0], 0.1f, 10.0f, 0.00001f);
|
||||
Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 1], bossA6->fwork[A6_FWK_22 + 1], 0.1f, 10.0f, 0.00001f);
|
||||
Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 2], bossA6->fwork[A6_FWK_22 + 2], 0.1f, 10.0f, 0.00001f);
|
||||
if (bossA6->actionState > 10) {
|
||||
if (bossA6->state > 10) {
|
||||
bossA6->obj.rot.z += bossA6->fwork[A6_FWK_28];
|
||||
bossA6->obj.rot.z = Math_ModF(bossA6->obj.rot.z, 360.0f);
|
||||
Math_SmoothStepToF(&bossA6->fwork[A6_FWK_28], 5.0f, 0.1f, 0.2f, 0.0001f);
|
||||
@ -743,7 +743,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
A6_HIT_1_2(bossA6, i)->x.size = 153.0f * var_fv1;
|
||||
}
|
||||
}
|
||||
switch (bossA6->actionState) {
|
||||
switch (bossA6->state) {
|
||||
case 0:
|
||||
bossA6->info.hitbox[0] = 0;
|
||||
|
||||
@ -783,7 +783,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
bossA6->obj.pos.z = gPlayer[0].camEye.z - D_80177D20 + bossA6->fwork[A6_FWK_3];
|
||||
bossA6->fwork[A6_FWK_6] = bossA6->obj.pos.x = gPlayer[0].camEye.x;
|
||||
bossA6->fwork[A6_FWK_7] = bossA6->obj.pos.y = gPlayer[0].camEye.y;
|
||||
bossA6->actionState = 2;
|
||||
bossA6->state = 2;
|
||||
bossA6->vel.x = 0.0f;
|
||||
bossA6->vel.y = 0.0f;
|
||||
bossA6->vel.z = -40.0f;
|
||||
@ -829,7 +829,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
}
|
||||
D_i3_801C22F0.unk_24 = 0.0f;
|
||||
bossA6->timer_050 = 50;
|
||||
bossA6->actionState = 2;
|
||||
bossA6->state = 2;
|
||||
D_i3_801C2250[A6_BSS_8] = 0;
|
||||
Audio_PlaySfx(0x39408092, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@ -866,7 +866,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
}
|
||||
bossA6->swork[A6_SWK_38] = 0;
|
||||
D_i3_801C2250[A6_BSS_28] = 1;
|
||||
bossA6->actionState = 4;
|
||||
bossA6->state = 4;
|
||||
if (bossA6->swork[A6_SWK_37] != 0) {
|
||||
bossA6->timer_050 = 30;
|
||||
bossA6->swork[A6_SWK_37] = 0;
|
||||
@ -874,7 +874,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
if (bossA6->swork[A6_SWK_36] < 2) {
|
||||
bossA6->swork[A6_SWK_36]++;
|
||||
}
|
||||
bossA6->actionState = 3;
|
||||
bossA6->state = 3;
|
||||
}
|
||||
if (D_i3_801C2250[A6_BSS_6] != 0) {
|
||||
if (D_i3_801C2250[A6_BSS_0] != 2) {
|
||||
@ -904,13 +904,13 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
if (D_i3_801C2250[A6_BSS_0] != 0) {
|
||||
if (bossA6->swork[A6_SWK_25] == 1) {
|
||||
bossA6->timer_052 = 30;
|
||||
bossA6->actionState = 5;
|
||||
bossA6->state = 5;
|
||||
bossA6->fwork[A6_FWK_1] = 90.0f;
|
||||
bossA6->fwork[A6_FWK_2] = 2.0f;
|
||||
bossA6->fwork[A6_FWK_37] = 300.0f;
|
||||
} else {
|
||||
bossA6->timer_052 = 30;
|
||||
bossA6->actionState = 8;
|
||||
bossA6->state = 8;
|
||||
}
|
||||
} else {
|
||||
if ((bossA6->swork[A6_SWK_36] == 3) && (D_i3_801C2250[A6_BSS_29] == 0)) {
|
||||
@ -924,7 +924,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
bossA6->timer_050 = 1500;
|
||||
bossA6->fwork[A6_FWK_1] = 0.0f;
|
||||
D_i3_801C2250[A6_BSS_28] = 0;
|
||||
bossA6->actionState = 4;
|
||||
bossA6->state = 4;
|
||||
bossA6->fwork[A6_FWK_2] = 1.0f;
|
||||
bossA6->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6028454);
|
||||
D_i3_801C2250[A6_BSS_6] = 1;
|
||||
@ -969,7 +969,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
(bossA6->swork[A6_SWK_27 + 1] == 0) && (bossA6->swork[A6_SWK_27 + 2] == 0))) {
|
||||
bossA6->swork[A6_SWK_37] = 1;
|
||||
if (D_i3_801C2250[A6_BSS_6] != 0) {
|
||||
bossA6->actionState = 1;
|
||||
bossA6->state = 1;
|
||||
D_i3_801C2250[A6_BSS_27] = 0;
|
||||
} else {
|
||||
bossA6->fwork[A6_FWK_1] = 90.0f;
|
||||
@ -979,14 +979,14 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
Audio_PlaySfx(0x31404066, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
bossA6->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6028578);
|
||||
D_i3_801C2250[A6_BSS_7] = bossA6->swork[A6_SWK_37] = 0;
|
||||
bossA6->actionState = 3;
|
||||
bossA6->state = 3;
|
||||
if (D_i3_801C2250[A6_BSS_6] == 0) {
|
||||
func_8001D444(0, 0x8017, 0, 0xFF);
|
||||
}
|
||||
}
|
||||
} else if (bossA6->swork[A6_SWK_38] != 0) {
|
||||
bossA6->timer_052 = 30;
|
||||
bossA6->actionState = 9;
|
||||
bossA6->state = 9;
|
||||
bossA6->fwork[A6_FWK_28] = 0.0f;
|
||||
D_i3_801C2250[A6_BSS_24] = 0;
|
||||
D_i3_801C2250[A6_BSS_27] = 0;
|
||||
@ -1031,7 +1031,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
D_i3_801C2250[A6_BSS_9] &= 3;
|
||||
}
|
||||
if (bossA6->timer_050 == 0) {
|
||||
bossA6->actionState = 7;
|
||||
bossA6->state = 7;
|
||||
bossA6->fwork[A6_FWK_1] = 0.0f;
|
||||
}
|
||||
break;
|
||||
@ -1053,7 +1053,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
bossA6->swork[A6_SWK_37] = 1;
|
||||
bossA6->timer_050 = 20;
|
||||
D_i3_801C22F0.unk_28[0] = D_i3_801C22F0.unk_28[2] = D_i3_801C22F0.unk_28[1] = 255.0f;
|
||||
bossA6->actionState = 1;
|
||||
bossA6->state = 1;
|
||||
D_i3_801C2250[A6_BSS_27] = 0;
|
||||
Object_Kill(&temp_s0_3->obj, temp_s0_3->sfxPos);
|
||||
}
|
||||
@ -1064,7 +1064,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
D_i3_801C2250[A6_BSS_24] = 0;
|
||||
bossA6->timer_052 = 300;
|
||||
bossA6->timer_054 = 0;
|
||||
bossA6->actionState = 9;
|
||||
bossA6->state = 9;
|
||||
Audio_PlaySfx(0x11002050, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
break;
|
||||
@ -1073,7 +1073,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
Audio_KillSfx(bossA6->sfxPos);
|
||||
Audio_PlaySfx(0x19004051, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
bossA6->timer_054 = 0;
|
||||
bossA6->actionState = 10;
|
||||
bossA6->state = 10;
|
||||
} else {
|
||||
if (D_i3_801C2250[A6_BSS_34] == 0) {
|
||||
bossA6->obj.rot.z += bossA6->fwork[A6_FWK_28];
|
||||
@ -1132,7 +1132,7 @@ void func_i3_80187944(Boss* bossA6) {
|
||||
bossA6->timer_050 = 20;
|
||||
D_i3_801C2250[A6_BSS_27] = 0;
|
||||
D_i3_801C2250[A6_BSS_34] = 0;
|
||||
bossA6->actionState = 1;
|
||||
bossA6->state = 1;
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
@ -1243,7 +1243,7 @@ void func_i3_8018A2C4(Boss* bossA6) {
|
||||
s32 pad1;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
if ((bossA6->dmgPart == i + 1) && (bossA6->actionState == 4) && (bossA6->fwork[A6_FWK_0] < 20.0f)) {
|
||||
if ((bossA6->dmgPart == i + 1) && (bossA6->state == 4) && (bossA6->fwork[A6_FWK_0] < 20.0f)) {
|
||||
if ((bossA6->swork[A6_SWK_18 + i] != 1) && (bossA6->swork[A6_SWK_18 + i] != 3)) {
|
||||
bossA6->swork[A6_SWK_0 + i] = 15;
|
||||
bossA6->swork[A6_SWK_3 + i] = 40;
|
||||
@ -1305,7 +1305,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) {
|
||||
for (i = 1; i < 12; i++) {
|
||||
D_i3_801BEE90[i] = 3.0f;
|
||||
D_i3_801BEEC0[i] = 3.0f;
|
||||
if ((bossA6->swork[A6_SWK_6] == 0) && (bossA6->actionState != 3)) {
|
||||
if ((bossA6->swork[A6_SWK_6] == 0) && (bossA6->state != 3)) {
|
||||
bossA6->swork[A6_SWK_6] = 20;
|
||||
D_i3_801BEE00[0].y = (Rand_ZeroOne() - 0.5f) * 720.0f;
|
||||
if (D_i3_801BEE00[0].y < -20.0f) {
|
||||
@ -1437,7 +1437,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
if ((bossA6->actionState >= 3) && (bossA6->fwork[A6_FWK_0] == 0) &&
|
||||
if ((bossA6->state >= 3) && (bossA6->fwork[A6_FWK_0] == 0) &&
|
||||
((bossA6->swork[A6_SWK_33] != 0) || (bossA6->swork[A6_SWK_34] != 0) ||
|
||||
(bossA6->swork[A6_SWK_35] != 0)) &&
|
||||
(D_i3_801C2250[A6_BSS_5] == 0)) {
|
||||
@ -1784,7 +1784,7 @@ void func_i3_8018C54C(Boss* bossA6) {
|
||||
s32 i;
|
||||
s32 j;
|
||||
|
||||
if (bossA6->actionState == 0) {
|
||||
if (bossA6->state == 0) {
|
||||
RCP_SetupDL(&gMasterDisp, 0x31);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, (s32) D_i3_801C22F0.unk_24);
|
||||
gDPSetEnvColor(gMasterDisp++, 255, 255, 0, 255);
|
||||
@ -1825,7 +1825,7 @@ void func_i3_8018C54C(Boss* bossA6) {
|
||||
Animation_DrawSkeleton(1, D_6018BA0, spD0, NULL, NULL, &bossA6->index, &gIdentityMatrix);
|
||||
if (bossA6->unk_3F8 >= 1.0f) {
|
||||
for (i = 0; i < 3; i++) {
|
||||
if ((bossA6->swork[A6_SWK_33 + i] == 0) && (bossA6->actionState != 3) &&
|
||||
if ((bossA6->swork[A6_SWK_33 + i] == 0) && (bossA6->state != 3) &&
|
||||
(D_i3_801C2250[A6_BSS_2_0 + i] == 0) && !(gGameFrameCount & 3) &&
|
||||
(bossA6->swork[A6_SWK_27 + i] != 0) && (D_80177854 != 0x64)) {
|
||||
Matrix_RotateY(gCalcMatrix, bossA6->obj.rot.y * M_DTOR, 0);
|
||||
@ -1887,15 +1887,15 @@ void func_i3_8018C54C(Boss* bossA6) {
|
||||
func_i3_8018BCD4(D_i3_801BF070, 120.0f, bossA6->fwork[A6_FWK_27], &bossA6->vwork[A6_VWK_3],
|
||||
bossA6->swork[A6_SWK_2] & 1, bossA6->fwork[A6_FWK_12] + bossA6->fwork[A6_FWK_21],
|
||||
bossA6->swork[A6_SWK_29], bossA6->fwork[A6_FWK_0]);
|
||||
if ((bossA6->swork[A6_SWK_15] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
if ((bossA6->swork[A6_SWK_15] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
(D_i3_801C2250[A6_BSS_0] == 0)) {
|
||||
func_i3_8018C0D0(D_i3_801BF1F0, 0.0f, &bossA6->vwork[A6_VWK_4], bossA6->fwork[A6_FWK_0], 0);
|
||||
}
|
||||
if ((bossA6->swork[A6_SWK_16] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
if ((bossA6->swork[A6_SWK_16] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
(D_i3_801C2250[A6_BSS_0] == 0)) {
|
||||
func_i3_8018C0D0(D_i3_801BF220, -120.0f, &bossA6->vwork[A6_VWK_5], bossA6->fwork[A6_FWK_0], 1);
|
||||
}
|
||||
if ((bossA6->swork[A6_SWK_17] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
if ((bossA6->swork[A6_SWK_17] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) &&
|
||||
(D_i3_801C2250[A6_BSS_0] == 0)) {
|
||||
func_i3_8018C0D0(D_i3_801BF250, 120.0f, &bossA6->vwork[A6_VWK_6], bossA6->fwork[A6_FWK_0], 2);
|
||||
}
|
||||
@ -2024,7 +2024,7 @@ void func_i3_8018D5C8(void) {
|
||||
gActors[i].obj.pos.y = 3750.0f;
|
||||
gActors[i].obj.pos.z = 13000.0f;
|
||||
gActors[i].unk_0B6 = 1;
|
||||
gActors[i].unk_0B8 = 90;
|
||||
gActors[i].state = 90;
|
||||
gActors[i].fwork[0] = 0.0f;
|
||||
gActors[i].obj.id = OBJ_ACTOR_195;
|
||||
Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
|
||||
@ -2043,7 +2043,7 @@ void func_i3_8018D694(Actor* actor, s32 arg1) {
|
||||
actor->obj.pos.x = sp2C[arg1].x + 100.0f;
|
||||
actor->obj.pos.y = sp2C[arg1].y + 350.0f;
|
||||
actor->obj.pos.z = sp2C[arg1].z + 1000.0f;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0B6 = 28;
|
||||
actor->iwork[11] = 1;
|
||||
actor->unk_0F4.y = 90.0f;
|
||||
@ -2069,7 +2069,7 @@ void func_i3_8018D804(Actor* actor, s32 arg1) {
|
||||
actor->obj.pos.x = sp2C[arg1].x + player->pos.x;
|
||||
actor->obj.pos.y = sp2C[arg1].y + player->pos.y;
|
||||
actor->obj.pos.z = sp2C[arg1].z + player->pos.z;
|
||||
actor->unk_0B8 = 5;
|
||||
actor->state = 5;
|
||||
actor->iwork[11] = 1;
|
||||
actor->fwork[0] = 0.0f;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
@ -2104,7 +2104,7 @@ void func_i3_8018DA58(Actor* actor) {
|
||||
f32 sp3C;
|
||||
f32 sp38;
|
||||
|
||||
switch (actor->unk_0B8) { /* irregular */
|
||||
switch (actor->state) { /* irregular */
|
||||
case 1:
|
||||
actor->fwork[7] += 2.5f;
|
||||
actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 10.0f;
|
||||
@ -2125,7 +2125,7 @@ void func_i3_8018DA58(Actor* actor) {
|
||||
case 6:
|
||||
case 11:
|
||||
case 16:
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
@ -2134,7 +2134,7 @@ void func_i3_8018DA58(Actor* actor) {
|
||||
case 17:
|
||||
actor->iwork[11] = 2;
|
||||
Math_SmoothStepToF(&actor->fwork[0], 50.0f, 0.1f, 3.0f, 0.01f);
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 7:
|
||||
sp48 = -100.0f;
|
||||
sp4C = 100.0f;
|
||||
@ -2332,28 +2332,28 @@ void func_i3_8018DF74(Player* player) {
|
||||
func_800BA808(gMsg_ID_7006, RCID_CAIMAN_AREA6);
|
||||
break;
|
||||
case 240:
|
||||
gActors[2].unk_0B8 = 3;
|
||||
gActors[2].state = 3;
|
||||
break;
|
||||
case 250:
|
||||
gActors[6].unk_0B8 = 3;
|
||||
gActors[6].state = 3;
|
||||
break;
|
||||
case 260:
|
||||
gActors[7].unk_0B8 = 3;
|
||||
gActors[7].state = 3;
|
||||
break;
|
||||
case 270:
|
||||
gActors[8].unk_0B8 = 3;
|
||||
gActors[8].state = 3;
|
||||
break;
|
||||
case 360:
|
||||
func_800BA808(gMsg_ID_7011, RCID_FALCO);
|
||||
break;
|
||||
case 430:
|
||||
gActors[5].unk_0B8 = 16;
|
||||
gActors[5].state = 16;
|
||||
break;
|
||||
case 440:
|
||||
gActors[4].unk_0B8 = 11;
|
||||
gActors[4].state = 11;
|
||||
break;
|
||||
case 450:
|
||||
gActors[3].unk_0B8 = 6;
|
||||
gActors[3].state = 6;
|
||||
break;
|
||||
case 480:
|
||||
func_800A6148();
|
||||
@ -2391,7 +2391,7 @@ void func_i3_8018EA88(Actor* actor) {
|
||||
actor->obj.pos.y = 0.0f;
|
||||
actor->obj.pos.z = gBosses[0].obj.pos.z + 500.0f;
|
||||
actor->unk_0B6 = 37;
|
||||
actor->unk_0B8 = 100;
|
||||
actor->state = 100;
|
||||
actor->iwork[0] = 255;
|
||||
actor->iwork[1] = 255;
|
||||
actor->iwork[2] = 255;
|
||||
@ -2415,7 +2415,7 @@ void func_i3_8018EB3C(Actor* actor) {
|
||||
actor->obj.pos.y = player->pos.y + 600.0f;
|
||||
actor->obj.pos.z = player->pos.z + 2800.0f;
|
||||
actor->unk_0B6 = 1;
|
||||
actor->unk_0B8 = 100;
|
||||
actor->state = 100;
|
||||
actor->fwork[0] = 0.0f;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
Audio_PlaySfx(0x11030010, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -2437,7 +2437,7 @@ void func_i3_8018EC38(Actor* actor, s32 arg1) {
|
||||
actor->obj.pos.x = sp2C[arg1].x + player->pos.x;
|
||||
actor->obj.pos.y = sp2C[arg1].y + player->pos.y;
|
||||
actor->obj.pos.z = sp2C[arg1].z + player->pos.z;
|
||||
actor->unk_0B8 = 0x64;
|
||||
actor->state = 0x64;
|
||||
actor->iwork[11] = 1;
|
||||
actor->fwork[0] = 0.0f;
|
||||
if (arg1 + 1 != 3) {
|
||||
|
@ -169,7 +169,7 @@ void func_i3_8019E7F0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2)
|
||||
Effect_Initialize(effect);
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.id = OBJ_EFFECT_392;
|
||||
effect->unk_4E = 3;
|
||||
effect->state = 3;
|
||||
effect->obj.pos.x = xPos;
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
@ -196,12 +196,12 @@ void func_i3_8019E8B8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) {
|
||||
}
|
||||
|
||||
void func_i3_8019E920(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2,
|
||||
s32 unk4E) {
|
||||
s32 state) {
|
||||
Effect_Initialize(effect);
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.id = OBJ_EFFECT_392;
|
||||
effect->unk_4E = unk4E;
|
||||
if (unk4E == 2) {
|
||||
effect->state = state;
|
||||
if (state == 2) {
|
||||
effect->timer_50 = 30;
|
||||
effect->unk_4C = 3;
|
||||
}
|
||||
@ -232,12 +232,12 @@ void func_i3_8019EA7C(Actor* actor) {
|
||||
f32 sp34;
|
||||
s32 sp30;
|
||||
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
actor->vel.z = 20.0f - D_80177D08;
|
||||
actor->fwork[0] = 12.0f;
|
||||
} else {
|
||||
actor->vel.z = actor->fwork[1] - D_80177D08;
|
||||
if (actor->unk_0B8 == 2) {
|
||||
if (actor->state == 2) {
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 1.0f, 100.0f, 10.0f);
|
||||
} else {
|
||||
actor->fwork[0] = 14.0f;
|
||||
@ -256,7 +256,7 @@ void func_i3_8019EA7C(Actor* actor) {
|
||||
D_801782EC[sp30 - 2] = actor->fwork[0] * 0.9f;
|
||||
D_801782EC[sp30 + 3] = actor->fwork[0] * 0.8f;
|
||||
D_801782EC[sp30 - 3] = actor->fwork[0] * 0.8f;
|
||||
if (actor->unk_0B8 != 2) {
|
||||
if (actor->state != 2) {
|
||||
D_801782EC[sp30 + 4] = actor->fwork[0] * 0.65f;
|
||||
D_801782EC[sp30 - 4] = actor->fwork[0] * 0.65f;
|
||||
D_801782EC[sp30 + 5] = actor->fwork[0] * 0.45f;
|
||||
@ -310,7 +310,7 @@ void func_i3_8019EF30(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32
|
||||
actor->vel.x = xVel;
|
||||
actor->vel.y = yVel;
|
||||
actor->vel.z = zVel;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0C2 = 8;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
if (gBossActive != 0) {
|
||||
@ -341,7 +341,7 @@ void func_i3_8019F0B0(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32
|
||||
actor->vel.x = xVel;
|
||||
actor->vel.y = yVel;
|
||||
actor->vel.z = zVel;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0C2 = 8;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
if (gBossActive != 0) {
|
||||
@ -397,13 +397,13 @@ void func_i3_8019F20C(Actor* actor) {
|
||||
actor->unk_0F4.x += 3.3f;
|
||||
actor->unk_0F4.y += 2.0f;
|
||||
}
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[0] = actor->obj.pos.y * 0.05f;
|
||||
actor->obj.pos.y = -100.0f;
|
||||
/* fallthrough */
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->vel.y = actor->fwork[0];
|
||||
func_800A73E4(&sp8C, &sp88, actor->obj.pos.x, actor->obj.pos.y - 100.0f, actor->obj.pos.z);
|
||||
actor->obj.pos.y = sp8C;
|
||||
@ -472,7 +472,7 @@ void func_i3_8019F20C(Actor* actor) {
|
||||
}
|
||||
|
||||
void func_i3_8019F7AC(Actor* actor) {
|
||||
if (actor->unk_0B8 != 0) {
|
||||
if (actor->state != 0) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_RotateY(gGfxMatrix, actor->unk_0F4.y * M_DTOR, 1);
|
||||
Matrix_RotateX(gGfxMatrix, actor->unk_0F4.x * M_DTOR, 1);
|
||||
@ -559,7 +559,7 @@ void func_i3_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos
|
||||
effect->obj.pos.z = bossSO->obj.pos.z + sp38.z;
|
||||
effect->vel.z = gPlayer[0].vel.z;
|
||||
effect->vel.y = yVel;
|
||||
if (gBosses[0].actionState >= 2) {
|
||||
if (gBosses[0].state >= 2) {
|
||||
effect->scale2 = 15.0f;
|
||||
}
|
||||
}
|
||||
@ -575,19 +575,19 @@ void func_i3_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_44 = 255;
|
||||
effect->unk_48 = 1;
|
||||
effect->unk_4E = 4;
|
||||
effect->state = 4;
|
||||
effect->unk_4C = 5;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 unk4E) {
|
||||
void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 state) {
|
||||
Effect_Initialize(effect);
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.id = OBJ_EFFECT_392;
|
||||
effect->obj.pos.x = xPos;
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
if (unk4E != 0) {
|
||||
if (state != 0) {
|
||||
effect->vel.z = gPlayer[0].vel.z + 80.0f;
|
||||
} else {
|
||||
effect->vel.z = gPlayer[0].vel.z + 15.0f;
|
||||
@ -598,7 +598,7 @@ void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_44 = 255;
|
||||
effect->unk_48 = 1;
|
||||
effect->unk_4E = unk4E + 5;
|
||||
effect->state = state + 5;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
effect->info.damage = 40;
|
||||
}
|
||||
@ -637,10 +637,10 @@ void func_i3_8019FFC0(Boss* bossSO, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s3
|
||||
}
|
||||
|
||||
void func_i3_801A003C(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->timer_0BE == 0) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->timer_0BE = 50;
|
||||
} else if (actor->timer_0BC == 0) {
|
||||
actor->timer_0BC = 2;
|
||||
@ -650,7 +650,7 @@ void func_i3_801A003C(Actor* actor) {
|
||||
break;
|
||||
case 1:
|
||||
if (actor->timer_0BE == 0) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->timer_0BE = 50;
|
||||
actor->unk_04E = 0;
|
||||
func_8005F0E8(actor->sfxPos, &actor->obj.pos);
|
||||
@ -669,7 +669,7 @@ void func_i3_801A0120(Effect* effect) {
|
||||
s32 sp48;
|
||||
Vec3f sp3C;
|
||||
|
||||
switch (effect->unk_4E) {
|
||||
switch (effect->state) {
|
||||
case 0:
|
||||
Matrix_Translate(gCalcMatrix, effect->vel.x, effect->vel.y, effect->vel.z, 0);
|
||||
Matrix_RotateY(gCalcMatrix, effect->unk_60.y * M_DTOR, 1);
|
||||
@ -831,7 +831,7 @@ void func_i3_801A0120(Effect* effect) {
|
||||
|
||||
void func_i3_801A0AF0(Effect* effect) {
|
||||
Graphics_SetScaleMtx(effect->scale2);
|
||||
switch (effect->unk_4E) {
|
||||
switch (effect->state) {
|
||||
case 0:
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 128, 128, effect->unk_44);
|
||||
gSPDisplayList(gMasterDisp++, D_i3_801BF92C[effect->unk_4C]);
|
||||
@ -864,7 +864,7 @@ void func_i3_801A0CEC(Actor* actor, f32 xPos, f32 zPos, f32 zVel, s32 unkB8) {
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
actor->unk_046 = 1;
|
||||
actor->unk_0B8 = unkB8;
|
||||
actor->state = unkB8;
|
||||
actor->vel.z = zVel;
|
||||
actor->fwork[1] = zVel;
|
||||
if (unkB8 == 2) {
|
||||
@ -913,7 +913,7 @@ void func_i3_801A0DF8(f32 xPos, f32 zPos, f32 yRot, s32 index, f32 yPos) {
|
||||
gActors[sp2C].obj.status = OBJ_ACTIVE;
|
||||
gActors[sp2C].obj.id = OBJ_ACTOR_279;
|
||||
Object_SetInfo(&gActors[sp2C].info, gActors[sp2C].obj.id);
|
||||
gActors[sp2C].unk_0B8 = 0;
|
||||
gActors[sp2C].state = 0;
|
||||
gActors[sp2C].obj.pos.x = xPos;
|
||||
gActors[sp2C].obj.pos.z = zPos;
|
||||
gActors[sp2C].obj.rot.y = yRot;
|
||||
@ -937,7 +937,7 @@ void func_i3_801A0FD4(Actor* actor, s32 index) {
|
||||
actor->obj.pos.x = D_i3_801BF95C[index].x + gPlayer[0].pos.x;
|
||||
actor->obj.pos.y = D_i3_801BF95C[index].y + gPlayer[0].pos.y;
|
||||
actor->obj.pos.z = D_i3_801BF95C[index].z + gPlayer[0].pos.z;
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->iwork[11] = 1;
|
||||
actor->vel.z = 0.0f;
|
||||
actor->vel.y = 0.0f;
|
||||
@ -1081,9 +1081,9 @@ void func_i3_801A10F4(Player* player) {
|
||||
if (gCsFrameCount == 615) {
|
||||
func_800A6028(player->sfxPos, 0x09000002);
|
||||
gActors[0].fwork[29] = gActors[1].fwork[29] = gActors[2].fwork[29] = 5.0f;
|
||||
gActors[0].unk_0B8 = 3;
|
||||
gActors[1].unk_0B8 = 2;
|
||||
gActors[2].unk_0B8 = 1;
|
||||
gActors[0].state = 3;
|
||||
gActors[1].state = 2;
|
||||
gActors[2].state = 1;
|
||||
player->timer_1F8 = 3;
|
||||
player->unk_190 = 5.0f;
|
||||
player->unk_1D0++;
|
||||
@ -1162,7 +1162,7 @@ void func_i3_801A1CD8(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = 40;
|
||||
actor->state = 40;
|
||||
actor->unk_046 = unk46;
|
||||
actor->unk_04A = 3;
|
||||
actor->obj.pos.x = xPos;
|
||||
@ -1304,7 +1304,7 @@ void func_i3_801A23F4(Boss* bossSO) {
|
||||
bossSO->swork[SO_SWK_1] = 4;
|
||||
} else {
|
||||
bossSO->swork[SO_SWK_1] = 2;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->unk_078.y = 0.0f;
|
||||
}
|
||||
} else if (bossSO->swork[SO_SWK_3] == 0) {
|
||||
@ -1416,7 +1416,7 @@ void func_i3_801A23F4(Boss* bossSO) {
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (((bossSO->unk_04C == 89) && (bossSO->actionState == 2)) || (bossSO->swork[SO_SWK_2] == 0)) {
|
||||
if (((bossSO->unk_04C == 89) && (bossSO->state == 2)) || (bossSO->swork[SO_SWK_2] == 0)) {
|
||||
bossSO->unk_04C = 0;
|
||||
if ((bossSO->swork[SO_SWK_3] != 0) || (bossSO->swork[SO_SWK_2] != 0)) {
|
||||
bossSO->swork[SO_SWK_1] = 5;
|
||||
@ -1426,7 +1426,7 @@ void func_i3_801A23F4(Boss* bossSO) {
|
||||
}
|
||||
if (bossSO->unk_04C == 80) {
|
||||
bossSO->unk_078.y += 15.0f;
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
if (bossSO->unk_078.y >= 30.0f) {
|
||||
bossSO->unk_078.y = 0.0f;
|
||||
}
|
||||
@ -1458,7 +1458,7 @@ void func_i3_801A2C3C(Boss* bossSO) {
|
||||
bossSO->swork[SO_SWK_1] = 0;
|
||||
bossSO->fwork[SO_FWK_0] = 0.05f;
|
||||
bossSO->unk_04C = Animation_GetFrameCount(&D_601388C) - 2;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->swork[SO_SWK_11] = 15;
|
||||
}
|
||||
|
||||
@ -1468,7 +1468,7 @@ void func_i3_801A2C98(Boss* bossSO) {
|
||||
if (bossSO->swork[SO_SWK_11] != 0) {
|
||||
bossSO->swork[SO_SWK_11]--;
|
||||
}
|
||||
if (bossSO->actionState == 0) {
|
||||
if (bossSO->state == 0) {
|
||||
if (bossSO->swork[SO_SWK_11] == 0) {
|
||||
bossSO->unk_04C -= 2;
|
||||
Math_SmoothStepToF(&bossSO->obj.pos.y, -1000.0f, 0.1f, 10.0f, 0.1f);
|
||||
@ -1495,7 +1495,7 @@ void func_i3_801A2C98(Boss* bossSO) {
|
||||
Audio_PlaySfx(0x19036054, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
if (bossSO->unk_04C == 0) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_11] = 100;
|
||||
bossSO->obj.pos.y = -500.0f;
|
||||
bossSO->fwork[SO_FWK_3] = 4800.0f;
|
||||
@ -1536,7 +1536,7 @@ void func_i3_801A30CC(Boss* bossSO) {
|
||||
bossSO->swork[SO_SWK_1] = 0;
|
||||
bossSO->fwork[SO_FWK_0] = 0.1f;
|
||||
bossSO->unk_04C = Animation_GetFrameCount(&D_601388C) - 2;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->swork[SO_SWK_11] = 15;
|
||||
}
|
||||
|
||||
@ -1544,7 +1544,7 @@ void func_i3_801A3128(Boss* bossSO) {
|
||||
if (bossSO->swork[SO_SWK_11] != 0) {
|
||||
bossSO->swork[SO_SWK_11]--;
|
||||
}
|
||||
if (bossSO->actionState == 0) {
|
||||
if (bossSO->state == 0) {
|
||||
if (bossSO->swork[SO_SWK_11] == 0) {
|
||||
bossSO->unk_04C -= 2;
|
||||
Math_SmoothStepToF(&bossSO->obj.pos.y, -1000.0f, 0.1f, 10.0f, 0.1f);
|
||||
@ -1556,7 +1556,7 @@ void func_i3_801A3128(Boss* bossSO) {
|
||||
Audio_PlaySfx(0x19036054, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
if (bossSO->unk_04C == 0) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_11] = 100;
|
||||
bossSO->obj.pos.y = -500.0f;
|
||||
bossSO->fwork[SO_FWK_3] = 2400.0f;
|
||||
@ -1799,7 +1799,7 @@ void func_i3_801A3C4C(Boss* bossSO) {
|
||||
}
|
||||
if (bossSO->health <= 0) {
|
||||
bossSO->unk_04C = 21;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->swork[SO_SWK_1] = 1;
|
||||
bossSO->fwork[SO_FWK_0] = 0.01f;
|
||||
bossSO->info.hitbox = SEGMENTED_TO_VIRTUAL(D_800CBF34);
|
||||
@ -1854,16 +1854,16 @@ void func_i3_801A4214(Boss* bossSO) {
|
||||
sp50.y = 200.0f;
|
||||
sp50.z = 1100.0f;
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp50, &sp44);
|
||||
if (bossSO->actionState >= 2) {
|
||||
if (bossSO->state >= 2) {
|
||||
Math_SmoothStepToF(&D_801779A8[gMainController], 30.0f, 1.0f, 2.5f, 0.0f);
|
||||
}
|
||||
switch (bossSO->actionState) {
|
||||
switch (bossSO->state) {
|
||||
case 0:
|
||||
if (D_i3_801C2740[0] >= 33) {
|
||||
D_i3_801C2740[0] -= 3;
|
||||
}
|
||||
if (bossSO->timer_058 == 19910) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_1] = 5;
|
||||
bossSO->unk_04C = 0;
|
||||
bossSO->fwork[SO_FWK_0] = 0.05f;
|
||||
@ -1873,7 +1873,7 @@ void func_i3_801A4214(Boss* bossSO) {
|
||||
case 1:
|
||||
if (bossSO->unk_04C == 51) {
|
||||
bossSO->unk_04C = 50;
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
gShowBossHealth = false;
|
||||
Audio_PlaySfx(0x39439076, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_i3_801A1E14(bossSO->fwork[SO_FWK_4], bossSO->fwork[SO_FWK_5] + 300.0f, bossSO->fwork[SO_FWK_6],
|
||||
@ -1900,7 +1900,7 @@ void func_i3_801A4214(Boss* bossSO) {
|
||||
Math_SmoothStepToF(&bossSO->obj.pos.y, 180.0f, 0.1f, 10.0f, 0.1f);
|
||||
D_i3_801C2740[1] -= 4;
|
||||
} else {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
@ -1942,7 +1942,7 @@ void func_i3_801A4214(Boss* bossSO) {
|
||||
D_801779A8[gMainController] = 120.0f;
|
||||
}
|
||||
if (gCsFrameCount == 250) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->obj.pos.y = -1600.0f;
|
||||
for (i = 0; i < 2; i++) {
|
||||
if (gEffects[i].obj.status != OBJ_FREE) {
|
||||
@ -2050,7 +2050,7 @@ void func_i3_801A4EC0(Boss* bossSO) {
|
||||
bossSO->swork[SO_SWK_1] = 5;
|
||||
bossSO->fwork[SO_FWK_0] = 0.01f;
|
||||
bossSO->unk_04C = 0;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->fwork[SO_FWK_31] = bossSO->obj.rot.y = 0.0f;
|
||||
}
|
||||
|
||||
@ -2060,11 +2060,11 @@ void func_i3_801A4EF8(Boss* bossSO) {
|
||||
if (bossSO->swork[SO_SWK_11] != 0) {
|
||||
bossSO->swork[SO_SWK_11]--;
|
||||
}
|
||||
switch (bossSO->actionState) {
|
||||
switch (bossSO->state) {
|
||||
case 0:
|
||||
bossSO->unk_04C = 0;
|
||||
if (bossSO->fwork[SO_FWK_31] > 20.0f) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_11] = 108;
|
||||
bossSO->fwork[SO_FWK_0] = 0.01f;
|
||||
bossSO->unk_04C = 56;
|
||||
@ -2109,7 +2109,7 @@ void func_i3_801A4EF8(Boss* bossSO) {
|
||||
gActors[10].unk_0D0 = 2;
|
||||
}
|
||||
if (bossSO->obj.pos.y <= -900.0f) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_11] = 500;
|
||||
bossSO->obj.pos.y = -1500.0f;
|
||||
bossSO->fwork[SO_FWK_3] = 4800.0f;
|
||||
@ -2153,7 +2153,7 @@ void func_i3_801A4EF8(Boss* bossSO) {
|
||||
D_80178480 = 10;
|
||||
}
|
||||
if (bossSO->obj.pos.y < -1500.0f) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->swork[SO_SWK_11] = 100;
|
||||
bossSO->obj.pos.y = -500.0f;
|
||||
bossSO->fwork[SO_FWK_3] = 4800.0f;
|
||||
@ -2194,13 +2194,13 @@ void func_i3_801A4EF8(Boss* bossSO) {
|
||||
void func_i3_801A56B8(Boss* bossSO) {
|
||||
switch (bossSO->swork[SO_SWK_1]) {
|
||||
case 2:
|
||||
if (((bossSO->unk_04C == 89) && (bossSO->actionState == 2)) || (bossSO->swork[SO_SWK_2] == 0)) {
|
||||
if (((bossSO->unk_04C == 89) && (bossSO->state == 2)) || (bossSO->swork[SO_SWK_2] == 0)) {
|
||||
bossSO->unk_04C = 0;
|
||||
bossSO->actionState = 0;
|
||||
bossSO->state = 0;
|
||||
bossSO->unk_078.y = 0.0f;
|
||||
}
|
||||
if (bossSO->unk_04C == 89) {
|
||||
bossSO->actionState++;
|
||||
bossSO->state++;
|
||||
bossSO->unk_078.y += 15.0f;
|
||||
}
|
||||
Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->unk_078.y, 1.0f, 3.0f, 1.0f);
|
||||
@ -2362,11 +2362,11 @@ void func_i3_801A5B3C(Boss* bossSO) {
|
||||
}
|
||||
if ((!(gGameFrameCount & 3) || (bossSO->fwork[SO_FWK_31] != 0.0f)) &&
|
||||
((bossSO->swork[SO_SWK_0] != 7) || !(gGameFrameCount & 1))) {
|
||||
if ((bossSO->swork[SO_SWK_2] == 0) && ((bossSO->health > 0) || (bossSO->actionState < 2))) {
|
||||
if ((bossSO->swork[SO_SWK_2] == 0) && ((bossSO->health > 0) || (bossSO->state < 2))) {
|
||||
func_i3_8019FF44(bossSO, bossSO->fwork[SO_FWK_10], bossSO->fwork[SO_FWK_11], bossSO->fwork[SO_FWK_12],
|
||||
bossSO->fwork[SO_FWK_31] - 20.0f, -1.0f);
|
||||
}
|
||||
if ((bossSO->swork[SO_SWK_3] == 0) && ((bossSO->health > 0) || (bossSO->actionState < 2))) {
|
||||
if ((bossSO->swork[SO_SWK_3] == 0) && ((bossSO->health > 0) || (bossSO->state < 2))) {
|
||||
func_i3_8019FF44(bossSO, bossSO->fwork[SO_FWK_7], bossSO->fwork[SO_FWK_8], bossSO->fwork[SO_FWK_9],
|
||||
bossSO->fwork[SO_FWK_31] - 20.0f, 1.0f);
|
||||
}
|
||||
@ -2487,7 +2487,7 @@ void func_i3_801A5B3C(Boss* bossSO) {
|
||||
bossSO->dmgType = DMG_NONE;
|
||||
Audio_PlaySfx(0x29121007, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (!((bossSO->swork[SO_SWK_0] == 0) || (bossSO->swork[SO_SWK_0] == 2) || (bossSO->swork[SO_SWK_0] == 3) ||
|
||||
(bossSO->swork[SO_SWK_0] == 6) || ((bossSO->swork[SO_SWK_0] == 7) && (bossSO->actionState == 2)))) {
|
||||
(bossSO->swork[SO_SWK_0] == 6) || ((bossSO->swork[SO_SWK_0] == 7) && (bossSO->state == 2)))) {
|
||||
func_i3_801A3C4C(bossSO);
|
||||
}
|
||||
}
|
||||
@ -2801,7 +2801,7 @@ void func_i3_801A7750(void) {
|
||||
actor->obj.pos.x = D_i3_801BFB30[i].x / 2.0f + gPlayer[0].pos.x;
|
||||
actor->obj.pos.y = D_i3_801BFB30[i].y + gPlayer[0].pos.y;
|
||||
actor->obj.pos.z = D_i3_801BFB30[i].z + gPlayer[0].pos.z;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
actor->iwork[11] = 1;
|
||||
Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -3092,7 +3092,7 @@ void func_i3_801A7930(Player* player) {
|
||||
break;
|
||||
case 1400:
|
||||
if (gTeamShields[3] > 0) {
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1500:
|
||||
@ -3101,12 +3101,12 @@ void func_i3_801A7930(Player* player) {
|
||||
break;
|
||||
case 1420:
|
||||
if (gTeamShields[2] > 0) {
|
||||
gActors[1].unk_0B8 = 2;
|
||||
gActors[1].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1440:
|
||||
if (gTeamShields[1] > 0) {
|
||||
gActors[2].unk_0B8 = 2;
|
||||
gActors[2].state = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -3142,16 +3142,16 @@ void func_i3_801A8BE8(Actor* actor) {
|
||||
Vec3f sp3C;
|
||||
Vec3f sp30;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 4:
|
||||
break;
|
||||
case 1:
|
||||
if ((actor->unk_0B6 != 0) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) {
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
|
@ -579,7 +579,7 @@ void func_i3_80190028(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel,
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_ACTIVE;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = arg6;
|
||||
actor->state = arg6;
|
||||
actor->scale = scale;
|
||||
actor->unk_048 = arg9;
|
||||
actor->obj.pos = *pos;
|
||||
@ -616,7 +616,7 @@ void func_i3_80190204(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp24 = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 == 1) {
|
||||
if (this->state == 1) {
|
||||
switch (limbIndex) {
|
||||
case 0:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]);
|
||||
@ -679,7 +679,7 @@ void func_i3_801904CC(Actor* actor) {
|
||||
Vec3f sp98;
|
||||
s32 i;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->health = 20;
|
||||
Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0);
|
||||
@ -691,7 +691,7 @@ void func_i3_801904CC(Actor* actor) {
|
||||
actor->vel.x = sp98.x;
|
||||
actor->vel.y = sp98.y;
|
||||
actor->vel.z = sp98.z;
|
||||
actor->unk_0B8 = 5;
|
||||
actor->state = 5;
|
||||
break;
|
||||
case 1:
|
||||
for (i = 0; i < 11; i++) {
|
||||
@ -711,13 +711,13 @@ void func_i3_801904CC(Actor* actor) {
|
||||
}
|
||||
if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
|
||||
actor->unk_0D0 = 0;
|
||||
if (actor->unk_0B8 > 0) {
|
||||
if (actor->state > 0) {
|
||||
actor->timer_0C6 = 15;
|
||||
actor->health -= actor->damage;
|
||||
Audio_PlaySfx(0x29033037, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (actor->health <= 0) {
|
||||
actor->health = 0;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -851,7 +851,7 @@ void func_i3_80190F28(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp2C = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 == 3) {
|
||||
if (this->state == 3) {
|
||||
switch (limbIndex) {
|
||||
case 0:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp2C, this->vwork);
|
||||
@ -877,7 +877,7 @@ void func_i3_80191010(Actor* actor) {
|
||||
f32 var_fs0;
|
||||
s32 sp70;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[3] = actor->obj.rot.x;
|
||||
actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
@ -886,7 +886,7 @@ void func_i3_80191010(Actor* actor) {
|
||||
actor->scale = 5.0f;
|
||||
actor->gravity = 1.0f;
|
||||
actor->obj.rot.x = 315.0f;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 1:
|
||||
Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0);
|
||||
@ -898,7 +898,7 @@ void func_i3_80191010(Actor* actor) {
|
||||
actor->vel.x = sp80.x;
|
||||
actor->vel.y = sp80.y;
|
||||
actor->vel.z = sp80.z;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 2:
|
||||
if (actor->timer_0BC == 0) {
|
||||
@ -953,7 +953,7 @@ void func_i3_80191010(Actor* actor) {
|
||||
actor->health -= actor->damage;
|
||||
if (actor->health <= 0) {
|
||||
actor->health = 0;
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1004,7 +1004,7 @@ void func_i3_80191680(Actor* actor) {
|
||||
Actor* sp38;
|
||||
|
||||
if (actor->obj.pos.z < actor->fwork[0]) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
}
|
||||
if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
|
||||
actor->unk_0D0 = 0;
|
||||
@ -1014,7 +1014,7 @@ void func_i3_80191680(Actor* actor) {
|
||||
if (actor->health <= 0) {
|
||||
actor->health = actor->unk_044 = 0;
|
||||
func_80066254(actor);
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
Audio_PlaySfx(0x29018036, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
}
|
||||
@ -1034,7 +1034,7 @@ void func_i3_80191680(Actor* actor) {
|
||||
sp5C = actor->fwork[3] - actor->obj.pos.z;
|
||||
sp54 = Math_RadToDeg(Math_Atan2F(sp64, sp5C));
|
||||
sp38 = &gActors[actor->iwork[0]];
|
||||
if ((actor->unk_0B8 != 0) || (sp38->obj.status == OBJ_FREE)) {
|
||||
if ((actor->state != 0) || (sp38->obj.status == OBJ_FREE)) {
|
||||
actor->timer_0CA[0] = 0;
|
||||
actor->info.unk_1C = 0.0f;
|
||||
sp54 += 180.0f;
|
||||
@ -1063,7 +1063,7 @@ void func_i3_80191680(Actor* actor) {
|
||||
actor->vel.y = sp3C.y;
|
||||
actor->vel.z = sp3C.z - 20.0f;
|
||||
if (sp38->iwork[0] == (actor->index + 1)) {
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
sp38->obj.pos.x = actor->obj.pos.x;
|
||||
sp38->obj.pos.y = actor->obj.pos.y - 50.0f;
|
||||
sp38->obj.pos.z = actor->obj.pos.z;
|
||||
@ -1095,7 +1095,7 @@ void func_i3_80191BC4(Actor* actor) {
|
||||
actor->iwork[1] = 1;
|
||||
Audio_PlaySfx(0x2900201D, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
if (func_800A73E4(&sp4C, &sp48, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z) && (actor->unk_0B8 == 0)) {
|
||||
if (func_800A73E4(&sp4C, &sp48, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z) && (actor->state == 0)) {
|
||||
func_8007B344(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 20.0f, 7);
|
||||
func_8007C120(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.5f, 50);
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
@ -1125,7 +1125,7 @@ void func_i3_80191E94(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp24 = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 == 4) {
|
||||
if (this->state == 4) {
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]);
|
||||
@ -1195,9 +1195,9 @@ void func_i3_80192094(Actor* actor) {
|
||||
Audio_PlaySfx(0x19832019, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
}
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->vel.y = 20.0f;
|
||||
actor->scale = 2.0f;
|
||||
break;
|
||||
@ -1215,16 +1215,16 @@ void func_i3_80192094(Actor* actor) {
|
||||
actor->vel.y = 0.0f;
|
||||
actor->iwork[1] = 0;
|
||||
actor->fwork[3] = 150.0f;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (actor->iwork[1] >= 21) {
|
||||
actor->iwork[0] = 0;
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->vel.y = 50.0f;
|
||||
if (actor->unk_0B6 == 51) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->vel.y = -20.0f;
|
||||
}
|
||||
} else {
|
||||
@ -1258,7 +1258,7 @@ void func_i3_80192094(Actor* actor) {
|
||||
actor->fwork[2] = 0.0f;
|
||||
actor->vel.y = 0.0f;
|
||||
actor->iwork[1] = 0;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->fwork[3] = 150.0f;
|
||||
}
|
||||
break;
|
||||
@ -1273,13 +1273,13 @@ void func_i3_80192094(Actor* actor) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
|
||||
break;
|
||||
}
|
||||
if ((actor->unk_0D0 != 0) && (actor->unk_0B8 < 3)) {
|
||||
if ((actor->unk_0D0 != 0) && (actor->state < 3)) {
|
||||
if (actor->unk_0D0 != 1) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5);
|
||||
gHitCount += 6;
|
||||
D_80177850 = 15;
|
||||
if (actor->unk_0D0 && actor->unk_0D0) {}
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
}
|
||||
actor->unk_0D0 = 0;
|
||||
}
|
||||
@ -1289,7 +1289,7 @@ void func_i3_801926F4(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp24 = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 == 2) {
|
||||
if (this->state == 2) {
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp24, this->vwork);
|
||||
@ -1322,7 +1322,7 @@ void func_i3_80192834(Actor* actor) {
|
||||
s32 sp70;
|
||||
s32 i;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, 5.497787f, 1);
|
||||
@ -1334,7 +1334,7 @@ void func_i3_80192834(Actor* actor) {
|
||||
actor->vel.y = sp78.y;
|
||||
actor->vel.z = sp78.z;
|
||||
actor->health = 10;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 1:
|
||||
Math_SmoothStepToF(&actor->vel.y, -30.0f, 0.1f, 1.0f, 0.01f);
|
||||
@ -1360,7 +1360,7 @@ void func_i3_80192834(Actor* actor) {
|
||||
actor->health -= actor->damage;
|
||||
if (actor->health <= 0) {
|
||||
actor->health = 0;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1399,7 +1399,7 @@ void func_i3_80192C84(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp24 = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 == 3) {
|
||||
if (this->state == 3) {
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]);
|
||||
@ -1448,10 +1448,10 @@ void func_i3_80192E64(Actor* actor) {
|
||||
f32 sp70;
|
||||
s32 sp6C;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->obj.pos.y = 380.0f;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
break;
|
||||
case 1:
|
||||
Math_SmoothStepToF(&actor->vel.x, 0.0f, 0.1f, 1.0f, 0.0001);
|
||||
@ -1466,7 +1466,7 @@ void func_i3_80192E64(Actor* actor) {
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp80, &sp74);
|
||||
actor->vel.x = sp74.x;
|
||||
actor->vel.z = sp74.z;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -1478,7 +1478,7 @@ void func_i3_80192E64(Actor* actor) {
|
||||
} else {
|
||||
actor->unk_0B6 = 0;
|
||||
actor->timer_0BC = 30;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
@ -1494,12 +1494,12 @@ void func_i3_80192E64(Actor* actor) {
|
||||
}
|
||||
if (actor->unk_0D0 != 0) {
|
||||
if (actor->unk_0D0 != 1) {
|
||||
if ((actor->unk_0B8 != 0) && (actor->unk_0B8 != 3)) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2);
|
||||
if ((actor->state != 0) && (actor->state != 3)) {
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2);
|
||||
gHitCount += 3;
|
||||
D_80177850 = 15;
|
||||
if ((actor->unk_0D0) && (actor->unk_0D0)) {} // fake
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
} else {
|
||||
Audio_PlaySfx(0x29121007, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1674,7 +1674,7 @@ void func_i3_80193970(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, s3
|
||||
effect->unk_44 = arg5;
|
||||
effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_78 = 100;
|
||||
effect->unk_7A = 13;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
@ -2059,7 +2059,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
Vec3f sp60 = { 0.0f, 0.0f, 40.0f };
|
||||
|
||||
gBossFrameCount++;
|
||||
if ((bossZO->actionState != 0) || ((bossZO->actionState == 0) && (bossZO->timer_050 < 50))) {
|
||||
if ((bossZO->state != 0) || ((bossZO->state == 0) && (bossZO->timer_050 < 50))) {
|
||||
Math_SmoothStepToF(&sZoFwork[ZO_BSF_24], sZoFwork[ZO_BSF_23], 0.1f, 2.0f, 0.00001f);
|
||||
Math_SmoothStepToF(&bossZO->obj.pos.y, sZoFwork[ZO_BSF_25], 0.1f, sZoFwork[ZO_BSF_24], 0.00001f);
|
||||
}
|
||||
@ -2097,8 +2097,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
sZoSwork[ZO_BSS_43] = 255;
|
||||
}
|
||||
}
|
||||
if (((bossZO->actionState == 2) || (bossZO->actionState == 3) || (bossZO->actionState == 8)) &&
|
||||
(gPlayer[0].timer_220 == 2)) {
|
||||
if (((bossZO->state == 2) || (bossZO->state == 3) || (bossZO->state == 8)) && (gPlayer[0].timer_220 == 2)) {
|
||||
if (bossZO->swork[ZO_SWK_8] == 0) {
|
||||
func_800BA808(gMsg_ID_6068, RCID_BOSS_ZONESS);
|
||||
}
|
||||
@ -2107,7 +2106,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
bossZO->swork[ZO_SWK_8] = 0;
|
||||
}
|
||||
}
|
||||
if ((bossZO->swork[ZO_SWK_9] == 0) && (bossZO->actionState >= 2) && (bossZO->health != 0)) {
|
||||
if ((bossZO->swork[ZO_SWK_9] == 0) && (bossZO->state >= 2) && (bossZO->health != 0)) {
|
||||
if (bossZO->swork[ZO_SWK_10] == 0) {
|
||||
func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 50.0f, 0.0f, 5.0f);
|
||||
func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 46.0f, 19.0f, 5.0f);
|
||||
@ -2133,7 +2132,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
if (bossZO->swork[ZO_SWK_9] != 0) {
|
||||
bossZO->swork[ZO_SWK_9]--;
|
||||
}
|
||||
switch (bossZO->actionState) { /* switch 1 */
|
||||
switch (bossZO->state) { /* switch 1 */
|
||||
case 0: /* switch 1 */
|
||||
if ((!(gGameFrameCount & 7) || (bossZO->timer_050 == 43)) && (bossZO->swork[ZO_SWK_13] == 0) &&
|
||||
((bossZO->swork[ZO_SWK_12] < 7) || (bossZO->timer_050 == 43))) {
|
||||
@ -2176,7 +2175,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
bossZO->swork[ZO_SWK_12] = 0;
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
bossZO->swork[ZO_SWK_13] = 1;
|
||||
bossZO->actionState = 1;
|
||||
bossZO->state = 1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -2219,11 +2218,11 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
bossZO->timer_050 = 0;
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
if (sZoSwork[ZO_BSS_19] == 0) {
|
||||
bossZO->timer_050 = 30;
|
||||
bossZO->swork[ZO_SWK_4] = 0;
|
||||
bossZO->actionState = 2;
|
||||
bossZO->state = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2240,7 +2239,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
Math_SmoothStepToF(&sZoFwork[ZO_BSF_11], sZoFwork[ZO_BSF_75], 0.2f, 4.0f, 0.00001f);
|
||||
if ((sZoSwork[ZO_BSS_20] == 0) && (sZoFwork[ZO_BSF_1] == 0.0f)) {
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -2457,7 +2456,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
if (bossZO->obj.rot.y == 0.0f) {
|
||||
sZoSwork[ZO_BSS_16] = 0;
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2472,7 +2471,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
sZoSwork[ZO_BSS_36] = 0;
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -2540,7 +2539,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
sZoSwork[ZO_BSS_5] = 0;
|
||||
D_80178348 = D_80178350 = D_80178354 = D_80178340 = 0;
|
||||
func_80042EC0(bossZO);
|
||||
bossZO->actionState = 7;
|
||||
bossZO->state = 7;
|
||||
}
|
||||
break;
|
||||
case 7: /* switch 1 */
|
||||
@ -2620,7 +2619,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
func_i3_80199394(bossZO, i);
|
||||
}
|
||||
bossZO->timer_050 = 100;
|
||||
bossZO->actionState = 0;
|
||||
bossZO->state = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -2644,7 +2643,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
spE4.x = gPlayer[0].pos.x - sZoFwork[ZO_BSF_65_X];
|
||||
spE4.z = gPlayer[0].unk_138 - sZoFwork[ZO_BSF_65_Z];
|
||||
Math_SmoothStepToAngle(&sZoFwork[ZO_BSF_19], Math_RadToDeg(Math_Atan2F(spE4.x, spE4.z)), 0.1f, 5.0f, 0.0f);
|
||||
if ((bossZO->actionState >= 3) && (bossZO->actionState < 6)) {
|
||||
if ((bossZO->state >= 3) && (bossZO->state < 6)) {
|
||||
Matrix_RotateY(gCalcMatrix, bossZO->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, bossZO->obj.rot.x * M_DTOR, 1);
|
||||
Matrix_MultVec3f(gCalcMatrix, &spA8, &spD8);
|
||||
@ -2776,7 +2775,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
switch (bossZO->dmgPart) { /* switch 2 */
|
||||
case 0: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_8] != 0) && (dmgType == DMG_BOMB) &&
|
||||
((bossZO->actionState == 3) || (bossZO->actionState == 8))) {
|
||||
((bossZO->state == 3) || (bossZO->state == 8))) {
|
||||
sZoLimbTimers[ZO_LIMB_1] = sZoLimbTimers[ZO_LIMB_14] = sZoLimbTimers[ZO_LIMB_15] = 15;
|
||||
sZoSwork[ZO_BSS_49] = 60;
|
||||
sZoSwork[ZO_BSS_8] -= bossZO->damage;
|
||||
@ -2788,7 +2787,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
}
|
||||
break;
|
||||
case 3: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_50] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_10] = 15;
|
||||
sZoSwork[ZO_BSS_50] = 50;
|
||||
@ -2804,7 +2803,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
}
|
||||
break;
|
||||
case 4: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_51] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_2] = 15;
|
||||
sZoSwork[ZO_BSS_51] = 50;
|
||||
@ -2820,7 +2819,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
}
|
||||
break;
|
||||
case 5: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_50] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_10] = 15;
|
||||
sZoSwork[ZO_BSS_50] = 50;
|
||||
@ -2834,7 +2833,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
func_8007A6F0(&spD8, 0x2903A008);
|
||||
}
|
||||
}
|
||||
if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_51] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_2] = 15;
|
||||
sZoSwork[ZO_BSS_51] = 50;
|
||||
@ -2852,7 +2851,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
case 6: /* switch 2 */
|
||||
if ((bossZO->health != 0) && (sZoSwork[ZO_BSS_9] == 0) && (sZoSwork[ZO_BSS_10] == 0) &&
|
||||
(sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0) && (sZoSwork[ZO_BSS_13] == 0) &&
|
||||
(bossZO->actionState == 3)) {
|
||||
(bossZO->state == 3)) {
|
||||
sZoLimbTimers[ZO_LIMB_25] = sZoLimbTimers[ZO_LIMB_36] = 15;
|
||||
bossZO->health -= bossZO->damage;
|
||||
if (bossZO->health < 150) {
|
||||
@ -2872,14 +2871,14 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
sZoFwork[ZO_BSF_27] = 20.0f;
|
||||
sZoFwork[ZO_BSF_26] = 50.0f;
|
||||
sZoFwork[ZO_BSF_28] = -2600.0f;
|
||||
bossZO->actionState = 6;
|
||||
bossZO->state = 6;
|
||||
bossZO->fwork[ZO_FWK_4] = 1.0f;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 7: /* switch 2 */
|
||||
case 12: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_13] >= 2) && (bossZO->actionState == 5) && (dmgType == DMG_BOMB)) {
|
||||
if ((sZoSwork[ZO_BSS_13] >= 2) && (bossZO->state == 5) && (dmgType == DMG_BOMB)) {
|
||||
sZoLimbTimers[ZO_LIMB_5] = sZoLimbTimers[ZO_LIMB_6] = 15;
|
||||
sZoSwork[ZO_BSS_52] = 30;
|
||||
sZoSwork[ZO_BSS_13] -= bossZO->damage;
|
||||
@ -2896,7 +2895,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
break;
|
||||
case 8 + 0: /* switch 2 */
|
||||
case 10 + 0: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_11] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_11] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_53] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_7] = sZoLimbTimers[ZO_LIMB_21] = sZoLimbTimers[ZO_LIMB_22] = 15;
|
||||
sZoSwork[ZO_BSS_53] = 50;
|
||||
@ -2915,14 +2914,14 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
func_8007A6F0(&spD8, 0x2940983C);
|
||||
sZoSwork[ZO_BSS_16] = 0;
|
||||
ZO_HIT_8(bossZO, 0)->z.offset = ZO_HIT_10(bossZO, 0)->z.offset = 100000.0f;
|
||||
bossZO->actionState = 4;
|
||||
bossZO->state = 4;
|
||||
bossZO->fwork[ZO_FWK_9] = 330.0f;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 8 + 1: /* switch 2 */
|
||||
case 10 + 1: /* switch 2 */
|
||||
if ((sZoSwork[ZO_BSS_12] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) &&
|
||||
if ((sZoSwork[ZO_BSS_12] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) &&
|
||||
(sZoSwork[ZO_BSS_54] == 0)) {
|
||||
sZoLimbTimers[ZO_LIMB_11] = sZoLimbTimers[ZO_LIMB_23] = sZoLimbTimers[ZO_LIMB_24] = 15;
|
||||
sZoSwork[ZO_BSS_54] = 50;
|
||||
@ -2941,7 +2940,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
func_8007A6F0(&spCC, 0x2940983C);
|
||||
sZoSwork[ZO_BSS_16] = 0;
|
||||
ZO_HIT_8(bossZO, 1)->z.offset = ZO_HIT_10(bossZO, 1)->z.offset = 100000.0f;
|
||||
bossZO->actionState = 4;
|
||||
bossZO->state = 4;
|
||||
bossZO->fwork[ZO_FWK_9] = 30.0f;
|
||||
}
|
||||
}
|
||||
@ -3003,7 +3002,7 @@ void func_i3_80194A84(Boss* bossZO) {
|
||||
(*temp2)--;
|
||||
}
|
||||
}
|
||||
if (bossZO->actionState < 4) {
|
||||
if (bossZO->state < 4) {
|
||||
spD8.x = sZoFwork[ZO_BSF_106_X];
|
||||
spD8.y = sZoFwork[ZO_BSF_106_Y];
|
||||
spD8.z = sZoFwork[ZO_BSF_106_Z];
|
||||
@ -3211,7 +3210,7 @@ void func_i3_80198BE8(Boss* bossZO, s32 arg1) {
|
||||
effect->obj.status = OBJ_INIT;
|
||||
effect->obj.id = OBJ_EFFECT_398;
|
||||
effect->timer_50 = 100;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->scale2 = 1.0f;
|
||||
effect->obj.rot.z = 30.0f;
|
||||
effect->obj.pos.x = sZoFwork[ZO_BSF_93_X + 3 * arg1];
|
||||
@ -3245,7 +3244,7 @@ void func_i3_80198ECC(Boss* bossZO) {
|
||||
sZoFwork[ZO_BSF_23] = 15.0f;
|
||||
sZoFwork[ZO_BSF_28] = -3500.0f;
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
bossZO->actionState = 8;
|
||||
bossZO->state = 8;
|
||||
bossZO->fwork[ZO_FWK_4] = 1.0f;
|
||||
}
|
||||
|
||||
@ -3274,7 +3273,7 @@ void func_i3_8019907C(Boss* bossZO) {
|
||||
sZoSwork[ZO_BSS_30]++;
|
||||
}
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
bossZO->actionState = 5;
|
||||
bossZO->state = 5;
|
||||
|
||||
} else {
|
||||
func_i3_80198ECC(bossZO);
|
||||
@ -3287,7 +3286,7 @@ void func_i3_8019914C(Boss* bossZO, s32 arg1) {
|
||||
sZoFwork[ZO_BSF_77] = 0.0f;
|
||||
sZoSwork[ZO_BSS_36] = sZoSwork[ZO_BSS_16] = 0;
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
if ((sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0)) {
|
||||
bossZO->fwork[ZO_FWK_6] = bossZO->obj.pos.x;
|
||||
sZoSwork[ZO_BSS_20] = sZoSwork[ZO_BSS_24] = 1;
|
||||
@ -3353,7 +3352,7 @@ void func_i3_80199470(Boss* bossZO, s32 arg1) {
|
||||
sZoSwork[ZO_BSS_36] = sZoSwork[ZO_BSS_16] = 0;
|
||||
sZoFwork[ZO_BSF_77] = 0;
|
||||
bossZO->swork[ZO_SWK_4] = 1000;
|
||||
bossZO->actionState = 3;
|
||||
bossZO->state = 3;
|
||||
if ((sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0)) {
|
||||
sZoSwork[ZO_BSS_20] = sZoSwork[ZO_BSS_24] = 1;
|
||||
}
|
||||
@ -3412,7 +3411,7 @@ void func_i3_801998E0(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
|
||||
Effect_Initialize(effect);
|
||||
effect->obj.status = OBJ_INIT;
|
||||
effect->obj.id = OBJ_EFFECT_374;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->timer_50 = 30;
|
||||
effect->unk_44 = 192;
|
||||
effect->obj.pos.y = yPos;
|
||||
@ -3441,13 +3440,13 @@ void func_i3_80199A28(Actor* actor) {
|
||||
s32 sp34;
|
||||
|
||||
actor->obj.rot.x += 5.0f;
|
||||
switch (actor->unk_0B8) { /* irregular */
|
||||
switch (actor->state) { /* irregular */
|
||||
case 0:
|
||||
if (actor->health == 0) {
|
||||
actor->iwork[0]++;
|
||||
actor->health = 10;
|
||||
actor->iwork[1] = 1;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->fwork[0] = -50.0f;
|
||||
} else {
|
||||
actor->vel.y = 60.0f;
|
||||
@ -3455,7 +3454,7 @@ void func_i3_80199A28(Actor* actor) {
|
||||
if (gBosses[0].obj.pos.y < 0.0f) {
|
||||
actor->obj.pos.y = -100.0f;
|
||||
}
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
@ -3467,7 +3466,7 @@ void func_i3_80199A28(Actor* actor) {
|
||||
}
|
||||
Math_SmoothStepToF(&actor->vel.y, -60.0f, 0.5f, 5.0f, 0.00001f);
|
||||
if (actor->obj.pos.y < -30.0f) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->vel.y = 0.0f;
|
||||
actor->gravity = 0.0f;
|
||||
actor->fwork[0] = 0.0f;
|
||||
@ -3528,7 +3527,7 @@ void func_i3_80199E9C(Actor* actor, f32 arg1, f32 arg2) {
|
||||
|
||||
void func_i3_80199F10(Actor* actor) {
|
||||
if (sZoSwork[ZO_BSS_13] == 0) {
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->vel.y = -50.0f;
|
||||
actor->obj.pos.x = sZoFwork[ZO_BSF_60_X];
|
||||
Math_SmoothStepToF(&actor->fwork[0], -500.0f, 1.0f, 100.0f, 0.00001f);
|
||||
@ -3537,7 +3536,7 @@ void func_i3_80199F10(Actor* actor) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
}
|
||||
switch (actor->unk_0B8) { /* irregular */
|
||||
switch (actor->state) { /* irregular */
|
||||
case 0:
|
||||
actor->obj.rot.y += 2.0f;
|
||||
func_i3_80199E9C(actor, 0.0f, 20.0f);
|
||||
@ -3545,12 +3544,12 @@ void func_i3_80199F10(Actor* actor) {
|
||||
case 1: /* switch 1 */
|
||||
actor->fwork[1] = sZoFwork[ZO_BSF_68_Y] - sZoFwork[ZO_BSF_60_Y];
|
||||
Audio_PlaySfx(0x3100503E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 2: /* switch 1 */
|
||||
actor->fwork[1] = sZoFwork[ZO_BSF_71_Y] - sZoFwork[ZO_BSF_60_Y];
|
||||
Audio_PlaySfx(0x3100503E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
@ -3573,7 +3572,7 @@ void func_i3_80199F10(Actor* actor) {
|
||||
if (gBosses[0].timer_050 != 0) {
|
||||
func_i3_80199E9C(actor, 0.0f, 10.0f);
|
||||
} else {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
Audio_KillSfx(actor->sfxPos);
|
||||
}
|
||||
break;
|
||||
@ -3600,7 +3599,7 @@ void func_i3_8019A1FC(Actor* actor) {
|
||||
gSPDisplayList(gMasterDisp++, D_601C590);
|
||||
RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
if (((actor->unk_0B8 == 1) && (gBosses[0].timer_052 != 0)) || (actor->unk_0B8 == 0)) {
|
||||
if (((actor->state == 1) && (gBosses[0].timer_052 != 0)) || (actor->state == 0)) {
|
||||
Matrix_RotateY(gGfxMatrix, gGameFrameCount * M_DTOR, 1);
|
||||
}
|
||||
var_fv0 = sZoFwork[ZO_BSF_60_Y] + -1.0f * actor->fwork[0] - actor->obj.pos.y;
|
||||
@ -3655,20 +3654,20 @@ void func_i3_8019A5D4(Actor* actor) {
|
||||
f32 var_fa0;
|
||||
f32 var_fv1;
|
||||
|
||||
if ((gBosses[0].actionState == 6) || (gBosses[0].actionState == 7)) {
|
||||
if ((gBosses[0].state == 6) || (gBosses[0].state == 7)) {
|
||||
Audio_KillSfx(actor->sfxPos);
|
||||
actor->unk_0B8 = 10;
|
||||
actor->state = 10;
|
||||
actor->vel.z = 40.0f;
|
||||
}
|
||||
actor->fwork[3] += 10.0f;
|
||||
actor->fwork[1] = 70.0f;
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->obj.pos.x = sZoFwork[ZO_BSF_65_X];
|
||||
actor->obj.pos.y = sZoFwork[ZO_BSF_65_Y];
|
||||
actor->obj.pos.z = sZoFwork[ZO_BSF_65_Z];
|
||||
if ((sZoSwork[ZO_BSS_20] != 0) && (actor->timer_0BC == 0)) {
|
||||
if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].actionState == 8)) {
|
||||
if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].state == 8)) {
|
||||
var_fv1 = (Rand_ZeroOne() - 0.5f) * 3000.0f;
|
||||
var_fa0 = 0.0f;
|
||||
} else {
|
||||
@ -3685,7 +3684,7 @@ void func_i3_8019A5D4(Actor* actor) {
|
||||
actor->timer_0BC = (s32) ((fabsf(sZoFwork[ZO_BSF_28] - -2600.0f) / 100.0f) + 30.0f);
|
||||
actor->timer_0C0 = 3;
|
||||
Audio_PlaySfx(0x2900403D, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
@ -3701,12 +3700,12 @@ void func_i3_8019A5D4(Actor* actor) {
|
||||
if (actor->obj.pos.y < -150.0f) {
|
||||
actor->gravity = 0.0f;
|
||||
Audio_PlaySfx(0x19003021, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].actionState == 8)) {
|
||||
if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].state == 8)) {
|
||||
actor->fwork[5] = 0.0f;
|
||||
actor->obj.pos.x = sZoFwork[ZO_BSF_65_X];
|
||||
actor->obj.pos.y = sZoFwork[ZO_BSF_65_Y];
|
||||
@ -3732,7 +3731,7 @@ void func_i3_8019A5D4(Actor* actor) {
|
||||
actor->fwork[6] = 0.0f;
|
||||
}
|
||||
if ((sp4C <= 30.0f) && (sp48 <= 30.0f)) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
Audio_KillSfx(actor->sfxPos);
|
||||
Audio_PlaySfx(0x29433022, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->timer_0BC = 40;
|
||||
@ -3749,7 +3748,7 @@ void func_i3_8019A5D4(Actor* actor) {
|
||||
}
|
||||
actor->unk_0D0 = 0;
|
||||
}
|
||||
if (!(gGameFrameCount & 7) && (actor->unk_0B8 != 0) && (actor->iwork[0] < 8) &&
|
||||
if (!(gGameFrameCount & 7) && (actor->state != 0) && (actor->iwork[0] < 8) &&
|
||||
(func_800A73E4(&sp44, &sp40, actor->obj.pos.x, actor->obj.pos.y - 100.0f, actor->obj.pos.z) != 0)) {
|
||||
func_8008377C(actor->obj.pos.x, sp44, actor->obj.pos.z, 0.0f, 0.7f);
|
||||
actor->iwork[0]++;
|
||||
@ -3779,7 +3778,7 @@ void func_i3_8019ACCC(Actor* actor) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
if ((gBosses[0].actionState != 6) && (gBosses[0].actionState != 7)) {
|
||||
if ((gBosses[0].state != 6) && (gBosses[0].state != 7)) {
|
||||
RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
temp_fa0 = sZoFwork[ZO_BSF_65_X] - actor->obj.pos.x;
|
||||
@ -3873,21 +3872,21 @@ void func_i3_8019B1F0(Actor* actor) {
|
||||
|
||||
var_s3 = 1;
|
||||
if (actor->obj.rot.x >= 100.0f) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[3] = actor->obj.rot.x / 100.0f;
|
||||
actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f));
|
||||
}
|
||||
|
||||
for (i = 0, var_s6 = 0; var_s3 < 3 && i < 60; i++) {
|
||||
if (gActors[i].obj.status == OBJ_FREE) {
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[var_s3], &sp84);
|
||||
} else {
|
||||
Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[var_s3], &sp84);
|
||||
}
|
||||
Actor_Initialize(&gActors[i]);
|
||||
gActors[i].obj.status = OBJ_INIT;
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
gActors[i].obj.id = OBJ_ACTOR_251;
|
||||
gActors[i].iwork[3] = 777;
|
||||
} else {
|
||||
@ -3902,8 +3901,8 @@ void func_i3_8019B1F0(Actor* actor) {
|
||||
gActors[i].iwork[1] = actor->index;
|
||||
gActors[i].iwork[2] = var_s3;
|
||||
Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
|
||||
if (actor->unk_0B8 != 0) {
|
||||
gActors[i].unk_0B8 = 3;
|
||||
if (actor->state != 0) {
|
||||
gActors[i].state = 3;
|
||||
if (D_i3_801BF804[actor->iwork[3]] >= 361.0f) {
|
||||
gActors[i].obj.rot.x = actor->obj.rot.y;
|
||||
} else {
|
||||
@ -3928,7 +3927,7 @@ void func_i3_8019B548(Actor* actor) {
|
||||
Actor* otherActor;
|
||||
|
||||
Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0);
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
for (i = 1; i < 3; i++) {
|
||||
otherActor = &gActors[actor->iwork[i]];
|
||||
@ -3991,11 +3990,11 @@ void func_i3_8019B854(Actor* actor) {
|
||||
actor->health -= actor->damage;
|
||||
Audio_PlaySfx(0x2903300E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->health <= 0) {
|
||||
actor->health = 0;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
@ -4046,7 +4045,7 @@ void func_i3_8019BC78(s32 limbIndex, Vec3f* rot, void* thisx) {
|
||||
Vec3f sp24 = { 0.0f, 0.0f, 0.0f };
|
||||
Actor* this = thisx;
|
||||
|
||||
if (this->unk_0B8 != 0) {
|
||||
if (this->state != 0) {
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]);
|
||||
@ -4091,7 +4090,7 @@ void func_i3_8019BE48(Actor* actor) {
|
||||
s32 i;
|
||||
Actor* newActor;
|
||||
|
||||
switch (actor->unk_0B8) { /* irregular */
|
||||
switch (actor->state) { /* irregular */
|
||||
case 0:
|
||||
for (i = 0, newActor = gActors; i < 60; i++, newActor++) {
|
||||
if (newActor->obj.status == OBJ_FREE) {
|
||||
@ -4115,7 +4114,7 @@ void func_i3_8019BE48(Actor* actor) {
|
||||
newActor->obj.status = OBJ_FREE;
|
||||
}
|
||||
actor->health = 10;
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 1:
|
||||
if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
|
||||
@ -4124,13 +4123,13 @@ void func_i3_8019BE48(Actor* actor) {
|
||||
actor->health -= actor->damage;
|
||||
if (actor->health <= 0) {
|
||||
if (D_80161684 == 0) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2);
|
||||
gHitCount += 2;
|
||||
if (actor->unk_0D0 && actor->unk_0D0) {}
|
||||
}
|
||||
actor->health = actor->unk_044 = 0;
|
||||
func_80066254(actor);
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -4145,7 +4144,7 @@ void func_i3_8019BE48(Actor* actor) {
|
||||
func_8007A6F0(&actor->obj.pos, 0x29038033);
|
||||
break;
|
||||
}
|
||||
if ((actor->unk_0B8 < 2) &&
|
||||
if ((actor->state < 2) &&
|
||||
(func_800A73E4(&sp40, &sp38, actor->obj.pos.x, actor->obj.pos.y - 60.0f, actor->obj.pos.z) != 0)) {
|
||||
actor->gravity = 0.0f;
|
||||
sp3C = 10.0f;
|
||||
@ -4173,12 +4172,12 @@ void func_i3_8019C200(Actor* actor) {
|
||||
Actor* newActor;
|
||||
|
||||
actor->scale = -1.0f;
|
||||
if (actor->unk_0B8 != 3) {
|
||||
if (actor->state != 3) {
|
||||
actor->iwork[4] = fabsf(Math_ModF(actor->obj.rot.z, 10.0f));
|
||||
sp38 = fabsf(actor->obj.rot.z / 10.0f);
|
||||
} else {
|
||||
sp38 = actor->iwork[0];
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
actor->fwork[5] = actor->obj.rot.x;
|
||||
actor->obj.rot.x = 0.0f;
|
||||
@ -4233,7 +4232,7 @@ void func_i3_8019C454(Actor* actor) {
|
||||
actor->fwork[1] = sp34.x;
|
||||
actor->fwork[2] = actor->fwork[3] + sp34.y;
|
||||
otherActor = &gActors[actor->iwork[3]];
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0);
|
||||
Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF8B8, &sp34);
|
||||
@ -4242,7 +4241,7 @@ void func_i3_8019C454(Actor* actor) {
|
||||
otherActor->obj.pos.y = actor->obj.pos.y + sp34.y + actor->fwork[2];
|
||||
otherActor->obj.pos.z = actor->obj.pos.z + sp34.z;
|
||||
} else {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
}
|
||||
switch (actor->iwork[4]) {
|
||||
case 1:
|
||||
@ -4251,7 +4250,7 @@ void func_i3_8019C454(Actor* actor) {
|
||||
if (otherActor->obj.id == OBJ_ACTOR_251) {
|
||||
otherActor->gravity = 1.0f;
|
||||
}
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
@ -4341,14 +4340,14 @@ f32 D_i3_801BF8CC[2] = { 23.0f, 337.0f };
|
||||
|
||||
void func_i3_8019CBEC(Actor* actor) {
|
||||
actor->timer_0C2 = 30000;
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[5] = D_i3_801BF8CC[gGameFrameCount & 1];
|
||||
if (D_80161684 != 0) {
|
||||
actor->fwork[5] = D_i3_801BF8C4[gGameFrameCount & 1];
|
||||
actor->iwork[1] = 1;
|
||||
}
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
break;
|
||||
case 1:
|
||||
Math_SmoothStepToF(&actor->fwork[6], 10.0f, 0.1f, 1.0f, 0.001f);
|
||||
@ -4371,7 +4370,7 @@ void func_i3_8019CBEC(Actor* actor) {
|
||||
actor->fwork[6] = 0.0f;
|
||||
}
|
||||
if (actor->iwork[0] == 777) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
@ -4437,7 +4436,7 @@ void func_i3_8019D060(Actor* actor) {
|
||||
newActor->fwork[2] = newActor->obj.pos.y;
|
||||
newActor->obj.pos.z = actor->obj.pos.z;
|
||||
|
||||
newActor->unk_0B8 = 1;
|
||||
newActor->state = 1;
|
||||
|
||||
actor->unk_046 = i + 1;
|
||||
Object_SetInfo(&newActor->info, newActor->obj.id);
|
||||
@ -4453,7 +4452,7 @@ void func_i3_8019D060(Actor* actor) {
|
||||
void func_i3_8019D15C(Actor* actor) {
|
||||
Actor* temp_v0;
|
||||
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
if (actor->unk_0D0 != 0) {
|
||||
actor->unk_0D0 = 0;
|
||||
if (actor->unk_0D2 < 2) {
|
||||
@ -4486,7 +4485,7 @@ void func_i3_8019D15C(Actor* actor) {
|
||||
s32 func_i3_8019D340(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) {
|
||||
Actor* this = thisx;
|
||||
|
||||
switch (this->unk_0B8) {
|
||||
switch (this->state) {
|
||||
case 0:
|
||||
if (limbIndex == 1) {
|
||||
pos->y -= 60.0f;
|
||||
@ -4808,17 +4807,17 @@ void func_i3_8019D76C(Player* player) {
|
||||
break;
|
||||
case 1120: /* switch 2 */
|
||||
if (gTeamShields[3] > 0) {
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1140: /* switch 2 */
|
||||
if (gTeamShields[2] > 0) {
|
||||
gActors[1].unk_0B8 = 2;
|
||||
gActors[1].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1160: /* switch 2 */
|
||||
if (gTeamShields[1] > 0) {
|
||||
gActors[2].unk_0B8 = 2;
|
||||
gActors[2].state = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -4862,7 +4861,7 @@ void func_i3_8019E5F0(Actor* actor) {
|
||||
Vec3f sp28;
|
||||
|
||||
(void) "Demo_Time %d\n"; // goes in above function, probably
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
@ -4873,11 +4872,11 @@ void func_i3_8019E5F0(Actor* actor) {
|
||||
break;
|
||||
case 1:
|
||||
if ((actor->unk_0B6 != 0) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) {
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
|
@ -590,7 +590,7 @@ void func_i3_801A9374(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel,
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = 2;
|
||||
actor->obj.id = 189;
|
||||
actor->unk_0B8 = unkB8;
|
||||
actor->state = unkB8;
|
||||
actor->scale = scale;
|
||||
actor->unk_048 = unk48;
|
||||
actor->obj.pos = *pos;
|
||||
@ -836,7 +836,7 @@ void func_i3_801A9ED0(Player* player) {
|
||||
if (D_i3_801C4190[3] == 0) {
|
||||
sp8C = D_i3_801C4190[4];
|
||||
|
||||
if ((fabsf(D_i3_801C4308[10]) >= 6.0f) && (gBosses[0].actionState >= 10) && (gBosses[0].obj.status == 2) &&
|
||||
if ((fabsf(D_i3_801C4308[10]) >= 6.0f) && (gBosses[0].state >= 10) && (gBosses[0].obj.status == 2) &&
|
||||
(gBosses[0].health != 0)) {
|
||||
for (j = 119, i = 121; j < 199; j += 10, i += 10) {
|
||||
if ((j == 119) || (j == 129) || (j == 139) || (j == 169)) {
|
||||
@ -846,7 +846,7 @@ void func_i3_801A9ED0(Player* player) {
|
||||
temp_fa0 = gBosses[0].obj.pos.y + tempy[0] - tempy[1] - 200.0f;
|
||||
temp_fv1 = gBosses[0].obj.pos.x + tempy[2] + tempy[3] + 200.0f;
|
||||
temp_fa1 = gBosses[0].obj.pos.x + tempy[2] - tempy[3] - 200.0f;
|
||||
if ((gBosses[0].actionState >= 10) && ((player->pos.y + sp64.y) <= temp_fv0) &&
|
||||
if ((gBosses[0].state >= 10) && ((player->pos.y + sp64.y) <= temp_fv0) &&
|
||||
(temp_fa0 <= (player->pos.y + sp64.y)) && ((player->pos.x + sp64.x) <= temp_fv1) &&
|
||||
(temp_fa1 <= (player->pos.x + sp64.x))) {
|
||||
if (D_i3_801C41B8[11] >=
|
||||
|
@ -274,11 +274,11 @@ void func_i5_80188108(Actor* actor, s32 arg1) {
|
||||
actor->iwork[11] = 1;
|
||||
actor->unk_0C9 = 1;
|
||||
actor->fwork[3] = D_i5_801B7348[arg1];
|
||||
actor->unk_0B8 = 30;
|
||||
actor->state = 30;
|
||||
Audio_PlaySfx(0x3100000CU, actor->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
} else {
|
||||
actor->unk_0B6 = 1;
|
||||
actor->unk_0B8 = 20;
|
||||
actor->state = 20;
|
||||
Audio_PlaySfx(0x11030010U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[9] = 20.0f;
|
||||
}
|
||||
@ -481,15 +481,15 @@ void func_i5_801882CC(Player* player) {
|
||||
break;
|
||||
|
||||
case 1200:
|
||||
gActors->unk_0B8++;
|
||||
gActors->state++;
|
||||
break;
|
||||
|
||||
case 1220:
|
||||
gActors[1].unk_0B8++;
|
||||
gActors[1].state++;
|
||||
break;
|
||||
|
||||
case 1240:
|
||||
gActors[2].unk_0B8++;
|
||||
gActors[2].state++;
|
||||
break;
|
||||
|
||||
case 1280:
|
||||
|
@ -107,7 +107,7 @@ void func_i6_801878A8() {
|
||||
}
|
||||
|
||||
if (D_80178310[i].id <= OBJ_80_160) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[i].id;
|
||||
obj58->obj.pos.x = D_80178310[i].xPos;
|
||||
@ -189,7 +189,7 @@ void func_i6_80187C5C(void) {
|
||||
}
|
||||
|
||||
if (D_80178310[i].id <= OBJ_80_160) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[i].id;
|
||||
obj58->obj.pos.x = D_80178310[i].xPos;
|
||||
@ -406,7 +406,7 @@ void func_i6_801888F4(Actor* actor) {
|
||||
|
||||
func_8007A6F0(&actor->obj.pos, 0x2903B009);
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5);
|
||||
gHitCount += 6;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@ -419,7 +419,7 @@ void func_i6_80188A4C(Boss* boss) {
|
||||
}
|
||||
if (boss->dmgType != DMG_NONE) {
|
||||
boss->dmgType = DMG_NONE;
|
||||
if (boss->actionState < 10 && !(boss->fwork[21] < 250.0f)) {
|
||||
if (boss->state < 10 && !(boss->fwork[21] < 250.0f)) {
|
||||
switch (boss->dmgPart) {
|
||||
case 0:
|
||||
boss->swork[1] = 15;
|
||||
@ -437,7 +437,7 @@ void func_i6_80188A4C(Boss* boss) {
|
||||
Audio_PlaySfx(0x2940D09AU, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_80042EC0(boss);
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_0;
|
||||
boss->actionState = 20;
|
||||
boss->state = 20;
|
||||
boss->swork[1] = 1000;
|
||||
boss->swork[2] = 1000;
|
||||
boss->swork[6] = 1;
|
||||
@ -456,7 +456,7 @@ void func_i6_80188A4C(Boss* boss) {
|
||||
boss->swork[8]++;
|
||||
if (boss->swork[8] >= 6) {
|
||||
boss->swork[8] = 0;
|
||||
boss->actionState = 12;
|
||||
boss->state = 12;
|
||||
boss->timer_050 = 50;
|
||||
boss->fwork[3] = gPlayer[0].pos.x;
|
||||
boss->fwork[5] = gPlayer[0].unk_138;
|
||||
@ -571,7 +571,7 @@ void func_i6_80189098(Boss* boss) {
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
actor->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_800CBEA8);
|
||||
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
|
||||
extern void func_800B56BC(Player*);
|
||||
@ -795,13 +795,13 @@ void func_i6_80189B70(Boss* boss) {
|
||||
}
|
||||
if ((fabsf(boss->obj.pos.x - gPlayer[0].pos.x) < 300.0f) &&
|
||||
(fabsf((boss->obj.pos.y - 300.0f) - gPlayer[0].pos.y) < 300.0f) &&
|
||||
(fabsf(boss->obj.pos.z - gPlayer[0].unk_138) < 300.0f) && (boss->actionState < 0xB) && (boss->timer_05A == 0)) {
|
||||
boss->actionState = 11;
|
||||
(fabsf(boss->obj.pos.z - gPlayer[0].unk_138) < 300.0f) && (boss->state < 11) && (boss->timer_05A == 0)) {
|
||||
boss->state = 11;
|
||||
boss->timer_050 = 150;
|
||||
Audio_PlaySfx(0x31408097, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
boss->health = 200;
|
||||
D_80177AB0 = 3;
|
||||
@ -809,7 +809,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
boss->fwork[10] = 8.0f;
|
||||
func_i6_80189098(boss);
|
||||
boss->swork[5] = 300;
|
||||
boss->actionState++;
|
||||
boss->state++;
|
||||
Audio_PlaySfx(0x11034074, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
boss->fwork[21] = 255.0f;
|
||||
boss->fwork[22] = 255.0f;
|
||||
@ -831,7 +831,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
if (boss->timer_050 == 0) {
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_9;
|
||||
gPlayer[0].unk_1D0 = 0;
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
gPlayer[0].unk_240 = 1;
|
||||
}
|
||||
break;
|
||||
@ -843,7 +843,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
boss->fwork[4] = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
boss->fwork[5] = (Rand_ZeroOne() - 0.5f) * 10000.0f;
|
||||
if (Rand_ZeroOne() < 0.3f) {
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
boss->timer_050 = (s32) Rand_ZeroOne() * 100.0f + 50;
|
||||
boss->fwork[1] = 0.0f;
|
||||
}
|
||||
@ -851,7 +851,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
break;
|
||||
case 2:
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50;
|
||||
boss->fwork[1] = 50.0f;
|
||||
}
|
||||
@ -889,11 +889,11 @@ void func_i6_80189B70(Boss* boss) {
|
||||
D_80178358 = 0;
|
||||
boss->timer_05A = 50;
|
||||
if (boss->swork[4] != 0) {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50;
|
||||
boss->fwork[1] = 50.0f;
|
||||
} else {
|
||||
boss->actionState = 3;
|
||||
boss->state = 3;
|
||||
}
|
||||
func_8001A55C(boss->sfxPos, 0x31408097);
|
||||
}
|
||||
@ -921,7 +921,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
boss->obj.pos.x = boss->fwork[3] + sp64.x;
|
||||
boss->obj.pos.z = boss->fwork[5] + sp64.z;
|
||||
boss->unk_078.y = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement));
|
||||
boss->actionState = 13;
|
||||
boss->state = 13;
|
||||
Audio_PlaySfx(0x1940306E, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
boss->timer_054 = 90;
|
||||
}
|
||||
@ -931,7 +931,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
boss->fwork[24] = 0.0f;
|
||||
boss->fwork[22] = 255.0f;
|
||||
if (250.0f < boss->fwork[22]) {
|
||||
boss->actionState = 3;
|
||||
boss->state = 3;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
@ -974,7 +974,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
gBossActive = 0;
|
||||
gPlayer[0].unk_0D0 = D_80161A54;
|
||||
func_8001CA24(0);
|
||||
boss->actionState = 21;
|
||||
boss->state = 21;
|
||||
func_8007B344(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 60.0f, 5);
|
||||
func_8007A568(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 40.0f);
|
||||
|
||||
@ -1128,7 +1128,7 @@ void func_i6_80189B70(Boss* boss) {
|
||||
boss->vel.x = sp64.x;
|
||||
boss->vel.y = sp64.y;
|
||||
boss->vel.z = sp64.z - D_80177D08;
|
||||
if (boss->actionState < 20) {
|
||||
if (boss->state < 20) {
|
||||
gUnkEntities28[59].unk_00 = 1;
|
||||
gUnkEntities28[59].unk_02 = 0x66;
|
||||
gUnkEntities28[59].pos.x = boss->obj.pos.x;
|
||||
@ -1149,13 +1149,13 @@ void func_i6_80189B70(Boss* boss) {
|
||||
gActors[10].obj.pos.x = boss->obj.pos.x + 200.0f;
|
||||
gActors[10].obj.pos.y = boss->obj.pos.y - 200.0f;
|
||||
gActors[10].obj.pos.z = boss->obj.pos.z + 200.0f;
|
||||
gActors[10].unk_0B8 = 0;
|
||||
gActors[10].state = 0;
|
||||
gActors[10].timer_0C2 = 20;
|
||||
gActors[10].info.unk_1C = 0.0f;
|
||||
gActors[11].obj.pos.x = boss->obj.pos.x - 200.0f;
|
||||
gActors[11].obj.pos.y = boss->obj.pos.y - 200.0f;
|
||||
gActors[11].obj.pos.z = boss->obj.pos.z + 200.0f;
|
||||
gActors[11].unk_0B8 = 0;
|
||||
gActors[11].state = 0;
|
||||
gActors[11].timer_0C2 = 20;
|
||||
gActors[11].info.unk_1C = 0.0f;
|
||||
}
|
||||
@ -1226,7 +1226,7 @@ void func_i6_8018B8C0(Boss* boss) {
|
||||
Vec3f spAC;
|
||||
Vec3f spA0;
|
||||
|
||||
if (boss->actionState != 21) {
|
||||
if (boss->state != 21) {
|
||||
Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 20.0f * M_DTOR, 1);
|
||||
Matrix_Scale(gGfxMatrix, boss->fwork[23] + 1.0f, 1.0f - boss->fwork[23], 1.0f, 1);
|
||||
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * M_DTOR, 1);
|
||||
@ -1399,7 +1399,7 @@ void func_i6_8018C7A0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3
|
||||
effect->vel.x = xVel;
|
||||
effect->vel.y = yVel;
|
||||
effect->vel.z = zVel;
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_4C = arg7;
|
||||
if (arg7 < 8) {
|
||||
effect->scale2 = (Rand_ZeroOne() * 2.5f) + 5.0f;
|
||||
@ -1427,7 +1427,7 @@ void func_i6_8018C958(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3
|
||||
Effect_Initialize(effect);
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.id = OBJ_EFFECT_396;
|
||||
effect->unk_4E = 10;
|
||||
effect->state = 10;
|
||||
effect->obj.pos.x = xPos;
|
||||
effect->obj.pos.y = yPos;
|
||||
effect->obj.pos.z = zPos;
|
||||
@ -1472,9 +1472,9 @@ void func_i6_8018CAD4(Effect* effect) {
|
||||
|
||||
effect->obj.rot.x += effect->unk_60.x;
|
||||
effect->obj.rot.y += effect->unk_60.y;
|
||||
switch (effect->unk_4E) {
|
||||
switch (effect->state) {
|
||||
case 0:
|
||||
if (gBosses[0].actionState == 17) {
|
||||
if (gBosses[0].state == 17) {
|
||||
Math_SmoothStepToF(&effect->obj.pos.x, gBosses[0].obj.pos.x, 0.03f, 10.0f, 0);
|
||||
Math_SmoothStepToF(&effect->obj.pos.y, gBosses[0].obj.pos.y - 200.0f, 0.03f, 10.0f, 0);
|
||||
effectXpos = effect->obj.pos.x;
|
||||
@ -1562,7 +1562,7 @@ static Gfx* D_i6_801A6790[10] = {
|
||||
|
||||
void func_i6_8018CF98(Effect* effect) {
|
||||
|
||||
if (effect->unk_4E == 10) {
|
||||
if (effect->state == 10) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, effect->unk_44);
|
||||
Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
@ -1616,10 +1616,10 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
if ((boss->swork[5] < 0) && (boss->swork[4] < 0)) {
|
||||
if ((boss->dmgType != DMG_NONE) && (boss->dmgPart == 0 || boss->dmgPart == 1)) {
|
||||
boss->dmgType = DMG_NONE;
|
||||
if (boss->actionState < 12) {
|
||||
if (boss->state < 12) {
|
||||
boss->health -= boss->damage;
|
||||
boss->timer_05C = 20;
|
||||
if ((boss->actionState == 9) || (boss->actionState == 10)) {
|
||||
if ((boss->state == 9) || (boss->state == 10)) {
|
||||
if (boss->health <= 0) {
|
||||
D_Timer_80161A60 = 8;
|
||||
Audio_PlaySfx(0x2940D09A, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1628,7 +1628,7 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
func_8001A55C(boss->sfxPos, 0x11030073);
|
||||
func_800182F4(0x100100FF);
|
||||
func_800182F4(0x110100FF);
|
||||
boss->actionState = 31;
|
||||
boss->state = 31;
|
||||
boss->timer_050 = 200;
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_7;
|
||||
gPlayer[0].unk_1D0 = 0;
|
||||
@ -1642,9 +1642,9 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
func_800182F4(0x100100FF);
|
||||
func_800182F4(0x110100FF);
|
||||
if (D_8017827C == 0) {
|
||||
boss->actionState = 30;
|
||||
boss->state = 30;
|
||||
} else {
|
||||
boss->actionState = 32;
|
||||
boss->state = 32;
|
||||
}
|
||||
boss->fwork[9] = 0.0f;
|
||||
boss->unk_04C = 0;
|
||||
@ -1658,13 +1658,13 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
} else if (boss->dmgType != DMG_NONE) {
|
||||
switch (boss->dmgPart) {
|
||||
case 0:
|
||||
if (boss->actionState < 11) {
|
||||
if (boss->state < 11) {
|
||||
boss->swork[6] -= boss->damage;
|
||||
boss->swork[0] = 30;
|
||||
Audio_PlaySfx(0x29034003, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (boss->swork[6] <= 0) {
|
||||
boss->swork[6] = 100;
|
||||
boss->actionState = 12;
|
||||
boss->state = 12;
|
||||
boss->timer_050 = 120;
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[9] = 0.0f;
|
||||
@ -1673,13 +1673,13 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (boss->actionState < 12) {
|
||||
if (boss->state < 12) {
|
||||
boss->swork[6] -= boss->damage;
|
||||
boss->swork[1] = 30;
|
||||
Audio_PlaySfx(0x29034003, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (boss->swork[6] <= 0) {
|
||||
boss->swork[6] = 100;
|
||||
boss->actionState = 13;
|
||||
boss->state = 13;
|
||||
boss->timer_050 = 120;
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[9] = 0.0f;
|
||||
@ -1741,34 +1741,34 @@ void func_i6_8018D2B0(Boss* boss) {
|
||||
|
||||
void func_i6_8018D9C0(Boss* boss) {
|
||||
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 2:
|
||||
boss->actionState = 3;
|
||||
boss->state = 3;
|
||||
break;
|
||||
case 3:
|
||||
boss->actionState = 4;
|
||||
boss->state = 4;
|
||||
break;
|
||||
case 4:
|
||||
boss->actionState = 5;
|
||||
boss->state = 5;
|
||||
boss->timer_050 = 30;
|
||||
break;
|
||||
case 5:
|
||||
boss->actionState = 6;
|
||||
boss->state = 6;
|
||||
boss->timer_050 = 40;
|
||||
break;
|
||||
case 6:
|
||||
boss->actionState = 17;
|
||||
boss->state = 17;
|
||||
boss->timer_050 = 180;
|
||||
boss->fwork[16] = 0.0f;
|
||||
break;
|
||||
case 12:
|
||||
case 13:
|
||||
case 14:
|
||||
boss->actionState = 7;
|
||||
boss->state = 7;
|
||||
boss->timer_050 = 150;
|
||||
break;
|
||||
default:
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
break;
|
||||
}
|
||||
boss->fwork[9] = 0.0f;
|
||||
@ -1825,13 +1825,13 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
f32 yaw;
|
||||
f32 pitch;
|
||||
s16 limbCount;
|
||||
s32 initialActionState;
|
||||
s32 initialstate;
|
||||
s32 pad;
|
||||
|
||||
player = &gPlayer[0];
|
||||
gBossFrameCount++;
|
||||
|
||||
initialActionState = boss->actionState;
|
||||
initialstate = boss->state;
|
||||
|
||||
func_i6_801876FC();
|
||||
gAmbientR = 10;
|
||||
@ -1870,8 +1870,8 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
func_i6_8018D2B0(boss);
|
||||
boss->swork[7] = 0;
|
||||
boss->fwork[14] = boss->fwork[15] = 0.0f;
|
||||
if (boss->actionState >= 2) {
|
||||
gBlurAlpha = 0x80;
|
||||
if (boss->state >= 2) {
|
||||
gBlurAlpha = 128;
|
||||
}
|
||||
|
||||
for (i = 0; i < 4; i++) {
|
||||
@ -1934,11 +1934,11 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
}
|
||||
Math_SmoothStepToAngle(&boss->vwork[5].x, pitch, 0.5f, 5.0f, 0);
|
||||
Math_SmoothStepToAngle(&boss->vwork[5].y, yaw, 0.5f, 5.0f, 0);
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
boss->fwork[8] = 0.1f;
|
||||
boss->fwork[7] = 50.0f;
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
boss->timer_050 = 60;
|
||||
boss->timer_052 = 80;
|
||||
boss->timer_054 = 150;
|
||||
@ -1986,7 +1986,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
}
|
||||
Math_SmoothStepToF(&boss->fwork[9], 0.2f, 1.0f, 0.01f, 0);
|
||||
if (boss->timer_054 == 0) {
|
||||
boss->actionState = 2;
|
||||
boss->state = 2;
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[7] = boss->fwork[9] = 0.0f;
|
||||
boss->vel.z = -20.0f;
|
||||
@ -2226,7 +2226,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
break;
|
||||
case 12:
|
||||
if ((boss->swork[4] < 0) || (boss->swork[5] < 0)) {
|
||||
boss->actionState = 14;
|
||||
boss->state = 14;
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[9] = 0.0f;
|
||||
} else {
|
||||
@ -2253,7 +2253,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
break;
|
||||
case 13:
|
||||
if ((boss->swork[4] < 0) || (boss->swork[5] < 0)) {
|
||||
boss->actionState = 14;
|
||||
boss->state = 14;
|
||||
boss->unk_04C = 0;
|
||||
boss->fwork[9] = 0.0f;
|
||||
} else {
|
||||
@ -2335,7 +2335,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_C00DE48)) {
|
||||
boss->unk_04C = Animation_GetFrameCount(&D_C00DE48) - 1;
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 16;
|
||||
boss->state = 16;
|
||||
boss->unk_04C = 0;
|
||||
boss->timer_050 = 30;
|
||||
boss->fwork[9] = 0.0f;
|
||||
@ -2344,7 +2344,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
limbCount = Animation_GetFrameData(&D_C00DE48, boss->unk_04C, spD0);
|
||||
Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f);
|
||||
if ((boss->unk_04C == 45) && (boss->swork[8] == 2)) {
|
||||
boss->actionState = 18;
|
||||
boss->state = 18;
|
||||
boss->unk_04C = 0;
|
||||
boss->unk_044 = 0;
|
||||
boss->timer_050 = 40;
|
||||
@ -2434,7 +2434,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
(fabsf(playerShot->obj.pos.y - (boss->obj.pos.y - 100.0f)) < 200.0f) &&
|
||||
(fabsf(playerShot->obj.pos.z - (boss->obj.pos.z - 200.0f)) < 100.0f)) {
|
||||
Object_Kill(&playerShot->obj, playerShot->sfxPos);
|
||||
boss->actionState = 15;
|
||||
boss->state = 15;
|
||||
boss->fwork[9] = 0.2f;
|
||||
boss->unk_04C = 0;
|
||||
boss->swork[8] = 2;
|
||||
@ -2461,7 +2461,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
Math_SmoothStepToF(&player->pos.y, boss->obj.pos.y - 150.0f, 0.1f, boss->fwork[16], 0);
|
||||
Math_SmoothStepToF(&boss->fwork[16], 35.0f, 1.0f, 0.5f, 0);
|
||||
if (fabsf(player->unk_138 - boss->obj.pos.z) < 200.0f) {
|
||||
boss->actionState = 15;
|
||||
boss->state = 15;
|
||||
boss->swork[8] = 1;
|
||||
boss->fwork[9] = 0.2f;
|
||||
boss->unk_04C = 0;
|
||||
@ -2489,7 +2489,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
if (boss->unk_04C >= Animation_GetFrameCount(&D_C0240D0)) {
|
||||
boss->unk_04C = 0;
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 15;
|
||||
boss->state = 15;
|
||||
boss->swork[8] = 0;
|
||||
boss->fwork[9] = 0.0f;
|
||||
}
|
||||
@ -2624,7 +2624,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
case 120:
|
||||
boss->swork[18] = 1;
|
||||
func_i6_8018DA94(boss, &boss->vwork[19]);
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
boss->health = 100;
|
||||
boss->timer_050 = 50;
|
||||
boss->fwork[9] = 0.0f;
|
||||
@ -2636,7 +2636,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
case 9:
|
||||
boss->fwork[6] = -3000.0f;
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 10;
|
||||
boss->state = 10;
|
||||
boss->timer_050 = 100;
|
||||
}
|
||||
boss->fwork[8] = 0.05f;
|
||||
@ -2671,7 +2671,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 700.0f), boss->obj.pos.z, 0.0f, 0.0f,
|
||||
gPlayer[0].vel.z, (Rand_ZeroOne() * 0.15f) + 0.15f, 0);
|
||||
if (boss->timer_050 == 0) {
|
||||
boss->actionState = 9;
|
||||
boss->state = 9;
|
||||
boss->timer_050 = 130;
|
||||
}
|
||||
break;
|
||||
@ -2788,7 +2788,7 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
boss1->obj.pos.y = boss->obj.pos.y;
|
||||
boss1->obj.pos.z = boss->obj.pos.z;
|
||||
boss1->swork[1] = 100;
|
||||
boss1->actionState = 10;
|
||||
boss1->state = 10;
|
||||
boss1->timer_050 = 180;
|
||||
boss1->unk_3F8 = 5.0f;
|
||||
Object_SetInfo(&boss1->info, boss1->obj.id);
|
||||
@ -2839,10 +2839,10 @@ void func_i6_8018DBF0(Boss* boss) {
|
||||
boss->info.hitbox[7] = boss->vwork[3].z - boss->obj.pos.z;
|
||||
boss->info.hitbox[9] = boss->vwork[3].y - boss->obj.pos.y;
|
||||
boss->info.hitbox[11] = boss->vwork[3].x - boss->obj.pos.x;
|
||||
if ((initialActionState == 17) && (boss->actionState != 17)) {
|
||||
if ((initialstate == 17) && (boss->state != 17)) {
|
||||
func_8001A55C(boss->sfxPos, 0x31022087);
|
||||
}
|
||||
if ((initialActionState == 7) && (boss->actionState != 7)) {
|
||||
if ((initialstate == 7) && (boss->state != 7)) {
|
||||
func_8001A55C(boss->sfxPos, 0x3103108B);
|
||||
}
|
||||
}
|
||||
@ -2873,7 +2873,7 @@ s32 func_i6_801917F0(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* d
|
||||
sp94 = D_i6_801A67F4;
|
||||
scale = 1.0f;
|
||||
if ((limbIndex >= 13) && (limbIndex <= 50)) {
|
||||
if (boss->actionState < 2) {
|
||||
if (boss->state < 2) {
|
||||
*dList = NULL;
|
||||
} else {
|
||||
RCP_SetupDL(&gMasterDisp, 0x1D);
|
||||
@ -3136,7 +3136,7 @@ void func_i6_801924B4(s32 limbIndex, Vec3f* rot, void* data) {
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp88, &boss->vwork[10]);
|
||||
break;
|
||||
}
|
||||
if (boss->actionState >= 30) {
|
||||
if (boss->state >= 30) {
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
Matrix_MultVec3f(gCalcMatrix, &sp94, &boss->vwork[16]);
|
||||
@ -3186,7 +3186,7 @@ void func_i6_801928C8(Boss* boss) {
|
||||
// FAKE
|
||||
if (1) {}
|
||||
PRINTF("Enm->count %d\n");
|
||||
if (boss->actionState < 2) {
|
||||
if (boss->state < 2) {
|
||||
Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, D_i6_801A7F5C, D_i6_801A7F64, D_i6_801A7F6C,
|
||||
D_i6_801A7F74, D_i6_801A7F7C, D_i6_801A8430);
|
||||
}
|
||||
@ -3251,12 +3251,12 @@ void func_i6_80192E94(Actor* actor) {
|
||||
Actor* otherActor;
|
||||
s32 i;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->obj.pos.x >= 0.0f) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
} else {
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
}
|
||||
actor->vwork[0].x = actor->obj.pos.x;
|
||||
actor->vwork[0].y = actor->obj.pos.y - 300.0f;
|
||||
@ -3339,10 +3339,10 @@ extern Gfx* D_C038AC4;
|
||||
|
||||
void func_i6_80193380(Object_80* obj80) {
|
||||
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 0:
|
||||
if (fabsf(obj80->obj.pos.z - gPlayer[0].unk_138) < 1800.0f) {
|
||||
obj80->unk_48 = 1;
|
||||
obj80->state = 1;
|
||||
obj80->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_C038AC4);
|
||||
}
|
||||
break;
|
||||
@ -3425,7 +3425,7 @@ void func_i6_80193710(void) {
|
||||
}
|
||||
|
||||
if (D_80178310[i].id <= OBJ_80_160) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[i].id;
|
||||
obj58->sfxPos[0] = obj58->obj.pos.x = D_80178310[i].xPos;
|
||||
@ -3479,7 +3479,7 @@ void func_i6_801939A0(s32 actorIndex) {
|
||||
actor->iwork[14] = 1;
|
||||
}
|
||||
if (actorIndex == 1) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_046 = 0xFF;
|
||||
actor->unk_0B6 = 1000;
|
||||
}
|
||||
@ -3506,7 +3506,7 @@ void func_i6_80193AE4(s32 actorIndex) {
|
||||
actor->obj.pos.z = D_i6_801A6878[actorIndex].z;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
if (actorIndex == 0) {
|
||||
actor->unk_0B8 = 200;
|
||||
actor->state = 200;
|
||||
actor->unk_0B6 = 1;
|
||||
Audio_PlaySfx(0x11030010, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
return;
|
||||
@ -3514,7 +3514,7 @@ void func_i6_80193AE4(s32 actorIndex) {
|
||||
actor->iwork[11] = 1;
|
||||
actor->fwork[7] = Rand_ZeroOne() * 360.0f;
|
||||
actor->fwork[8] = Rand_ZeroOne() * 360.0f;
|
||||
actor->unk_0B8 = 100;
|
||||
actor->state = 100;
|
||||
Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
@ -3844,7 +3844,7 @@ void func_i6_80193C4C(Player* player) {
|
||||
D_801779B8 = 15000.0f;
|
||||
D_801779C0 = 0;
|
||||
player->unk_034 = 0.0f;
|
||||
gActors[10].unk_0B8 = 101;
|
||||
gActors[10].state = 101;
|
||||
gActors[10].fwork[0] = 0.0f;
|
||||
gActors[10].obj.pos.y = 14500.0f;
|
||||
gActors[10].unk_0F4.z = 70.0f;
|
||||
@ -4056,7 +4056,7 @@ void func_i6_80195E44(Actor* actor) {
|
||||
|
||||
sp34 = 0.0f;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->unk_0F4.z += actor->fwork[1];
|
||||
if (gCsFrameCount > 250) {
|
||||
@ -4069,7 +4069,7 @@ void func_i6_80195E44(Actor* actor) {
|
||||
actor->unk_0F4.z += actor->fwork[1];
|
||||
Math_SmoothStepToF(&actor->fwork[1], -2.0f, 0.1f, 0.04f, 0.0f);
|
||||
if (gCsFrameCount == 55) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
@ -4115,7 +4115,7 @@ void func_i6_801961AC(void) {
|
||||
|
||||
Boss_Initialize(boss);
|
||||
boss->obj.status = OBJ_ACTIVE;
|
||||
boss->actionState = 21;
|
||||
boss->state = 21;
|
||||
boss->obj.id = OBJ_BOSS_321;
|
||||
Object_SetInfo(&boss->info, boss->obj.id);
|
||||
gCsFrameCount = 599;
|
||||
|
@ -57,7 +57,7 @@ void func_i6_80197B30(Actor* actor, s32 timer) {
|
||||
actor->obj.rot.x = gPlayer[0].unk_120 + gPlayer[0].unk_0E4 + gPlayer[0].unk_4D8;
|
||||
actor->obj.rot.y = gPlayer[0].unk_114 + gPlayer[0].unk_0E8 + 180.0f;
|
||||
actor->obj.rot.z = gPlayer[0].unk_0EC;
|
||||
actor->unk_0B8 = 5;
|
||||
actor->state = 5;
|
||||
actor->timer_04C = timer;
|
||||
actor->iwork[11] = 1;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
@ -518,7 +518,7 @@ void func_i6_80199438(Boss* boss) {
|
||||
boss->fwork[0] = 1.0f;
|
||||
}
|
||||
if ((boss->timer_058 == 60) && (boss->swork[19] == 0)) {
|
||||
func_80077240(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 3);
|
||||
BonusText_Display(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 3);
|
||||
gHitCount += 4;
|
||||
}
|
||||
if (boss->timer_058 == 50) {
|
||||
@ -964,7 +964,7 @@ void func_i6_8019AEEC(Boss* boss) {
|
||||
gActors[59].obj.pos.y = boss->obj.pos.y - 202.0f;
|
||||
gActors[59].obj.pos.x = boss->obj.pos.x;
|
||||
gActors[59].obj.pos.z = boss->obj.pos.z - 30.0f;
|
||||
gActors[59].unk_0B8 = 6;
|
||||
gActors[59].state = 6;
|
||||
}
|
||||
if (boss->obj.pos.y == 0.0f) {
|
||||
Audio_PlaySfx(0x0100001D, D_800C5D28, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -1844,7 +1844,7 @@ void func_i6_8019EB80(void) {
|
||||
actor->vwork[0].x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x;
|
||||
actor->vwork[0].y = D_i6_801A69FC[i].y + gPlayer[0].pos.y;
|
||||
actor->vwork[0].z = D_i6_801A69FC[i].z + gPlayer[0].pos.z;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
if (i >= 3) {
|
||||
actor->unk_0B6 = 35;
|
||||
@ -2123,17 +2123,17 @@ void func_i6_8019EE60(Player* player) {
|
||||
break;
|
||||
case 1380:
|
||||
if (gTeamShields[3] > 0) {
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1400:
|
||||
if (gTeamShields[2] > 0) {
|
||||
gActors[1].unk_0B8 = 2;
|
||||
gActors[1].state = 2;
|
||||
}
|
||||
break;
|
||||
case 1420:
|
||||
if (gTeamShields[1] > 0) {
|
||||
gActors[2].unk_0B8 = 2;
|
||||
gActors[2].state = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -2169,18 +2169,18 @@ void func_i6_8019FF00(Actor* actor) {
|
||||
f32 temp1;
|
||||
f32 temp2;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 1:
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0].x, 0.02f, 2.0f, 0.0001f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0].y, 0.02f, 2.0f, 0.0001f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.z, actor->vwork[0].z, 0.02f, 2.0f, 0.0001f);
|
||||
Math_SmoothStepToF(&actor->unk_0F4.z, 0.0f, 0.02f, 0.2f, 0.0001f);
|
||||
if ((actor->unk_0B6 != 0) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) {
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
@ -2244,7 +2244,7 @@ void func_i6_8019FF00(Actor* actor) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (actor->unk_0B8 != 6) {
|
||||
if (actor->state != 6) {
|
||||
Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, 0);
|
||||
Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), 1);
|
||||
sp4C.x = 0.0f;
|
||||
@ -2333,7 +2333,7 @@ void func_i6_801A06A4(Actor* actor, s32 arg1) {
|
||||
actor->fwork[0] = gPlayer[0].unk_0D0;
|
||||
actor->unk_0F4.y = gPlayer[0].unk_0E8;
|
||||
actor->unk_0F4.z = gPlayer[0].unk_0EC;
|
||||
actor->unk_0B8 = arg1 + 7;
|
||||
actor->state = arg1 + 7;
|
||||
actor->iwork[11] = 1;
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@ -3139,7 +3139,7 @@ void func_i6_801A39FC(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = arg7;
|
||||
actor->state = arg7;
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.y = yPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
@ -3248,9 +3248,9 @@ void func_i6_801A4E44(Object_80* obj80) {
|
||||
Vec3f sp3C;
|
||||
Vec3f sp30;
|
||||
|
||||
if (obj80->unk_48 == 0) {
|
||||
if (obj80->state == 0) {
|
||||
Audio_PlaySfx(0x1900404F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
obj80->unk_48++;
|
||||
obj80->state++;
|
||||
}
|
||||
if (!(gGameFrameCount & 3)) {
|
||||
Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0);
|
||||
@ -3287,9 +3287,9 @@ void func_i6_801A52B8(Object_80* obj80) {
|
||||
Vec3f sp44;
|
||||
Vec3f sp38;
|
||||
|
||||
if (obj80->unk_48 == 0) {
|
||||
if (obj80->state == 0) {
|
||||
Audio_PlaySfx(0x1900404F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
obj80->unk_48++;
|
||||
obj80->state++;
|
||||
}
|
||||
if (!(gGameFrameCount & 3)) {
|
||||
Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0);
|
||||
|
@ -40,7 +40,7 @@ void func_i6_80196314(Actor* actor) {
|
||||
Player* player = &gPlayer[0];
|
||||
s32 i;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
D_8015F928 = 0;
|
||||
D_8015F908 = 0;
|
||||
@ -51,7 +51,7 @@ void func_i6_80196314(Actor* actor) {
|
||||
}
|
||||
|
||||
if (player->state_1C8 == PLAYERSTATE_1C8_3) {
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
player->pos.x = 0.0f;
|
||||
player->pos.z = 8000.0f;
|
||||
player->pos.y = 670.0f;
|
||||
@ -60,7 +60,7 @@ void func_i6_80196314(Actor* actor) {
|
||||
} else {
|
||||
D_800C9B4C = 320;
|
||||
D_8015F908 = 1200;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
player->pos.x = 0.0f;
|
||||
player->pos.z = 16000.0f;
|
||||
player->pos.y = 4350.0f;
|
||||
@ -82,11 +82,11 @@ void func_i6_80196314(Actor* actor) {
|
||||
case 1:
|
||||
|
||||
for (otherActor = &gActors[1], i = 1; i < 4; i++, otherActor++) {
|
||||
otherActor->unk_0B8 = 0;
|
||||
otherActor->state = 0;
|
||||
otherActor->timer_0BC = 3;
|
||||
if (actor->timer_0BC == 0) {
|
||||
otherActor->unk_0B8 = 2;
|
||||
actor->unk_0B8 = 2;
|
||||
otherActor->state = 2;
|
||||
actor->state = 2;
|
||||
player->state_1C8 = PLAYERSTATE_1C8_3;
|
||||
player->unk_014 = 0.0001f;
|
||||
D_80177838 = 80;
|
||||
@ -135,7 +135,7 @@ void func_i6_80196314(Actor* actor) {
|
||||
Math_SmoothStepToF(&player->camAt.z, actor4->obj.pos.z, 1.0f, 20000.0f, 0.0f);
|
||||
Math_SmoothStepToF(&player->unk_034, 0, 0.1f, 0.2f, 0.0f);
|
||||
if ((gControllerPress->button & START_BUTTON) || (D_8015F928 == (D_800C9B4C + 300))) {
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
player->state_1C8 = PLAYERSTATE_1C8_3;
|
||||
func_800B7184(player, 1);
|
||||
player->unk_014 = 0.0f;
|
||||
@ -183,7 +183,7 @@ void func_i6_80196968(void) {
|
||||
}
|
||||
|
||||
if (D_80178310[i].id <= OBJ_80_160) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[i].id;
|
||||
obj58->sfxPos[0] = obj58->obj.pos.x = D_80178310[i].xPos;
|
||||
|
@ -1541,10 +1541,10 @@ void func_menu_8019F910(void) {
|
||||
void func_menu_8019F97C(void) {
|
||||
D_menu_801CEA54 = func_menu_801A25C8(sCurrentPlanetId);
|
||||
|
||||
D_menu_801CD9F4 = D_menu_801CDA00 = planet[sCurrentPlanetId].posX;
|
||||
D_menu_801CD9F8 = D_menu_801CDA04 = planet[sCurrentPlanetId].posY;
|
||||
D_menu_801CDA08 = planet[sCurrentPlanetId].posZ;
|
||||
D_menu_801CD9FC = planet[sCurrentPlanetId].posZ + D_menu_801CEA54;
|
||||
D_menu_801CD9F4 = D_menu_801CDA00 = planet[sCurrentPlanetId].pos.x;
|
||||
D_menu_801CD9F8 = D_menu_801CDA04 = planet[sCurrentPlanetId].pos.y;
|
||||
D_menu_801CDA08 = planet[sCurrentPlanetId].pos.z;
|
||||
D_menu_801CD9FC = planet[sCurrentPlanetId].pos.z + D_menu_801CEA54;
|
||||
}
|
||||
|
||||
void func_menu_8019FA1C(void) {
|
||||
@ -2276,12 +2276,12 @@ void func_menu_801A1AE8(void) {
|
||||
|
||||
D_menu_801CEA54 = func_menu_801A25C8(sCurrentPlanetId);
|
||||
|
||||
D_menu_801CDA40.x = planet[sCurrentPlanetId].posX;
|
||||
D_menu_801CDA40.y = planet[sCurrentPlanetId].posY;
|
||||
D_menu_801CDA40.z = planet[sCurrentPlanetId].posZ;
|
||||
D_menu_801CDA40.x = planet[sCurrentPlanetId].pos.x;
|
||||
D_menu_801CDA40.y = planet[sCurrentPlanetId].pos.y;
|
||||
D_menu_801CDA40.z = planet[sCurrentPlanetId].pos.z;
|
||||
|
||||
D_menu_801CDA50.x = planet[sCurrentPlanetId].posX;
|
||||
D_menu_801CDA50.y = planet[sCurrentPlanetId].posY;
|
||||
D_menu_801CDA50.x = planet[sCurrentPlanetId].pos.x;
|
||||
D_menu_801CDA50.y = planet[sCurrentPlanetId].pos.y;
|
||||
D_menu_801CDA50.z = D_menu_801CDA40.z + D_menu_801CEA54;
|
||||
|
||||
D_menu_801CDA2C = D_menu_801CDA00;
|
||||
@ -2630,11 +2630,11 @@ void func_menu_801A281C(void) {
|
||||
D_menu_801CEF58[0].z = D_menu_801CEF58[1].z = D_menu_801CDA08;
|
||||
|
||||
D_menu_801CEF58[5].x = D_menu_801CEF58[4].x = D_menu_801CEF58[3].x = D_menu_801CEF58[2].x =
|
||||
planet[D_menu_801CD958].posX;
|
||||
planet[D_menu_801CD958].pos.x;
|
||||
D_menu_801CEF58[5].y = D_menu_801CEF58[4].y = D_menu_801CEF58[3].y = D_menu_801CEF58[2].y =
|
||||
planet[D_menu_801CD958].posY;
|
||||
planet[D_menu_801CD958].pos.y;
|
||||
D_menu_801CEF58[5].z = D_menu_801CEF58[4].z = D_menu_801CEF58[3].z = D_menu_801CEF58[2].z =
|
||||
planet[D_menu_801CD958].posZ;
|
||||
planet[D_menu_801CD958].pos.z;
|
||||
|
||||
D_menu_801CDA0C = -46.5f;
|
||||
D_menu_801CDA10 = 0.0f;
|
||||
@ -4185,9 +4185,9 @@ void func_menu_801A6694(void) {
|
||||
|
||||
Matrix_MultVec3f(gGfxMatrix, &src, &dest);
|
||||
|
||||
planet[planetId].posX = dest.x;
|
||||
planet[planetId].posY = dest.y;
|
||||
planet[planetId].posZ = dest.z;
|
||||
planet[planetId].pos.x = dest.x;
|
||||
planet[planetId].pos.y = dest.y;
|
||||
planet[planetId].pos.z = dest.z;
|
||||
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
|
||||
@ -5183,7 +5183,7 @@ void func_menu_801A9910(void) {
|
||||
|
||||
for (i = 0; i < D_menu_801AF834[var_s0].height; i++) {
|
||||
TextureRect_8bIA(&gMasterDisp, D_menu_801AF834[var_s0].addr + (D_menu_801AF834[var_s0].width * i),
|
||||
D_menu_801AF834[var_s0].width, 1, D_menu_801AF834[var_s0].posX, 20.0f + (1.0f * i), 1.0f,
|
||||
D_menu_801AF834[var_s0].width, 1, D_menu_801AF834[var_s0].xPos, 20.0f + (1.0f * i), 1.0f,
|
||||
1.0f);
|
||||
}
|
||||
|
||||
@ -5279,12 +5279,12 @@ void func_menu_801A9A8C(void) {
|
||||
|
||||
for (i = 0; i < D_menu_801AF834[sp58].height; i++) {
|
||||
TextureRect_8bIA(&gMasterDisp, D_menu_801AF834[sp58].addr + (D_menu_801AF834[sp58].width * i),
|
||||
D_menu_801AF834[sp58].width, 1, D_menu_801AF834[sp58].posX, 94.0f + (1.0f * i), 1.0f, 1.0f);
|
||||
D_menu_801AF834[sp58].width, 1, D_menu_801AF834[sp58].xPos, 94.0f + (1.0f * i), 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
for (i = 0; i < D_menu_801AF914[sp58].height; i++) {
|
||||
TextureRect_8bIA(&gMasterDisp, D_menu_801AF914[sp58].addr + (D_menu_801AF914[sp58].width * i),
|
||||
D_menu_801AF914[sp58].width, 1, D_menu_801AF914[sp58].posX, 140.0f + (1.0f * i), 1.0f, 1.0f);
|
||||
D_menu_801AF914[sp58].width, 1, D_menu_801AF914[sp58].xPos, 140.0f + (1.0f * i), 1.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@ -5630,15 +5630,15 @@ void func_menu_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) {
|
||||
|
||||
void func_menu_801AB17C(f32 x, f32 y, f32 z) {
|
||||
static f32 scale = 0.23f;
|
||||
static f32 posX = 4.4f;
|
||||
static f32 posY = 1.0f;
|
||||
static f32 xPos = 4.4f;
|
||||
static f32 yPos = 1.0f;
|
||||
|
||||
RCP_SetupDL(&gMasterDisp, 0x35);
|
||||
gDPSetTextureFilter(gMasterDisp++, G_TF_POINT);
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
Matrix_Translate(gGfxMatrix, x - posX, y + posY, z, 1);
|
||||
Matrix_Translate(gGfxMatrix, x - xPos, y + yPos, z, 1);
|
||||
Matrix_Scale(gGfxMatrix, scale, scale, scale, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
|
||||
@ -6542,19 +6542,19 @@ void func_menu_801ACD90(s32 index, Vec3f* src, Vec3f* dest) {
|
||||
temp2 = 30.0f;
|
||||
}
|
||||
|
||||
x = planet[D_menu_801AFD18[index].unk_08].posX - planet[D_menu_801AFD18[index].unk_04].posX;
|
||||
y = planet[D_menu_801AFD18[index].unk_08].posY - planet[D_menu_801AFD18[index].unk_04].posY;
|
||||
z = planet[D_menu_801AFD18[index].unk_08].posZ - planet[D_menu_801AFD18[index].unk_04].posZ;
|
||||
x = planet[D_menu_801AFD18[index].unk_08].pos.x - planet[D_menu_801AFD18[index].unk_04].pos.x;
|
||||
y = planet[D_menu_801AFD18[index].unk_08].pos.y - planet[D_menu_801AFD18[index].unk_04].pos.y;
|
||||
z = planet[D_menu_801AFD18[index].unk_08].pos.z - planet[D_menu_801AFD18[index].unk_04].pos.z;
|
||||
|
||||
r = sqrtf(SQ(x) + SQ(y) + SQ(z));
|
||||
|
||||
x1 = planet[D_menu_801AFD18[index].unk_04].posX + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (x / r));
|
||||
y1 = planet[D_menu_801AFD18[index].unk_04].posY + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (y / r));
|
||||
z1 = planet[D_menu_801AFD18[index].unk_04].posZ + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (z / r));
|
||||
x1 = planet[D_menu_801AFD18[index].unk_04].pos.x + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (x / r));
|
||||
y1 = planet[D_menu_801AFD18[index].unk_04].pos.y + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (y / r));
|
||||
z1 = planet[D_menu_801AFD18[index].unk_04].pos.z + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (z / r));
|
||||
|
||||
x2 = planet[D_menu_801AFD18[index].unk_08].posX + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-x / r));
|
||||
y2 = planet[D_menu_801AFD18[index].unk_08].posY + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-y / r));
|
||||
z2 = planet[D_menu_801AFD18[index].unk_08].posZ + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-z / r));
|
||||
x2 = planet[D_menu_801AFD18[index].unk_08].pos.x + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-x / r));
|
||||
y2 = planet[D_menu_801AFD18[index].unk_08].pos.y + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-y / r));
|
||||
z2 = planet[D_menu_801AFD18[index].unk_08].pos.z + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-z / r));
|
||||
|
||||
src->x = x1;
|
||||
src->y = y1;
|
||||
|
@ -2653,11 +2653,11 @@ void func_menu_8018EA78(s32 arg0) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
bool func_menu_8018EDC8(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) {
|
||||
bool func_menu_8018EDC8(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
s32 i = *(s32*) arg4;
|
||||
s32 i = *(s32*) data;
|
||||
|
||||
if ((D_menu_801B86A4 < 2) && D_menu_801B9040) {
|
||||
x = D_menu_801B905C - D_menu_801B8350[i].unk_00.x;
|
||||
@ -2718,70 +2718,70 @@ bool func_menu_8018EDC8(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* ar
|
||||
|
||||
switch (i) {
|
||||
case 0:
|
||||
if (arg0 == 1) {
|
||||
arg3->z += D_menu_801B8350[i].unk_18;
|
||||
if (limbIndex == 1) {
|
||||
rot->z += D_menu_801B8350[i].unk_18;
|
||||
}
|
||||
if (arg0 == 19) {
|
||||
arg3->x += D_menu_801B8350[i].unk_30;
|
||||
arg3->y += D_menu_801B8350[i].unk_34;
|
||||
if (limbIndex == 19) {
|
||||
rot->x += D_menu_801B8350[i].unk_30;
|
||||
rot->y += D_menu_801B8350[i].unk_34;
|
||||
}
|
||||
if (arg0 == 20) {
|
||||
arg3->x += D_menu_801B8350[i].unk_40;
|
||||
arg3->y += D_menu_801B8350[i].unk_44;
|
||||
if (limbIndex == 20) {
|
||||
rot->x += D_menu_801B8350[i].unk_40;
|
||||
rot->y += D_menu_801B8350[i].unk_44;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
if (arg0 == 1) {
|
||||
arg3->z += D_menu_801B8350[i].unk_18;
|
||||
if (limbIndex == 1) {
|
||||
rot->z += D_menu_801B8350[i].unk_18;
|
||||
}
|
||||
if (arg0 == 11) {
|
||||
arg3->z += D_menu_801B8350[i].unk_20;
|
||||
if (limbIndex == 11) {
|
||||
rot->z += D_menu_801B8350[i].unk_20;
|
||||
}
|
||||
if (arg0 == 19) {
|
||||
arg3->x += D_menu_801B8350[i].unk_30;
|
||||
arg3->y += D_menu_801B8350[i].unk_34;
|
||||
if (limbIndex == 19) {
|
||||
rot->x += D_menu_801B8350[i].unk_30;
|
||||
rot->y += D_menu_801B8350[i].unk_34;
|
||||
}
|
||||
if (arg0 == 20) {
|
||||
arg3->x += D_menu_801B8350[i].unk_40;
|
||||
arg3->y += D_menu_801B8350[i].unk_44;
|
||||
if (limbIndex == 20) {
|
||||
rot->x += D_menu_801B8350[i].unk_40;
|
||||
rot->y += D_menu_801B8350[i].unk_44;
|
||||
}
|
||||
if (arg0 == 21) {
|
||||
arg3->x += -5.0f;
|
||||
if (limbIndex == 21) {
|
||||
rot->x += -5.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (arg0 == 1) {
|
||||
arg3->z += D_menu_801B8350[i].unk_18;
|
||||
if (limbIndex == 1) {
|
||||
rot->z += D_menu_801B8350[i].unk_18;
|
||||
}
|
||||
if (arg0 == 19) {
|
||||
arg3->x += D_menu_801B8350[i].unk_30;
|
||||
arg3->y += D_menu_801B8350[i].unk_34;
|
||||
if (limbIndex == 19) {
|
||||
rot->x += D_menu_801B8350[i].unk_30;
|
||||
rot->y += D_menu_801B8350[i].unk_34;
|
||||
}
|
||||
if (arg0 == 20) {
|
||||
arg3->x += D_menu_801B8350[i].unk_40;
|
||||
arg3->y += D_menu_801B8350[i].unk_44;
|
||||
if (limbIndex == 20) {
|
||||
rot->x += D_menu_801B8350[i].unk_40;
|
||||
rot->y += D_menu_801B8350[i].unk_44;
|
||||
}
|
||||
if (arg0 == 21) {
|
||||
arg3->x += 10.0f;
|
||||
if (limbIndex == 21) {
|
||||
rot->x += 10.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (arg0 == 1) {
|
||||
arg3->z += D_menu_801B8350[i].unk_18;
|
||||
if (limbIndex == 1) {
|
||||
rot->z += D_menu_801B8350[i].unk_18;
|
||||
}
|
||||
if (arg0 == 17) {
|
||||
arg3->x += D_menu_801B8350[i].unk_30;
|
||||
arg3->y += D_menu_801B8350[i].unk_34;
|
||||
if (limbIndex == 17) {
|
||||
rot->x += D_menu_801B8350[i].unk_30;
|
||||
rot->y += D_menu_801B8350[i].unk_34;
|
||||
}
|
||||
if (arg0 == 18) {
|
||||
arg3->x += D_menu_801B8350[i].unk_40;
|
||||
arg3->y += D_menu_801B8350[i].unk_44;
|
||||
if (limbIndex == 18) {
|
||||
rot->x += D_menu_801B8350[i].unk_40;
|
||||
rot->y += D_menu_801B8350[i].unk_44;
|
||||
}
|
||||
if (arg0 == 19) {
|
||||
arg3->x += 4.0f;
|
||||
if (limbIndex == 19) {
|
||||
rot->x += 4.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user