mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-02-09 03:37:49 +03:00
2343 lines
103 KiB
C
2343 lines
103 KiB
C
#include "global.h"
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#include "assets/ast_landmaster.h"
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#include "assets/ast_aquas.h"
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#include "assets/ast_great_fox.h"
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#include "assets/ast_versus.h"
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#include "port/interpolation/FrameInterpolation.h"
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Vec3f sShotViewPos;
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void PlayerShot_SetupEffect351(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
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Effect_Initialize(effect);
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effect->obj.status = OBJ_INIT;
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effect->obj.id = OBJ_EFFECT_351;
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effect->obj.pos.x = xPos;
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effect->obj.pos.y = yPos;
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effect->obj.pos.z = zPos;
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effect->vel.z = 0.0f;
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effect->scale2 = 0.3f;
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effect->unk_4A = 100;
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effect->unk_48 = 3;
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if (Rand_ZeroOne() < 0.5f) {
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effect->unk_48 = -effect->unk_48;
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}
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Object_SetInfo(&effect->info, effect->obj.id);
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}
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void PlayerShot_SpawnEffect351(f32 xPos, f32 yPos, f32 zPos) {
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s32 i;
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for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
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if (gEffects[i].obj.status == OBJ_FREE) {
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PlayerShot_SetupEffect351(&gEffects[i], xPos, yPos, zPos);
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break;
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}
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}
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}
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void PlayerShot_Initialize(PlayerShot* shot) {
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s32 i;
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u8* ptr = (u8*) shot;
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for (i = 0; i < sizeof(PlayerShot); i++, ptr++) {
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*ptr = 0;
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}
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}
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void PlayerShot_ExplodeBomb(PlayerShot* shot) {
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f32 var_fs0;
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f32 var_fv0;
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f32 var_fv1;
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s32 var_v0;
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if (shot->unk_5C == 0) {
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shot->vel.x = shot->vel.y = shot->vel.z = shot->obj.rot.x = shot->obj.rot.y = shot->obj.rot.z = 0.0f;
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shot->scale = 1.0f;
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shot->unk_5C = 1;
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shot->timer = 30;
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shot->unk_58 = 150;
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Audio_PlayBombExplodeSfx(shot->sourceId, shot->sfxSource);
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gScreenFlashTimer = 4;
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if (shot->obj.pos.y < (gGroundHeight + 450.0f)) {
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gCameraShake = 15;
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if (gGroundSurface == SURFACE_WATER) {
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Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f,
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shot->unk_48 * 3.0f, 0);
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Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f,
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shot->unk_48 * 3.0f, 5);
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Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f,
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shot->unk_48 * 3.0f, 10);
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Effect_Effect372_Spawn2(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f,
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shot->unk_48 * 0.5f);
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Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_OB_WATER_BOUND_M);
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} else {
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func_enmy_80062B60(shot->obj.pos.x, shot->obj.pos.z, 0, shot->unk_48 * 3.0f);
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}
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}
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if (gCurrentLevel == LEVEL_BOLSE) {
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var_fv0 = 180.0f - (shot->obj.pos.y / 20.0f);
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if (var_fv0 < 50.0f) {
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var_fv0 = 50.0f;
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}
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var_fv1 = shot->obj.pos.y / 1000.0f;
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if (var_fv1 > 2.0f) {
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var_fv1 = 2.0f;
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}
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Effect_Effect385_Spawn(shot->obj.pos.x, gGroundHeight + 6.0f, shot->obj.pos.z,
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shot->unk_48 * (1.5f + var_fv1), var_fv0);
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}
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if (gVersusMode) {
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var_v0 = shot->sourceId + 10;
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} else {
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var_v0 = 0;
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}
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Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, shot->unk_48 * 1.5f, var_v0);
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if (gUseDynaFloor) {
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var_fs0 = 5.0f;
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if (shot->obj.pos.y > 300.0f) {
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var_fs0 = 1.0f;
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} else if (shot->obj.pos.y > 200.0f) {
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var_fs0 = 2.0f;
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} else if (shot->obj.pos.y > 100.0f) {
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var_fs0 = 3.0f;
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} else if (shot->obj.pos.y > 0.0f) {
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var_fs0 = 4.0f;
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}
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var_fs0 *= 2.0f;
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 50.0f, 0.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 46.0f, 19.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 35.0f, 35.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 19.0f, 46.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 0.0f, 50.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -50.0f, 0.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -46.0f, 19.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -35.0f, 35.0f, var_fs0);
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Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -19.0f, 46.0f, var_fs0);
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}
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}
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}
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void PlayerShot_Impact(PlayerShot* shot) {
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s32 var_v0_2;
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s32 i;
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if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
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Object_Kill(&shot->obj, shot->sfxSource);
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return;
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}
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shot->obj.pos.z = gShotHitPosZ; // strange order on the globals
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shot->obj.pos.y = gShotHitPosY;
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shot->obj.pos.x = gShotHitPosX;
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if ((shot->obj.id == PLAYERSHOT_BOMB) ||
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((gCurrentLevel != LEVEL_AQUAS) && (shot->obj.id == PLAYERSHOT_LOCK_ON) && (shot->unk_5C != 0))) {
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if (shot->obj.id == PLAYERSHOT_LOCK_ON) {
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shot->obj.id = PLAYERSHOT_BOMB;
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shot->unk_5C = 0;
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}
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PlayerShot_ExplodeBomb(shot);
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} else if (shot->obj.id == PLAYERSHOT_LOCK_ON) {
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shot->scale = 7.5f;
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for (i = 0; i < ARRAY_COUNT(gActors); i++) {
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gActors[i].lockOnTimers[shot->sourceId] = 0;
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}
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shot->vel.x = shot->vel.y = shot->vel.z = 0.0f;
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if (gCurrentLevel == LEVEL_AQUAS) {
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gLight3R = gLight3G = gLight3B = 0;
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Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, 4);
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Effect_Effect390_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.3f, 30);
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} else {
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if (gVersusMode) {
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var_v0_2 = shot->sourceId + 10;
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} else {
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var_v0_2 = 12;
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}
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Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, var_v0_2);
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func_effect_8007D2C8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 4.0f);
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}
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} else {
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shot->obj.status = SHOT_HITMARK;
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shot->unk_60 = 0;
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}
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}
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void PlayerShot_SetupEffect344(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, f32 xRot, f32 scale, s32 unk44,
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s32 time) {
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Effect_Initialize(effect);
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effect->obj.status = OBJ_INIT;
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effect->obj.id = OBJ_EFFECT_EXPLOSION_MARK_1;
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effect->obj.pos.x = xPos;
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effect->obj.pos.y = yPos;
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effect->obj.pos.z = zPos;
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effect->obj.rot.y = yRot;
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effect->obj.rot.x = xRot;
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effect->scale2 = scale * 0.5f;
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effect->unk_44 = unk44;
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effect->unk_46 = 80;
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effect->timer_50 = time;
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Object_SetInfo(&effect->info, effect->obj.id);
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Play_PlaySfxNoPlayer(effect->sfxSource, NA_SE_EXPLOSION_S);
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}
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void PlayerShot_SpawnEffect344(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 arg4, f32 arg5, f32 yRot, f32 xRot,
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f32 scale, s32 unk44, s32 time) {
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s32 i;
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if ((gGroundType != 4) && (gLevelType == LEVELTYPE_PLANET) && (gGroundSurface != SURFACE_WATER) &&
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(gCurrentLevel != LEVEL_SOLAR) && (gCurrentLevel != LEVEL_BOLSE) && (gCurrentLevel != LEVEL_TRAINING) &&
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(gCurrentLevel != LEVEL_ZONESS)) {
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for (i = 0; i < 50; i++) {
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if (gEffects[i].obj.status == OBJ_FREE) {
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PlayerShot_SetupEffect344(&gEffects[i], xPos, yPos, zPos, yRot, xRot, scale, unk44, time);
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break;
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}
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}
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}
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}
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void PlayerShot_LaserMark1_Setup(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, f32 scale) {
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Effect_Initialize(effect);
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effect->obj.status = OBJ_INIT;
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effect->obj.id = OBJ_EFFECT_LASER_MARK_1;
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effect->obj.pos.x = xPos;
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effect->obj.pos.y = yPos;
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effect->obj.pos.z = zPos;
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effect->obj.rot.y = yRot;
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effect->scale2 = scale * 0.5f;
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effect->timer_50 = 80;
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Object_SetInfo(&effect->info, effect->obj.id);
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Play_PlaySfxNoPlayer(effect->sfxSource, NA_SE_EXPLOSION_S);
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}
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void PlayerShot_HitGround(f32 xPos, f32 yPos, f32 zPos, f32 yRot, f32 scale) {
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s32 i;
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if ((gGroundType != 4) && (gLevelType == LEVELTYPE_PLANET) && (gGroundSurface <= SURFACE_GRASS) &&
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(gCurrentLevel != LEVEL_TRAINING) && (gCurrentLevel != LEVEL_SOLAR) && (gCurrentLevel != LEVEL_ZONESS)) {
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for (i = 0; i < 50; i++) {
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if (gEffects[i].obj.status == OBJ_FREE) {
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PlayerShot_LaserMark1_Setup(&gEffects[i], xPos, yPos, zPos, yRot, scale);
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func_effect_8007D10C(xPos, yPos, zPos, 2.0f);
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break;
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}
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}
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}
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if (gCurrentLevel == LEVEL_BOLSE) {
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func_effect_8007D10C(xPos, yPos, zPos, 2.0f);
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}
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}
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s32 PlayerShot_CheckObjectHitbox(PlayerShot* shot, f32* hitboxData, Object* obj) {
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s32 count;
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f32 shotPx;
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f32 shotPy;
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f32 shotPz;
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f32 xySizeMod;
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f32 boxRotX;
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f32 boxRotY;
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f32 boxRotZ;
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f32 rotateBox;
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f32 checkDist;
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Vec3f spAC;
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Vec3f spA0;
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s32 i;
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Hitbox* hitbox;
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checkDist = 2000.0f;
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if ((gCurrentLevel == LEVEL_KATINA) || (gCurrentLevel == LEVEL_SECTOR_Y)) {
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checkDist = 5000.0f;
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} else if (gCurrentLevel == LEVEL_ZONESS) {
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checkDist = 3500.0f;
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}
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if ((fabsf(shot->obj.pos.z - obj->pos.z) < checkDist) && (fabsf(shot->obj.pos.x - obj->pos.x) < checkDist) &&
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(fabsf(shot->obj.pos.y - obj->pos.y) < checkDist)) {
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count = *hitboxData;
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if (count != 0) {
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xySizeMod = 10.0f;
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if ((shot->sourceId < 4) &&
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((gLaserStrength[shot->sourceId] != LASERS_SINGLE) || (shot->obj.id == PLAYERSHOT_LOCK_ON))) {
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xySizeMod += 30.0f;
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}
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hitboxData++;
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for (i = 0; i < count; i++, hitboxData += 6) {
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rotateBox = 0.0f;
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boxRotZ = 0.0f;
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boxRotY = 0.0f;
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boxRotX = 0.0f;
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if (hitboxData[0] >= HITBOX_SHADOW) {
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return 0;
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}
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if (hitboxData[0] == HITBOX_ROTATED) {
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rotateBox = 1.0f;
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boxRotX = hitboxData[1];
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boxRotY = hitboxData[2];
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boxRotZ = hitboxData[3];
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hitboxData += 4;
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}
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if ((obj->rot.y == 0.0f) && (obj->rot.z == 0.0f) && (obj->rot.x == 0.0f) && (rotateBox == 0.0f)) {
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shotPx = shot->obj.pos.x;
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shotPy = shot->obj.pos.y;
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shotPz = shot->obj.pos.z;
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} else {
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Matrix_RotateZ(gCalcMatrix, -boxRotZ * M_DTOR, MTXF_NEW);
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Matrix_RotateX(gCalcMatrix, -boxRotX * M_DTOR, MTXF_APPLY);
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Matrix_RotateY(gCalcMatrix, -boxRotY * M_DTOR, MTXF_APPLY);
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Matrix_RotateZ(gCalcMatrix, -obj->rot.z * M_DTOR, MTXF_APPLY);
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Matrix_RotateX(gCalcMatrix, -obj->rot.x * M_DTOR, MTXF_APPLY);
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Matrix_RotateY(gCalcMatrix, -obj->rot.y * M_DTOR, MTXF_APPLY);
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spAC.x = shot->obj.pos.x - obj->pos.x;
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spAC.y = shot->obj.pos.y - obj->pos.y;
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spAC.z = shot->obj.pos.z - obj->pos.z;
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &spAC, &spA0);
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shotPx = obj->pos.x + spA0.x;
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shotPy = obj->pos.y + spA0.y;
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shotPz = obj->pos.z + spA0.z;
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}
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hitbox = (Hitbox*) hitboxData;
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if ((fabsf(hitbox->z.offset + obj->pos.z - shotPz) < (hitbox->z.size + 50.0f)) &&
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(fabsf(hitbox->x.offset + obj->pos.x - shotPx) < (hitbox->x.size + xySizeMod)) &&
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(fabsf(hitbox->y.offset + obj->pos.y - shotPy) < (hitbox->y.size + xySizeMod))) {
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if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
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Object_Kill(&shot->obj, shot->sfxSource);
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return 0;
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}
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if (!((obj->id >= OBJ_ACTOR_START) && (obj->id < OBJ_ACTOR_MAX))) {
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PlayerShot_Impact(shot);
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}
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if ((obj->id == OBJ_SCENERY_CO_BUILDING_6) || ((obj->id == OBJ_SCENERY_CO_ARCH_3) && (i == 0)) ||
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((obj->id == OBJ_SCENERY_CO_BUILDING_1) && (i == 0)) ||
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((obj->id == OBJ_SCENERY_CO_BUILDING_4) && (i == 0)) ||
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((obj->id == OBJ_SCENERY_CO_BUILDING_3) && (i < 3)) || (obj->id == OBJ_SCENERY_CO_BUILDING_7) ||
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(obj->id == OBJ_SCENERY_CO_BUILDING_5)) {
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if (shot->obj.pos.x - (obj->pos.x + hitbox->x.offset) < -hitbox->x.size) {
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if (hitbox->z.size + (obj->pos.z + hitbox->z.offset) < shot->obj.pos.z) {
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shot->obj.pos.z = hitbox->z.size + (obj->pos.z + hitbox->z.offset) - 5.0f;
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}
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PlayerShot_SpawnEffect344((hitbox->x.offset + obj->pos.x) - (hitbox->x.size + 2.0f),
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shot->obj.pos.y, shot->obj.pos.z, obj->pos.x, obj->pos.z,
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obj->rot.y, obj->rot.y + 90.0f, 0.0f, 2.0f, 1, 20);
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return i + 1;
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}
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if (hitbox->x.size < shot->obj.pos.x - (obj->pos.x + hitbox->x.offset)) {
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if ((hitbox->z.size + (obj->pos.z + hitbox->z.offset)) < shot->obj.pos.z) {
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shot->obj.pos.z = hitbox->z.size + (obj->pos.z + hitbox->z.offset) - 5.0f;
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}
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PlayerShot_SpawnEffect344(hitbox->x.size + (hitbox->x.offset + obj->pos.x) + 2.0f,
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shot->obj.pos.y, shot->obj.pos.z, obj->pos.x, obj->pos.z,
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obj->rot.y, obj->rot.y + 90.0f, 0.0f, 2.0f, 1, 20);
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return i + 1;
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}
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if (((hitbox->y.size + (obj->pos.y + hitbox->y.offset)) - 10.0f) <= shot->obj.pos.y) {
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shot->obj.pos.y = ((hitbox->y.size + (obj->pos.y + hitbox->y.offset)) - 10.0f);
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}
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PlayerShot_SpawnEffect344(shot->obj.pos.x, shot->obj.pos.y,
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hitbox->z.size + (obj->pos.z + hitbox->z.offset) + 20.0f, obj->pos.x,
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obj->pos.z, 0.0f, 0.0f, 0.0f, 2.0f, 1, 20);
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return i + 1;
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}
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if (obj->id < OBJ_SCENERY_MAX) {
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Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_EN_REFLECT);
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}
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return i + 1;
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}
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}
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}
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}
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return 0;
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}
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s32 PlayerShot_CheckEventHitbox(PlayerShot* shot, Actor* actor) {
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s32 i;
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f32* hitboxData;
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f32 shotPx;
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f32 shotPy;
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f32 shotPz;
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f32 xySizeMod;
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Vec3f sp7C;
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Vec3f sp70;
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Hitbox* hitbox;
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s32 count;
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if ((fabsf(shot->obj.pos.z - actor->obj.pos.z) < 2000.0f) &&
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(fabsf(shot->obj.pos.y - actor->obj.pos.y) < 2000.0f) &&
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(fabsf(shot->obj.pos.x - actor->obj.pos.x) < 2000.0f)) {
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hitboxData = actor->info.hitbox;
|
|
|
|
count = *hitboxData++;
|
|
if (count != 0) {
|
|
xySizeMod = 0.0f;
|
|
if (actor->info.unk_16 == 1) {
|
|
xySizeMod = fabsf((actor->obj.pos.z + gPathProgress) / 50.0f) + 10.0f;
|
|
if ((shot->sourceId < 4) &&
|
|
((gLaserStrength[shot->sourceId] != LASERS_SINGLE) || (shot->obj.id == PLAYERSHOT_LOCK_ON))) {
|
|
xySizeMod += 30.0f;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < count; i++, hitboxData += 6) {
|
|
if (actor->info.unk_16 == 1) {
|
|
shotPx = shot->obj.pos.x;
|
|
shotPy = shot->obj.pos.y;
|
|
shotPz = shot->obj.pos.z;
|
|
} else {
|
|
if (hitboxData[0] == HITBOX_ROTATED) {
|
|
Matrix_RotateZ(gCalcMatrix, -hitboxData[3] * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, -hitboxData[1] * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -hitboxData[2] * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateZ(gCalcMatrix, -actor->obj.rot.z * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateX(gCalcMatrix, -actor->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY);
|
|
hitboxData += 4;
|
|
} else {
|
|
Matrix_RotateZ(gCalcMatrix, -actor->obj.rot.z * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, -actor->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY);
|
|
}
|
|
if (((actor->vwork[29].z != 0.0f) || (actor->vwork[29].x != 0.0f) || (actor->rot_0F4.z != 0.0f) ||
|
|
(actor->vwork[29].y != 0.0f)) &&
|
|
(actor->eventType != EVID_A6_UMBRA_STATION)) {
|
|
Matrix_RotateZ(gCalcMatrix, -(actor->vwork[29].z + actor->rot_0F4.z) * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateX(gCalcMatrix, -actor->vwork[29].x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -actor->vwork[29].y * M_DTOR, MTXF_APPLY);
|
|
}
|
|
sp7C.x = shot->obj.pos.x - actor->obj.pos.x;
|
|
sp7C.y = shot->obj.pos.y - actor->obj.pos.y;
|
|
sp7C.z = shot->obj.pos.z - actor->obj.pos.z;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp7C, &sp70);
|
|
shotPx = actor->obj.pos.x + sp70.x;
|
|
shotPy = actor->obj.pos.y + sp70.y;
|
|
shotPz = actor->obj.pos.z + sp70.z;
|
|
}
|
|
|
|
hitbox = (Hitbox*) hitboxData;
|
|
if ((fabsf(hitbox->z.offset + actor->obj.pos.z - shotPz) < (hitbox->z.size + 50.0f)) &&
|
|
(fabsf(hitbox->x.offset + actor->obj.pos.x - shotPx) < (hitbox->x.size + xySizeMod)) &&
|
|
(fabsf(hitbox->y.offset + actor->obj.pos.y - shotPy) < (hitbox->y.size + xySizeMod))) {
|
|
return i + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
s32 PlayerShot_CheckActorHitbox(PlayerShot* shot, Actor* actor) {
|
|
Object* shotx = &shot->obj;
|
|
f32 temp_fv1 = actor->obj.pos.x - shotx->pos.x;
|
|
f32 temp_fa0 = actor->obj.pos.z - shotx->pos.z;
|
|
f32 var_fa1;
|
|
f32* hitboxData = actor->info.hitbox;
|
|
|
|
if (((s32) hitboxData[0] != 0) && (sqrtf(SQ(temp_fv1) + SQ(temp_fa0)) <= 500.0f)) {
|
|
if (shot->sourceId < 4) {
|
|
temp_fv1 = actor->obj.pos.x - gPlayer[0].cam.eye.x;
|
|
temp_fa0 = actor->obj.pos.z + gPathProgress - gPlayer[0].cam.eye.z;
|
|
var_fa1 = (sqrtf(SQ(temp_fv1) + SQ(temp_fa0)) / 50.0f) + 20.0f + 10.0f;
|
|
if (var_fa1 > 200.0f) {
|
|
var_fa1 = 200.0f;
|
|
}
|
|
if (shotx->id == PLAYERSHOT_LOCK_ON) {
|
|
var_fa1 = 30.0f;
|
|
} else if (gLaserStrength[shot->sourceId] != LASERS_SINGLE) {
|
|
var_fa1 += 30.0f;
|
|
}
|
|
if (fabsf(hitboxData[1] + actor->obj.pos.z - shotx->pos.z) < (hitboxData[2] + var_fa1)) {
|
|
if (fabsf(hitboxData[3] + actor->obj.pos.y - shotx->pos.y) < (hitboxData[4] + var_fa1)) {
|
|
if (fabsf(hitboxData[5] + actor->obj.pos.x - shotx->pos.x) < (hitboxData[6] + var_fa1)) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (fabsf(hitboxData[1] + actor->obj.pos.z - shotx->pos.z) < hitboxData[2]) {
|
|
if (fabsf(hitboxData[3] + actor->obj.pos.y - shotx->pos.y) < hitboxData[4]) {
|
|
if (fabsf(hitboxData[5] + actor->obj.pos.x - shotx->pos.x) < hitboxData[6]) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool PlayerShot_CheckSpriteHitbox(PlayerShot* shot, Sprite* sprite) {
|
|
f32* temp_v0 = sprite->info.hitbox;
|
|
|
|
if (((s32) temp_v0[0] != 0) && (fabsf(temp_v0[1] + sprite->obj.pos.z - shot->obj.pos.z) < temp_v0[2]) &&
|
|
(fabsf(temp_v0[3] + sprite->obj.pos.y - shot->obj.pos.y) < temp_v0[4]) &&
|
|
(fabsf(temp_v0[5] + sprite->obj.pos.x - shot->obj.pos.x) < temp_v0[6])) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj) {
|
|
Vec3f sp7C;
|
|
Vec3f sp70;
|
|
Vec3f sp64;
|
|
Vec3f sp58;
|
|
Vec3f sp4C;
|
|
f32 sp44[2];
|
|
Vec3f sp38;
|
|
bool useCol2;
|
|
s32 pad1;
|
|
|
|
sp7C.x = obj->pos.x - shot->obj.pos.x;
|
|
sp7C.z = obj->pos.z - shot->obj.pos.z;
|
|
// undefined behavior: if this check fails, the function returns no value
|
|
if (((fabsf(sp7C.x) < 1100.0f) && (fabsf(sp7C.z) < 1100.0f) && (shot->obj.pos.y < 900.0f)) ||
|
|
(objId == OBJ_BOSS_SZ_GREAT_FOX) || (objId == ACTOR_EVENT_ID) || (objId == OBJ_SCENERY_ME_TUNNEL)) {
|
|
Matrix_RotateY(gCalcMatrix, -obj->rot.y * M_DTOR, MTXF_NEW);
|
|
sp7C.x = shot->obj.pos.x - obj->pos.x;
|
|
sp7C.y = shot->obj.pos.y - obj->pos.y;
|
|
sp7C.z = shot->obj.pos.z - obj->pos.z;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp7C, &sp70);
|
|
sp7C.x = shot->vel.x;
|
|
sp7C.y = shot->vel.y;
|
|
sp7C.z = shot->vel.z;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp7C, &sp38);
|
|
sp64.x = obj->pos.x + sp70.x;
|
|
sp64.y = obj->pos.y + sp70.y;
|
|
sp64.z = obj->pos.z + sp70.z;
|
|
sp58.x = obj->pos.x;
|
|
sp58.y = obj->pos.y;
|
|
sp58.z = obj->pos.z;
|
|
useCol2 = false;
|
|
switch (objId) {
|
|
case OBJ_ACTOR_ME_MOLAR_ROCK:
|
|
objId = COL1_0;
|
|
break;
|
|
case OBJ_SCENERY_CO_BUMP_4:
|
|
case OBJ_SCENERY_CO_BUMP_5:
|
|
objId = COL2_1;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_FO_MOUNTAIN_2:
|
|
objId = COL1_5;
|
|
break;
|
|
case OBJ_SCENERY_FO_MOUNTAIN_3:
|
|
objId = COL1_6;
|
|
break;
|
|
case OBJ_BOSS_FO_BASE:
|
|
objId = COL1_4;
|
|
break;
|
|
case OBJ_BOSS_VE2_BASE:
|
|
objId = COL1_9;
|
|
break;
|
|
case OBJ_BOSS_BO_BASE:
|
|
objId = COL1_7;
|
|
break;
|
|
case ACTOR_EVENT_ID:
|
|
objId = COL1_3;
|
|
break;
|
|
case OBJ_BOSS_SZ_GREAT_FOX:
|
|
objId = COL1_8;
|
|
break;
|
|
case OBJ_SCENERY_ME_TUNNEL:
|
|
objId = COL1_1;
|
|
break;
|
|
case OBJ_SCENERY_AQ_CORAL_REEF_2:
|
|
objId = COL2_18;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_VS_KA_FLBASE:
|
|
objId = COL2_17;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_AQ_BUMP_1:
|
|
objId = COL2_15;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_AQ_BUMP_2:
|
|
objId = COL2_16;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_ZO_ISLAND:
|
|
objId = COL2_7;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_CO_BUMP_2:
|
|
objId = COL2_2;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_CO_BUMP_3:
|
|
case OBJ_SCENERY_MA_TERRAIN_BUMP:
|
|
objId = COL2_3;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_VS_PYRAMID_1:
|
|
objId = COL2_4;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_VS_PYRAMID_2:
|
|
objId = COL2_6;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_AQ_CORAL_REEF_1:
|
|
objId = COL2_14;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_FLOOR_1:
|
|
objId = COL2_8;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_FLOOR_3:
|
|
objId = COL2_9;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_FLOOR_2:
|
|
objId = COL2_10;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_FLOOR_4:
|
|
objId = COL2_11;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_WALL_3:
|
|
objId = COL2_12;
|
|
useCol2 = true;
|
|
break;
|
|
case OBJ_SCENERY_MA_FLOOR_5:
|
|
objId = COL2_13;
|
|
useCol2 = true;
|
|
break;
|
|
default:
|
|
objId = COL2_0;
|
|
useCol2 = true;
|
|
break;
|
|
}
|
|
if (!useCol2) {
|
|
if (func_col1_800998FC(&sp64, &sp58, &sp38, objId, &sp4C, sp44) > 0) {
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return false;
|
|
}
|
|
PlayerShot_Impact(shot);
|
|
Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_EN_REFLECT);
|
|
if (gCurrentLevel == LEVEL_METEO) {
|
|
Matrix_RotateY(gCalcMatrix, obj->rot.y * M_DTOR, MTXF_NEW);
|
|
sp7C.x = sp4C.x - obj->pos.x;
|
|
sp7C.y = sp4C.y - obj->pos.y;
|
|
sp7C.z = sp4C.z - obj->pos.z;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp7C, &sp70);
|
|
shot->obj.pos.x = obj->pos.x + sp70.x;
|
|
shot->obj.pos.y = obj->pos.y + sp70.y;
|
|
shot->obj.pos.z = obj->pos.z + sp70.z;
|
|
}
|
|
if (gCurrentLevel == LEVEL_FORTUNA) {
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
}
|
|
return true;
|
|
}
|
|
} else if (func_col2_800A3690(&sp64, &sp58, objId, &sp4C)) {
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return false;
|
|
}
|
|
PlayerShot_Impact(shot);
|
|
Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_EN_REFLECT);
|
|
if (gCurrentLevel == LEVEL_FORTUNA) {
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
// return false;
|
|
}
|
|
|
|
void PlayerShot_ApplyDamageToActor(PlayerShot* shot, Actor* actor, s32 hitIndex) {
|
|
Vec3f sp44 = { 0.0f, 0.0f, -100.0f };
|
|
Vec3f sp38;
|
|
|
|
actor->dmgType = DMG_BEAM;
|
|
actor->dmgPart = hitIndex - 1;
|
|
actor->timer_0C2 = 2;
|
|
actor->damage = 10;
|
|
if ((shot->sourceId < 4) && (gPlayer[shot->sourceId].form != FORM_LANDMASTER)) {
|
|
switch (gLaserStrength[shot->sourceId]) {
|
|
case LASERS_TWIN:
|
|
actor->damage = 12;
|
|
break;
|
|
case LASERS_HYPER:
|
|
actor->damage = 15;
|
|
break;
|
|
}
|
|
} else if ((shot->sourceId >= NPC_SHOT_ID) && (gCurrentLevel == LEVEL_SECTOR_X)) {
|
|
if ((gActors[shot->sourceId - NPC_SHOT_ID].obj.id == OBJ_ACTOR_EVENT) &&
|
|
(gActors[shot->sourceId - NPC_SHOT_ID].iwork[12] == TEAM_ID_BILL)) {
|
|
actor->damage = 30;
|
|
}
|
|
}
|
|
if (shot->obj.id == PLAYERSHOT_GFOX_LASER) {
|
|
actor->damage = 100;
|
|
} else if (shot->obj.id == PLAYERSHOT_LOCK_ON) {
|
|
if (gCurrentLevel == LEVEL_AQUAS) {
|
|
actor->damage = 31;
|
|
} else {
|
|
actor->dmgType = DMG_EXPLOSION;
|
|
actor->damage = 30;
|
|
actor->lockOnTimers[shot->sourceId] = 0;
|
|
}
|
|
}
|
|
actor->dmgSource = shot->sourceId + 1;
|
|
actor->hitPos.x = shot->obj.pos.x;
|
|
actor->hitPos.y = shot->obj.pos.y;
|
|
actor->hitPos.z = shot->obj.pos.z;
|
|
if (((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) &&
|
|
((actor->eventType == EVID_SY_ROBOT_1) || (actor->eventType == EVID_SY_ROBOT_2) ||
|
|
(actor->eventType == EVID_SY_ROBOT_3))) ||
|
|
((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->fwork[23] > 1.0f)) ||
|
|
((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && (actor->eventType == EVID_ME_FLIP_BOT)) ||
|
|
((actor->obj.id == OBJ_ACTOR_AQ_SCULPIN) && (shot->obj.id != PLAYERSHOT_LOCK_ON) &&
|
|
((actor->state < 3) || (actor->state >= 5))) ||
|
|
((actor->obj.id == OBJ_ACTOR_AQ_GAROA) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && (actor->timer_0BC != 0))) {
|
|
if ((actor->obj.id == OBJ_ACTOR_AQ_SCULPIN) && (actor->state < 2)) {
|
|
actor->state = 2;
|
|
}
|
|
if ((shot->obj.id == PLAYERSHOT_LOCK_ON) || (shot->obj.id == PLAYERSHOT_BOMB)) {
|
|
PlayerShot_Impact(shot);
|
|
} else {
|
|
shot->timer = 25;
|
|
shot->obj.rot.y += 90.0f;
|
|
shot->obj.rot.x = RAND_FLOAT(360.0f);
|
|
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
|
shot->vel.x = sp38.x;
|
|
shot->vel.y = sp38.y;
|
|
shot->vel.z = sp38.z;
|
|
shot->obj.pos.x += shot->vel.x * 5.0f;
|
|
shot->obj.pos.y += shot->vel.y * 5.0f;
|
|
shot->obj.pos.z += shot->vel.z * 5.0f;
|
|
actor->timer_0C2 = 3;
|
|
Effect_Effect393_Spawn(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 8.0f);
|
|
AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, actor->sfxSource, 4);
|
|
Play_SpawnHitmark(gShotHitPosX, gShotHitPosY, gShotHitPosZ);
|
|
}
|
|
} else {
|
|
PlayerShot_Impact(shot);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_CollisionCheck(PlayerShot* shot) {
|
|
s32 i;
|
|
s32 temp_v0;
|
|
s32 spA4;
|
|
Vec3f test;
|
|
f32 sp94;
|
|
Vec3f sp88;
|
|
Vec3f sp7C;
|
|
Actor* actor;
|
|
Boss* boss;
|
|
Scenery360* scenery360;
|
|
Sprite* sprite;
|
|
Scenery* scenery;
|
|
Effect* effect;
|
|
bool sp60;
|
|
Player* player;
|
|
|
|
sp60 = true;
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
sp60 = false;
|
|
}
|
|
if (sp60) {
|
|
for (i = 0, effect = gEffects; i < ARRAY_COUNT(gEffects); i++, effect++) {
|
|
if ((effect->obj.status >= OBJ_ACTIVE) && (effect->info.unk_19 != 0) &&
|
|
(fabsf(shot->obj.pos.z - effect->obj.pos.z) < 200.0f) &&
|
|
(fabsf(shot->obj.pos.x - effect->obj.pos.x) < 100.0f) &&
|
|
(fabsf(shot->obj.pos.y - effect->obj.pos.y) < 100.0f)) {
|
|
if (effect->info.unk_19 == 2) {
|
|
effect->unk_44 = 1;
|
|
} else {
|
|
Object_Kill(&effect->obj, effect->sfxSource);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0, actor = &gActors[0]; i < ARRAY_COUNT(gActors); i++, actor++) {
|
|
if ((actor->obj.status >= OBJ_ACTIVE) && (actor->timer_0C2 == 0)) {
|
|
switch (actor->obj.id) {
|
|
case OBJ_ACTOR_ME_MOLAR_ROCK:
|
|
if (PlayerShot_CheckPolyCollision(shot, actor->obj.id, &actor->obj)) {
|
|
actor->dmgType = DMG_BEAM;
|
|
actor->dmgPart = shot->sourceId;
|
|
return;
|
|
}
|
|
break;
|
|
case OBJ_ACTOR_EVENT:
|
|
if (actor->eventType == EVID_SY_SHIP_2) {
|
|
if (PlayerShot_CheckPolyCollision(shot, ACTOR_EVENT_ID, &actor->obj)) {
|
|
actor->dmgType = DMG_BEAM;
|
|
actor->dmgPart = shot->sourceId;
|
|
return;
|
|
}
|
|
} else if (actor->eventType == EVID_ME_BIG_METEOR) {
|
|
test.x = fabsf(actor->obj.pos.x - shot->obj.pos.x);
|
|
test.y = fabsf(actor->obj.pos.y - shot->obj.pos.y);
|
|
test.z = fabsf(actor->obj.pos.z - shot->obj.pos.z);
|
|
if (VEC3F_MAG(&test) < 1000.0f) {
|
|
PlayerShot_ApplyDamageToActor(shot, actor, 0);
|
|
}
|
|
} else {
|
|
temp_v0 = PlayerShot_CheckEventHitbox(shot, actor);
|
|
if (temp_v0 != 0) {
|
|
PlayerShot_ApplyDamageToActor(shot, actor, temp_v0);
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
if (actor->info.unk_16 != 0) {
|
|
if (actor->obj.id == OBJ_ACTOR_ALLRANGE) {
|
|
if ((actor->aiType >= AI360_WOLF) && (actor->aiType < AI360_ENEMY) &&
|
|
(((gCurrentLevel == LEVEL_VENOM_2) &&
|
|
(shot->sourceId <= NPC_SHOT_ID + AI360_PEPPY)) ||
|
|
((gCurrentLevel != LEVEL_VENOM_2) && (shot->sourceId == AI360_FOX))) &&
|
|
(shot->obj.id != PLAYERSHOT_LOCK_ON) &&
|
|
(fabsf(actor->obj.pos.x - shot->obj.pos.x) < 500.0f) &&
|
|
(fabsf(actor->obj.pos.y - shot->obj.pos.y) < 300.0f) &&
|
|
(fabsf(actor->obj.pos.z - shot->obj.pos.z) < 500.0f)) {
|
|
if (gCurrentLevel == LEVEL_VENOM_2) {
|
|
actor->iwork[17] = 1;
|
|
} else if (Rand_ZeroOne() < 0.1f) {
|
|
actor->iwork[17] = 1;
|
|
}
|
|
}
|
|
}
|
|
temp_v0 = PlayerShot_CheckActorHitbox(shot, actor);
|
|
if (temp_v0 != 0) {
|
|
PlayerShot_ApplyDamageToActor(shot, actor, temp_v0);
|
|
return;
|
|
}
|
|
} else {
|
|
temp_v0 = PlayerShot_CheckObjectHitbox(shot, actor->info.hitbox, &actor->obj);
|
|
if (temp_v0 != 0) {
|
|
PlayerShot_ApplyDamageToActor(shot, actor, temp_v0);
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
|
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
|
test.x = 50.0f;
|
|
if (gVersusMode && (shot->sourceId < 4) &&
|
|
((gLaserStrength[shot->sourceId] != LASERS_SINGLE) || (shot->obj.id == PLAYERSHOT_LOCK_ON))) {
|
|
test.x = 100.0f;
|
|
}
|
|
if (player->barrelRollAlpha >= 100) {
|
|
test.x = 150.0f;
|
|
}
|
|
if (player->form == FORM_LANDMASTER) {
|
|
test.x *= 2.0f;
|
|
test.y = test.x + 50.0f;
|
|
} else if (player->form == FORM_ON_FOOT) {
|
|
test.y = test.x + 50.0f;
|
|
} else {
|
|
test.y = test.x;
|
|
}
|
|
test.z = test.x;
|
|
if ((i != shot->sourceId) &&
|
|
((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (player->state_1C8 == PLAYERSTATE_1C8_DOWN)) &&
|
|
(fabsf(player->trueZpos - shot->obj.pos.z) < test.z) &&
|
|
(fabsf(player->pos.x - shot->obj.pos.x) < test.x) &&
|
|
(fabsf(player->pos.y - shot->obj.pos.y) < test.y)) {
|
|
if (player->barrelRollAlpha >= 100) {
|
|
shot->obj.rot.y = player->rot.y + player->yRot_114 + 180.0f + 90.0f;
|
|
shot->obj.rot.x = RAND_FLOAT(360.0f);
|
|
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
sp88.x = sp88.y = 0.0f;
|
|
sp88.z = -400.0f / 3.0f;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp88, &sp7C);
|
|
shot->vel.x = sp7C.x;
|
|
shot->vel.y = sp7C.y;
|
|
shot->vel.z = sp7C.z;
|
|
shot->obj.pos.x += 2.0f * shot->vel.x;
|
|
shot->obj.pos.y += 2.0f * shot->vel.y;
|
|
shot->obj.pos.z += 2.0f * shot->vel.z;
|
|
shot->timer = 5;
|
|
AUDIO_PLAY_SFX(NA_SE_ROLLING_REFLECT, player->sfxSource, 0);
|
|
Effect_Effect393_Spawn(player->pos.x, player->pos.y, player->trueZpos, 8.0f);
|
|
} else {
|
|
PlayerShot_Impact(shot);
|
|
if (player->hitTimer == 0) {
|
|
if (gPlayer[0].form == FORM_ON_FOOT) {
|
|
Player_ApplyDamage(player, 0, 60);
|
|
} else {
|
|
Player_ApplyDamage(player, 0, 20);
|
|
}
|
|
player->unk_284 = 1;
|
|
if (gCamCount != 1) {
|
|
player->attacker = shot->sourceId + 1;
|
|
}
|
|
player->knockback.x = shot->vel.x * 0.1f;
|
|
player->knockback.y = shot->vel.y * 0.1f;
|
|
player->knockback.z = shot->vel.z * 0.1f;
|
|
if (player->form != FORM_ON_FOOT) {
|
|
Effect_Effect341_Spawn(player->pos.x, player->pos.y, player->trueZpos, 2.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((gGroundType == 4) && Ground_801B6AEC(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress)) {
|
|
PlayerShot_Impact(shot);
|
|
if (shot->obj.id != PLAYERSHOT_LOCK_SEARCH) {
|
|
Effect_Effect359_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 2.0f, 255, 15, 0);
|
|
}
|
|
}
|
|
if (gUseDynaFloor &&
|
|
Play_CheckDynaFloorCollision(&sp94, &spA4, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z)) {
|
|
PlayerShot_Impact(shot);
|
|
if (shot->obj.id != PLAYERSHOT_LOCK_SEARCH) {
|
|
Effect_Effect381_Spawn(shot->obj.pos.x, sp94, shot->obj.pos.z, 1.0f);
|
|
}
|
|
}
|
|
|
|
if ((gLevelMode == LEVELMODE_ALL_RANGE) && (shot->sourceId < 110)) {
|
|
for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) {
|
|
if (scenery360->obj.status == OBJ_ACTIVE) {
|
|
if ((scenery360->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_VE2_MOUNTAIN) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) ||
|
|
(scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1)) {
|
|
PlayerShot_CheckPolyCollision(shot, scenery360->obj.id, &scenery360->obj);
|
|
} else {
|
|
PlayerShot_CheckObjectHitbox(shot, scenery360->info.hitbox, &scenery360->obj);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
|
|
if (scenery->obj.status == OBJ_ACTIVE) {
|
|
if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_ME_TUNNEL) ||
|
|
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_5) ||
|
|
(scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_2) || (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_1) ||
|
|
(scenery->obj.id == OBJ_SCENERY_AQ_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) ||
|
|
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3) ||
|
|
(scenery->obj.id == OBJ_SCENERY_MA_WALL_3) || (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_5) ||
|
|
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_3)) {
|
|
PlayerShot_CheckPolyCollision(shot, scenery->obj.id, &scenery->obj);
|
|
} else {
|
|
temp_v0 = PlayerShot_CheckObjectHitbox(shot, scenery->info.hitbox, &scenery->obj);
|
|
if (temp_v0 != 0) {
|
|
scenery->dmgType = DMG_BEAM;
|
|
scenery->dmgPart = temp_v0 - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (sp60) {
|
|
for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) {
|
|
if (sprite->obj.status == OBJ_ACTIVE) {
|
|
if (sprite->obj.id != OBJ_SPRITE_TI_CACTUS) {
|
|
if (PlayerShot_CheckSpriteHitbox(shot, sprite)) {
|
|
sprite->destroy = true;
|
|
}
|
|
} else {
|
|
if (PlayerShot_CheckObjectHitbox(shot, sprite->info.hitbox, &sprite->obj) != 0) {
|
|
sprite->destroy = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) {
|
|
if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) {
|
|
if ((boss->obj.id == OBJ_BOSS_FO_BASE) || (boss->obj.id == OBJ_BOSS_VE2_BASE) ||
|
|
(boss->obj.id == OBJ_BOSS_BO_BASE) || (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX)) {
|
|
PlayerShot_CheckPolyCollision(shot, boss->obj.id, &boss->obj);
|
|
} else if (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD) {
|
|
test.x = fabsf(boss->obj.pos.x - shot->obj.pos.x) * .8333333f;
|
|
test.y = fabsf(boss->obj.pos.y - shot->obj.pos.y) * 2;
|
|
test.z = fabsf(boss->obj.pos.z - shot->obj.pos.z) * 0.8333333f;
|
|
if (VEC3F_MAG(&test) < 1500.0f) {
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
} else {
|
|
boss->dmgType = DMG_BEAM;
|
|
PlayerShot_Impact(shot);
|
|
AUDIO_PLAY_SFX(NA_SE_EN_BARRIER_REFLECT, shot->sfxSource, 4);
|
|
}
|
|
}
|
|
} else {
|
|
if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) {
|
|
test.x = fabsf(boss->obj.pos.x - shot->obj.pos.x);
|
|
test.y = fabsf(boss->obj.pos.y - 300.0f - shot->obj.pos.y) * 7.42f;
|
|
test.z = fabsf(boss->obj.pos.z - shot->obj.pos.z);
|
|
if (VEC3F_MAG(&test) < 2700.0f) {
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
} else {
|
|
boss->dmgType = DMG_BEAM;
|
|
boss->dmgPart = 100;
|
|
AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, shot->sfxSource, 4);
|
|
PlayerShot_Impact(shot);
|
|
}
|
|
}
|
|
}
|
|
temp_v0 = PlayerShot_CheckObjectHitbox(shot, boss->info.hitbox, &boss->obj);
|
|
if (temp_v0 != 0) {
|
|
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
} else {
|
|
if ((boss->obj.id == OBJ_BOSS_KA_SAUCERER) && (shot->sourceId != TEAM_ID_FOX)) {
|
|
break;
|
|
}
|
|
boss->dmgType = DMG_BEAM;
|
|
if (shot->obj.id == PLAYERSHOT_BOMB) {
|
|
boss->dmgType = DMG_BOMB;
|
|
boss->damage = 20;
|
|
} else if (shot->obj.id == PLAYERSHOT_LOCK_ON) {
|
|
if (gCurrentLevel == LEVEL_AQUAS) {
|
|
boss->damage = 31;
|
|
} else {
|
|
boss->damage = 30;
|
|
}
|
|
} else {
|
|
boss->damage = 10;
|
|
if (shot->sourceId < 4) {
|
|
switch (gLaserStrength[shot->sourceId]) {
|
|
case LASERS_SINGLE:
|
|
case LASERS_TWIN:
|
|
break;
|
|
case LASERS_HYPER:
|
|
boss->damage = 15;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (boss->obj.id == OBJ_BOSS_SY_SHOGUN) {
|
|
boss->swork[19] = shot->sourceId;
|
|
}
|
|
boss->dmgPart = temp_v0 - 1;
|
|
if (boss->obj.id == OBJ_BOSS_AQ_UNK_301) {
|
|
boss->swork[5] = shot->obj.id;
|
|
} else if (boss->obj.id == OBJ_BOSS_VE1_GOLEMECH) {
|
|
boss->fwork[47] = shot->obj.pos.x;
|
|
boss->fwork[48] = shot->obj.pos.y;
|
|
boss->fwork[49] = shot->obj.pos.z;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerShot_DrawHitmark(PlayerShot* shot) {
|
|
Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
|
|
s32 isDrawn = false;
|
|
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress, MTXF_APPLY);
|
|
Matrix_MultVec3f(gGfxMatrix, &sp4C, &sShotViewPos);
|
|
if ((sShotViewPos.z < 0.0f) && (sShotViewPos.z > -10000.0f)) {
|
|
if (fabsf(sShotViewPos.x) < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
|
|
if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
|
|
isDrawn = true;
|
|
}
|
|
}
|
|
}
|
|
if (!isDrawn) {
|
|
if (!gVersusMode) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return;
|
|
}
|
|
} else {
|
|
shot->obj.rot.y = -gPlayer[gPlayerNum].camYaw;
|
|
Matrix_RotateY(gGfxMatrix, shot->obj.rot.y, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
|
|
if (shot->obj.id == PLAYERSHOT_7) {
|
|
Matrix_Scale(gGfxMatrix, 0.2f, 0.2f, 0.2f, MTXF_APPLY);
|
|
}
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
RCP_SetupDL_40();
|
|
switch (shot->unk_60) {
|
|
case 0:
|
|
gSPDisplayList(gMasterDisp++, D_1026090);
|
|
break;
|
|
case 1:
|
|
gSPDisplayList(gMasterDisp++, D_1025800);
|
|
break;
|
|
case 2:
|
|
Matrix_Scale(gGfxMatrix, 1.5f, 0.7f, 1.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_1025800);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerShot_DrawLaser(PlayerShot* shot) {
|
|
f32 width;
|
|
f32 length;
|
|
u8 var_a1;
|
|
f32 twinLaserSeparation;
|
|
Gfx* dList;
|
|
|
|
dList = D_101AED0;
|
|
if (gCamCount < 4) {
|
|
RCP_SetupDL_21();
|
|
twinLaserSeparation = 9.0f;
|
|
if ((shot->unk_58 == 0) ||
|
|
((gCurrentLevel == LEVEL_METEO) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO))) {
|
|
width = 4.0f;
|
|
length = 20.0f;
|
|
} else {
|
|
width = 2.0f;
|
|
length = 10.0f;
|
|
}
|
|
if ((gLaserStrength[0] > LASERS_SINGLE) && (shot->unk_58 == 0)) {
|
|
switch (gLaserStrength[0]) {
|
|
case LASERS_TWIN:
|
|
break;
|
|
case LASERS_HYPER:
|
|
dList = D_101AD20;
|
|
break;
|
|
}
|
|
if (gCurrentLevel == LEVEL_AQUAS) {
|
|
twinLaserSeparation = 4.0f;
|
|
}
|
|
Matrix_Scale(gGfxMatrix, width, width, length, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_Translate(gGfxMatrix, twinLaserSeparation, 0.f, 0.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, dList);
|
|
Matrix_Translate(gGfxMatrix, -(2.0f * twinLaserSeparation), 0.0f, 0.f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, dList);
|
|
} else {
|
|
var_a1 = 0;
|
|
if ((gCurrentLevel != LEVEL_KATINA) && (shot->sourceId > NPC_SHOT_ID + AI360_PEPPY) &&
|
|
(shot->sourceId != NPC_SHOT_ID + AI360_KATT)) {
|
|
if (gActors[shot->sourceId - NPC_SHOT_ID].obj.id != OBJ_ACTOR_EVENT) {
|
|
var_a1 = 1;
|
|
} else if (gActors[shot->sourceId - NPC_SHOT_ID].iwork[12] == TEAM_ID_BILL) {
|
|
var_a1 = 2;
|
|
}
|
|
} else if (gCurrentLevel == LEVEL_KATINA) {
|
|
if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) {
|
|
if (shot->sourceId > NPC_SHOT_ID + AI360_PEPPY) {
|
|
if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 0) {
|
|
var_a1 = 1;
|
|
}
|
|
if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 2) {
|
|
var_a1 = 2;
|
|
}
|
|
}
|
|
} else if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 34) {
|
|
var_a1 = 1;
|
|
}
|
|
}
|
|
switch (var_a1) {
|
|
case 0:
|
|
Matrix_Scale(gGfxMatrix, width, width, length, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_101AED0);
|
|
break;
|
|
case 1:
|
|
Matrix_Translate(gGfxMatrix, 0.0f, 0.f, 150.0f, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 0.7f, 0.7f, 1.5f, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_101ABD0);
|
|
break;
|
|
case 2:
|
|
Matrix_Scale(gGfxMatrix, width, width, length, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_Translate(gGfxMatrix, 25.0f, 0.0f, 0.f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_101AED0);
|
|
dList = D_101AED0;
|
|
Matrix_Translate(gGfxMatrix, -50.0f, 0.0f, 0.f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, dList);
|
|
break;
|
|
case 3:
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, 50.0f, 0.0f, 150.0f, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 0.7f, 0.7f, 1.5f, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_101ABD0);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, -50.0f, 0.0f, 150.0f, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 0.7f, 0.7f, 1.5f, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_101ABD0);
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
RCP_SetupDL_64();
|
|
switch (shot->sourceId) {
|
|
case 0:
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 32, 255);
|
|
break;
|
|
case 1:
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 100, 200, 255);
|
|
break;
|
|
case 2:
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 255, 32, 255);
|
|
break;
|
|
case 3:
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 255, 255);
|
|
break;
|
|
}
|
|
Matrix_Scale(gGfxMatrix, 6.0f, 4.0f, 10.0f, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
if (gLaserStrength[shot->sourceId] != LASERS_SINGLE) {
|
|
Matrix_Translate(gGfxMatrix, 6.0f, 0.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_302D120);
|
|
Matrix_Translate(gGfxMatrix, -12.0f, 0.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_302D120);
|
|
} else {
|
|
gSPDisplayList(gMasterDisp++, D_versus_302D120);
|
|
}
|
|
}
|
|
}
|
|
|
|
f32 D_800C9BD8[10] = { 100.0f, 100.0f, 0.0f, 0.0f, 0.0f, 50.0f, 0.0f, 40.0f, 30.0f, 100.0f };
|
|
u8 D_800C9C00[4] = { 255, 255, 32, 32 };
|
|
u8 D_800C9C04[4] = { 255, 32, 255, 32 };
|
|
u8 D_800C9C08[4] = { 32, 32, 32, 255 };
|
|
void PlayerShot_DrawShot(PlayerShot* shot) {
|
|
Vec3f sp11C = { 0.0f, 0.0f, 0.0f };
|
|
s32 pad[4];
|
|
f32 var_fv1;
|
|
s32 isDrawn = false;
|
|
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress, MTXF_APPLY);
|
|
Matrix_MultVec3f(gGfxMatrix, &sp11C, &sShotViewPos);
|
|
if ((sShotViewPos.z < 0.0f) && (sShotViewPos.z > -10000.0f)) {
|
|
var_fv1 = fabsf(sShotViewPos.x); // probably fake. The use of temps was likely different
|
|
if (var_fv1 < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
|
|
if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
|
|
isDrawn = true;
|
|
}
|
|
}
|
|
}
|
|
if (!isDrawn) {
|
|
if ((shot->obj.id != PLAYERSHOT_BOMB) && (shot->timer < 10) && !gVersusMode) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
}
|
|
} else {
|
|
if ((shot->obj.id == PLAYERSHOT_TANK) || (shot->obj.id == PLAYERSHOT_ON_FOOT) ||
|
|
(shot->obj.id == PLAYERSHOT_7)) {
|
|
shot->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].camYaw);
|
|
shot->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].camPitch);
|
|
}
|
|
if (shot->obj.id != PLAYERSHOT_2) {
|
|
Matrix_RotateY(gGfxMatrix, shot->obj.rot.y * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateX(gGfxMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, shot->obj.rot.z * M_DTOR, MTXF_APPLY);
|
|
if ((shot->obj.id == PLAYERSHOT_BOMB) && (shot->unk_5C == 0)) {
|
|
Matrix_RotateZ(gGfxMatrix, shot->vec_2C.z * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, shot->vec_2C.y * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateX(gGfxMatrix, shot->vec_2C.x * M_DTOR, MTXF_APPLY);
|
|
}
|
|
}
|
|
Matrix_Translate(gGfxMatrix, 0.f, 0.f, D_800C9BD8[shot->obj.id], MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
switch (shot->obj.id) {
|
|
case PLAYERSHOT_SINGLE_LASER:
|
|
case PLAYERSHOT_TWIN_LASER:
|
|
PlayerShot_DrawLaser(shot);
|
|
break;
|
|
case PLAYERSHOT_BOMB:
|
|
if (shot->unk_5C == 0) {
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_29);
|
|
gSPDisplayList(gMasterDisp++, D_10231A0);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
|
|
MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
|
|
Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 40.0f * M_DTOR, MTXF_APPLY);
|
|
if (((gGameFrameCount % 2) == 0)) {
|
|
Matrix_Scale(gGfxMatrix, 1.7f, 1.7f, 1.7f, MTXF_APPLY);
|
|
} else {
|
|
Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.2f, MTXF_APPLY);
|
|
}
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
|
if (gVersusMode) {
|
|
switch (shot->sourceId) {
|
|
case 0:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 255, 32, 128);
|
|
break;
|
|
case 1:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 32, 32, 128);
|
|
break;
|
|
case 2:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 255, 32, 128);
|
|
break;
|
|
case 3:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 32, 255, 128);
|
|
break;
|
|
}
|
|
} else {
|
|
gDPSetEnvColor(gMasterDisp++, 0, 128, 255, 255);
|
|
}
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aOrbDL);
|
|
} else {
|
|
Matrix_Scale(gGfxMatrix, shot->scale, shot->scale, shot->scale, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
if (gVersusMode) {
|
|
RCP_SetupDL_49();
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, shot->unk_58);
|
|
switch (shot->sourceId) {
|
|
case 0:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 255, 32, shot->unk_58);
|
|
break;
|
|
case 1:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 32, 32, shot->unk_58);
|
|
break;
|
|
case 2:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 255, 32, shot->unk_58);
|
|
break;
|
|
case 3:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 32, 255, shot->unk_58);
|
|
break;
|
|
}
|
|
} else {
|
|
RCP_SetupDL_64_2();
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, shot->unk_58);
|
|
}
|
|
gSPDisplayList(gMasterDisp++, D_1031EC0);
|
|
}
|
|
break;
|
|
case PLAYERSHOT_TANK:
|
|
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
|
RCP_SetupDL_40();
|
|
if (gVersusMode) {
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
|
gDPSetEnvColor(gMasterDisp++, D_800C9C00[shot->sourceId], D_800C9C04[shot->sourceId],
|
|
D_800C9C08[shot->sourceId], 255);
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
if (gLaserStrength[shot->sourceId] != LASERS_SINGLE) {
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 48.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, 0.f, 50.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 70.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AD60);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, 0.0f, -50.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 70.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AD60);
|
|
} else {
|
|
if (((gGameFrameCount % 2) == 0)) {
|
|
var_fv1 = M_PI;
|
|
} else {
|
|
var_fv1 = 0.0f;
|
|
}
|
|
Matrix_RotateY(gGfxMatrix, var_fv1, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AD60);
|
|
}
|
|
} else {
|
|
if (((gGameFrameCount % 2) == 0)) {
|
|
var_fv1 = M_PI;
|
|
} else {
|
|
var_fv1 = 0.0f;
|
|
}
|
|
Matrix_RotateY(gGfxMatrix, var_fv1, MTXF_APPLY);
|
|
Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 1.0f, 0.65f, 1.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
RCP_SetupDL_68();
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
|
gDPSetEnvColor(gMasterDisp++, 0, 255, 0, 0);
|
|
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
|
gSPDisplayList(gMasterDisp++, D_landmaster_3006940);
|
|
}
|
|
break;
|
|
case PLAYERSHOT_ON_FOOT:
|
|
case PLAYERSHOT_7:
|
|
Matrix_Scale(gGfxMatrix, shot->scale, shot->scale, shot->scale, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
|
gDPSetEnvColor(gMasterDisp++, D_800C9C00[shot->sourceId], D_800C9C04[shot->sourceId],
|
|
D_800C9C08[shot->sourceId], 255);
|
|
if (gLaserStrength[shot->sourceId] != LASERS_SINGLE) {
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 48.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, 0.f, 40.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AEF0);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, 0.f, -40.0f, 0.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AEF0);
|
|
} else {
|
|
gSPDisplayList(gMasterDisp++, D_versus_301AEF0);
|
|
}
|
|
break;
|
|
case PLAYERSHOT_LOCK_ON:
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
if (gCurrentLevel == LEVEL_AQUAS) {
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_60);
|
|
gSPDisplayList(gMasterDisp++, D_AQ_600DB80);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, gGroundHeight, shot->obj.pos.z + gPathProgress,
|
|
MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, shot->vec_2C.x, shot->vec_2C.y, shot->vec_2C.z, MTXF_APPLY);
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 0, shot->unk_58);
|
|
gDPSetEnvColor(gMasterDisp++, 32, 16, 16, shot->unk_58);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aOrbDL);
|
|
} else if (shot->unk_5C == 0) {
|
|
if (shot->scale > 1.5f) {
|
|
break;
|
|
}
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
|
|
MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
|
|
Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Scale(gGfxMatrix, 20.0f, 20.0f, 20.0f, MTXF_APPLY);
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
|
if (gVersusMode) {
|
|
switch (shot->sourceId) {
|
|
case 0:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 255, 32, 255);
|
|
break;
|
|
case 1:
|
|
gDPSetEnvColor(gMasterDisp++, 255, 32, 32, 255);
|
|
break;
|
|
case 2:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 255, 32, 255);
|
|
break;
|
|
case 3:
|
|
gDPSetEnvColor(gMasterDisp++, 32, 32, 255, 255);
|
|
break;
|
|
}
|
|
} else {
|
|
gDPSetEnvColor(gMasterDisp++, 0, 255, 0, 255);
|
|
}
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 53.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aStarDL);
|
|
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * -53.0f * 2.0f * M_DTOR, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aStarDL);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
if (((gGameFrameCount % 2) == 0)) {
|
|
Matrix_Scale(gGfxMatrix, 1.7f, 1.7f, 1.7f, MTXF_APPLY);
|
|
} else {
|
|
Matrix_Scale(gGfxMatrix, 1.3f, 1.3f, 1.3f, MTXF_APPLY);
|
|
}
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aOrbDL);
|
|
} else {
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_29);
|
|
gSPDisplayList(gMasterDisp++, D_10231A0);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
Matrix_Push(&gGfxMatrix);
|
|
Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
|
|
MTXF_APPLY);
|
|
Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
|
|
Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
|
|
if (((gGameFrameCount % 2) == 0)) {
|
|
Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.2f, MTXF_APPLY);
|
|
} else {
|
|
Matrix_Scale(gGfxMatrix, 1.5f, 1.5f, 1.5f, MTXF_APPLY);
|
|
}
|
|
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
|
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255);
|
|
gDPSetEnvColor(gMasterDisp++, 255, 128, 128, 255);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
gSPDisplayList(gMasterDisp++, aOrbDL);
|
|
}
|
|
break;
|
|
case PLAYERSHOT_GFOX_LASER:
|
|
Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY);
|
|
Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 20.0f, MTXF_APPLY);
|
|
Matrix_SetGfxMtx(&gMasterDisp);
|
|
RCP_SetupDL_40();
|
|
gSPDisplayList(gMasterDisp++, D_GREAT_FOX_E00DFB0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerShot_Draw(PlayerShot* shot) {
|
|
FrameInterpolation_RecordOpenChild(shot, 0);
|
|
FrameInterpolation_RecordMarker(__FILE__, __LINE__);
|
|
switch (shot->obj.status) {
|
|
case SHOT_ACTIVE:
|
|
PlayerShot_DrawShot(shot);
|
|
break;
|
|
case SHOT_HITMARK:
|
|
PlayerShot_DrawHitmark(shot);
|
|
break;
|
|
}
|
|
FrameInterpolation_RecordCloseChild();
|
|
}
|
|
|
|
void PlayerShot_UpdateHitmark(PlayerShot* shot) {
|
|
shot->unk_60++;
|
|
if (shot->unk_60 > 2) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateShot2(PlayerShot* shot, Player* player) {
|
|
Vec3f sp5C;
|
|
Vec3f sp50;
|
|
Vec3f sp44;
|
|
Vec3f sp38;
|
|
|
|
switch (shot->unk_5C) {
|
|
case 0:
|
|
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
|
|
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
|
|
Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
|
|
sp5C.x = 0.0f;
|
|
sp5C.y = 0.0f;
|
|
sp5C.z = player->baseSpeed + 200.0f;
|
|
Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp50);
|
|
shot->vel.x = sp50.x;
|
|
shot->vel.y = sp50.y;
|
|
shot->vel.z = sp50.z - player->boostSpeed;
|
|
sp5C.x = shot->unk_54;
|
|
sp5C.y = -15.0f;
|
|
sp5C.z = 0.0f;
|
|
Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44);
|
|
shot->unk_48 = player->pos.x + sp44.x;
|
|
shot->unk_4C = player->pos.y + sp44.y;
|
|
shot->unk_50 = player->trueZpos + sp44.z;
|
|
shot->scale += 200.0f;
|
|
if (shot->scale > 5000.0f) {
|
|
shot->scale = 5000.0f;
|
|
}
|
|
for (sp5C.z = 0.0f; sp5C.z <= shot->scale; sp5C.z += 200.0f) {
|
|
Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp38);
|
|
gShotHitPosZ = shot->obj.pos.z;
|
|
gShotHitPosY = shot->obj.pos.y;
|
|
gShotHitPosX = shot->obj.pos.x;
|
|
shot->obj.pos.x = player->pos.x + sp38.x;
|
|
shot->obj.pos.y = player->pos.y + sp38.y;
|
|
shot->obj.pos.z = player->trueZpos + sp38.z;
|
|
Matrix_Push(&gCalcMatrix);
|
|
PlayerShot_CollisionCheck(shot);
|
|
Matrix_Pop(&gCalcMatrix);
|
|
if (shot->obj.pos.y < gGroundHeight) {
|
|
shot->unk_5C = 0;
|
|
PlayerShot_HitGround(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->obj.rot.y, 2.0f);
|
|
break;
|
|
} else if (shot->unk_5C == 2) {
|
|
shot->unk_5C = 0;
|
|
break;
|
|
}
|
|
}
|
|
shot->timer = 30;
|
|
shot->obj.rot.y = player->rot.y + player->yRot_114;
|
|
if (!(gControllerHold->button & U_CBUTTONS) && !(gControllerHold->button & A_BUTTON)) {
|
|
shot->unk_5C = 1;
|
|
}
|
|
break;
|
|
case 1:
|
|
shot->unk_48 += shot->vel.x;
|
|
shot->unk_4C += shot->vel.y;
|
|
shot->unk_50 += shot->vel.z;
|
|
break;
|
|
case 2:
|
|
shot->obj.pos.x -= shot->vel.x;
|
|
shot->obj.pos.y -= shot->vel.y;
|
|
shot->obj.pos.z -= shot->vel.z;
|
|
shot->unk_48 += shot->vel.x;
|
|
shot->unk_4C += shot->vel.y;
|
|
shot->unk_50 += shot->vel.z;
|
|
if (((gGameFrameCount % 4) == 0)) {
|
|
Play_SpawnHitmark(gShotHitPosX, gShotHitPosY, gShotHitPosZ);
|
|
}
|
|
if ((fabsf(shot->obj.pos.x - shot->unk_48) < 200.0f) && (fabsf(shot->obj.pos.y - shot->unk_4C) < 200.0f) &&
|
|
(fabsf(shot->obj.pos.z - shot->unk_50) < 200.0f)) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
if (shot->timer == 0) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
}
|
|
if (shot->unk_5C == 1) {
|
|
if (shot->obj.pos.y < gGroundHeight) {
|
|
PlayerShot_Impact(shot);
|
|
PlayerShot_HitGround(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->obj.rot.y, 2.0f);
|
|
if (gCurrentLevel == LEVEL_FORTUNA) {
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
}
|
|
}
|
|
PlayerShot_CollisionCheck(shot);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateBeam(PlayerShot* shot, s32 index) {
|
|
Vec3f sp44;
|
|
Vec3f sp38;
|
|
|
|
if ((gGroundSurface == SURFACE_WATER) && (shot->obj.pos.y < (gGroundHeight + 50.0f)) && (index == 0)) {
|
|
Effect_Effect372_Spawn1(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y + 20.0f);
|
|
Effect_Effect372_Spawn1(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y - 20.0f);
|
|
}
|
|
if ((shot->obj.pos.y < gGroundHeight) && (gGroundType != 4)) {
|
|
PlayerShot_Impact(shot);
|
|
shot->obj.pos.y = gGroundHeight + 2;
|
|
if (gCurrentLevel == LEVEL_BOLSE) {
|
|
Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_EN_REFLECT);
|
|
}
|
|
if ((gCamCount != 4) && (gCurrentLevel != LEVEL_AQUAS)) {
|
|
if ((shot->sourceId == TEAM_ID_FOX) && (gLaserStrength[0] != LASERS_SINGLE) &&
|
|
(gPlayer[0].form != FORM_LANDMASTER)) {
|
|
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateZ(gCalcMatrix, shot->obj.rot.z * M_DTOR, MTXF_APPLY);
|
|
sp44.y = sp44.z = 0.0f;
|
|
sp44.x = 40.0f;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
|
PlayerShot_HitGround(shot->obj.pos.x + sp38.x, gGroundHeight + 2.0f, shot->obj.pos.z + sp38.z,
|
|
shot->obj.rot.y, 2.0f);
|
|
sp44.x = -40.0f;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
|
PlayerShot_HitGround(shot->obj.pos.x + sp38.x, gGroundHeight + 2.0f, shot->obj.pos.z + sp38.z,
|
|
shot->obj.rot.y, 2.0f);
|
|
} else {
|
|
PlayerShot_HitGround(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->obj.rot.y, 2.0f);
|
|
}
|
|
}
|
|
if (gGroundSurface == SURFACE_WATER) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return;
|
|
}
|
|
if (gCurrentLevel == LEVEL_FORTUNA) {
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
}
|
|
if (gCurrentLevel == LEVEL_AQUAS) {
|
|
Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f);
|
|
Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x,
|
|
RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
|
Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x,
|
|
RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
|
Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x,
|
|
RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0);
|
|
}
|
|
}
|
|
if (shot->timer == 0) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
return;
|
|
}
|
|
if ((shot->sourceId < NPC_SHOT_ID + AI360_ENEMY) || ((shot->timer % 2) != 0)) {
|
|
PlayerShot_CollisionCheck(shot);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateTank(PlayerShot* shot) {
|
|
PlayerShot_UpdateBeam(shot, 0);
|
|
}
|
|
|
|
void PlayerShot_UpdateOnFoot(PlayerShot* shot) {
|
|
PlayerShot_UpdateBeam(shot, 0);
|
|
shot->unk_58 = 0;
|
|
}
|
|
|
|
void PlayerShot_UpdateShot7(PlayerShot* shot) {
|
|
Vec3f sp3C;
|
|
Vec3f sp30;
|
|
Vec3f sp24;
|
|
|
|
PlayerShot_UpdateBeam(shot, 0);
|
|
sp3C.x = shot->obj.pos.x;
|
|
sp3C.y = shot->obj.pos.y;
|
|
sp3C.z = shot->obj.pos.z;
|
|
sp30.x = 0.0f;
|
|
sp30.y = 0.0f;
|
|
sp30.z = 0.0f;
|
|
if (!func_col2_800A3690(&sp3C, &sp30, COL2_5, &sp24)) {
|
|
PlayerShot_Impact(shot);
|
|
}
|
|
shot->unk_58 = 0;
|
|
}
|
|
|
|
bool PlayerShot_FindLockTarget(PlayerShot* shot) {
|
|
s32 i;
|
|
s32 j;
|
|
f32 lockRange;
|
|
Actor* actor;
|
|
Player* player;
|
|
|
|
if (gLevelMode == LEVELMODE_ON_RAILS) {
|
|
lockRange = 300.0f;
|
|
} else {
|
|
lockRange = 200.0f;
|
|
}
|
|
for (i = 0, actor = &gActors[0]; i < ARRAY_COUNT(gActors); i++, actor++) {
|
|
if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.targetOffset != 0.0f) &&
|
|
((actor->lockOnTimers[shot->sourceId] == 0) && (fabsf(shot->obj.pos.x - actor->obj.pos.x) <= lockRange) &&
|
|
(fabsf(shot->obj.pos.y - (actor->obj.pos.y + actor->info.targetOffset)) <= lockRange) &&
|
|
(fabsf(shot->obj.pos.z - actor->obj.pos.z) <= lockRange))) {
|
|
actor->lockOnTimers[shot->sourceId] = 20;
|
|
Object_PlayerSfx(gPlayer[shot->sourceId].sfxSource, NA_SE_LOCK_ON, shot->sourceId);
|
|
for (j = 0; j < ARRAY_COUNT(gPlayerShots); j++) {
|
|
if (gPlayerShots[j].obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&gPlayerShots[j].obj, gPlayerShots[j].sfxSource);
|
|
}
|
|
}
|
|
D_display_801615B8[shot->sourceId] = 3.0f;
|
|
D_display_801615A8[shot->sourceId] = 300.0f;
|
|
return true;
|
|
}
|
|
}
|
|
if (gVersusMode) {
|
|
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
|
if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && !player->somersault &&
|
|
(player->form != FORM_ON_FOOT) && (i != shot->sourceId) && (gVsLockOnTimers[i][shot->sourceId] == 0) &&
|
|
(fabsf(shot->obj.pos.x - player->pos.x) <= lockRange) &&
|
|
(fabsf(shot->obj.pos.y - player->pos.y) <= lockRange) &&
|
|
(fabsf(shot->obj.pos.z - player->trueZpos) <= lockRange)) {
|
|
gVsLockOnTimers[0][shot->sourceId] = gVsLockOnTimers[1][shot->sourceId] =
|
|
gVsLockOnTimers[2][shot->sourceId] = gVsLockOnTimers[3][shot->sourceId] = 0;
|
|
gVsLockOnTimers[i][shot->sourceId] = 20;
|
|
Object_PlayerSfx(gPlayer[shot->sourceId].sfxSource, NA_SE_LOCK_ON, shot->sourceId);
|
|
for (j = 0; j < ARRAY_COUNT(gPlayerShots); j++) {
|
|
if (gPlayerShots[j].obj.id == PLAYERSHOT_LOCK_SEARCH) {
|
|
Object_Kill(&gPlayerShots[j].obj, gPlayerShots[j].sfxSource);
|
|
}
|
|
}
|
|
D_display_801615B8[shot->sourceId] = 3.0f;
|
|
D_display_801615A8[shot->sourceId] = 300.0f;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void PlayerShot_SearchLockOnTarget(PlayerShot* shot) {
|
|
if (gVersusMode) {
|
|
if ((shot->obj.pos.y < gGroundHeight) || PlayerShot_FindLockTarget(shot) ||
|
|
!(gControllerHold[shot->sourceId].button & A_BUTTON) || (shot->timer == 0)) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
}
|
|
} else {
|
|
if ((shot->obj.pos.y < gGroundHeight) || PlayerShot_FindLockTarget(shot) ||
|
|
!(gControllerHold[gMainController].button & A_BUTTON) || (shot->timer == 0)) {
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
}
|
|
}
|
|
PlayerShot_CollisionCheck(shot);
|
|
}
|
|
|
|
void PlayerShot_CheckBossHitbox(PlayerShot* shot) {
|
|
s32 i;
|
|
s32 j;
|
|
f32* hitboxData;
|
|
Boss* boss;
|
|
Vec3f test;
|
|
f32 var_fs2;
|
|
Vec3f sp8C;
|
|
Vec3f sp80;
|
|
s32 var_s6;
|
|
s32 count;
|
|
|
|
boss = gBosses;
|
|
for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) {
|
|
if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) {
|
|
if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) {
|
|
var_s6 = gGameFrameCount % 8U;
|
|
var_fs2 = shot->scale * 40.0f;
|
|
} else {
|
|
var_s6 = gGameFrameCount % 16U;
|
|
var_fs2 = shot->scale * 30.0f;
|
|
}
|
|
hitboxData = boss->info.hitbox;
|
|
count = *hitboxData++;
|
|
if (count != 0) {
|
|
for (j = 0; j < count; j++, hitboxData += 6) {
|
|
if (hitboxData[0] == HITBOX_ROTATED) {
|
|
Matrix_RotateZ(gCalcMatrix, -hitboxData[3] * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, -hitboxData[1] * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -hitboxData[2] * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateZ(gCalcMatrix, -boss->obj.rot.z * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateX(gCalcMatrix, -boss->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -boss->obj.rot.y * M_DTOR, MTXF_APPLY);
|
|
hitboxData += 4;
|
|
} else {
|
|
Matrix_RotateZ(gCalcMatrix, -boss->obj.rot.z * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, -boss->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
Matrix_RotateY(gCalcMatrix, -boss->obj.rot.y * M_DTOR, MTXF_APPLY);
|
|
}
|
|
if ((j == var_s6) && (hitboxData[1] > -100.0f) && (hitboxData[3] > -100.0f)) {
|
|
sp8C.x = shot->obj.pos.x - boss->obj.pos.x;
|
|
sp8C.y = shot->obj.pos.y - boss->obj.pos.y;
|
|
sp8C.z = shot->obj.pos.z - boss->obj.pos.z;
|
|
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp8C, &sp80);
|
|
test.x = (hitboxData[4] + boss->obj.pos.x) - (boss->obj.pos.x + sp80.x);
|
|
test.y = (hitboxData[2] + boss->obj.pos.y) - (boss->obj.pos.y + sp80.y);
|
|
test.z = (hitboxData[0] + boss->obj.pos.z) - (boss->obj.pos.z + sp80.z);
|
|
if ((gLevelMode == LEVELMODE_ON_RAILS) && (test.z < 0.0f)) {
|
|
test.z *= 0.6f;
|
|
}
|
|
if (VEC3F_MAG(&test) < var_fs2) {
|
|
boss->dmgPart = j;
|
|
boss->dmgType = DMG_BOMB;
|
|
boss->damage = 20;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerShot_SetBombLight(PlayerShot* shot) {
|
|
static u8 sPlayerReds[4] = { 255, 255, 32, 32 };
|
|
static u8 sPlayerGreens[4] = { 255, 32, 255, 32 };
|
|
static u8 sPlayerBlues[4] = { 32, 32, 32, 255 };
|
|
f32 brightness;
|
|
|
|
gLight3x = shot->obj.pos.x;
|
|
gLight3y = shot->obj.pos.y;
|
|
gLight3z = shot->obj.pos.z;
|
|
if (gVersusMode) {
|
|
gLight3R = sPlayerReds[shot->sourceId];
|
|
gLight3G = sPlayerGreens[shot->sourceId];
|
|
gLight3B = sPlayerBlues[shot->sourceId];
|
|
} else {
|
|
gLight3R = 90;
|
|
gLight3G = 90;
|
|
gLight3B = 255;
|
|
}
|
|
brightness = 0.7f;
|
|
if (shot->unk_5C != 0) {
|
|
brightness = 1.0f;
|
|
}
|
|
Math_SmoothStepToF(&gLight3Brightness, brightness, 1.0f, 0.08f, 0.001f);
|
|
}
|
|
|
|
void PlayerShot_ApplyExplosionDamage(PlayerShot* shot, s32 damage) {
|
|
s32 i;
|
|
f32 dx;
|
|
f32 dy;
|
|
f32 dz;
|
|
s32 pad[2];
|
|
Actor* actor;
|
|
Sprite* sprite;
|
|
Scenery* scenery;
|
|
Effect* effect;
|
|
Player* player;
|
|
f32 radius = shot->scale * 60.0f;
|
|
|
|
scenery = gScenery;
|
|
for (i = 0; i < ARRAY_COUNT(gScenery); i++, scenery++) {
|
|
if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_CO_DOORS)) {
|
|
dx = scenery->obj.pos.x - shot->obj.pos.x;
|
|
dy = scenery->obj.pos.y - shot->obj.pos.y;
|
|
dz = scenery->obj.pos.z - shot->obj.pos.z;
|
|
if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) {
|
|
scenery->dmgType = DMG_EXPLOSION;
|
|
}
|
|
scenery->dmgPart = 0;
|
|
}
|
|
}
|
|
sprite = gSprites;
|
|
for (i = 0; i < ARRAY_COUNT(gSprites); i++, sprite++) {
|
|
if ((sprite->obj.status == OBJ_ACTIVE) &&
|
|
((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) ||
|
|
(sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE))) {
|
|
dx = sprite->obj.pos.x - shot->obj.pos.x;
|
|
dy = sprite->obj.pos.y - shot->obj.pos.y;
|
|
dz = sprite->obj.pos.z - shot->obj.pos.z;
|
|
if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) {
|
|
sprite->destroy = true;
|
|
}
|
|
}
|
|
}
|
|
actor = &gActors[0];
|
|
for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) {
|
|
if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0) &&
|
|
!((gCurrentLevel == LEVEL_MACBETH) && (OBJ_ACTOR_MA_LOCOMOTIVE <= actor->obj.id) &&
|
|
(actor->obj.id < OBJ_ACTOR_MA_RAILROAD_SWITCH)) &&
|
|
!((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->iwork[12] != 0)) &&
|
|
((actor->scale >= 0.0f) || (actor->obj.id == OBJ_ACTOR_BO_SHIELD_REACTOR))) {
|
|
dx = actor->obj.pos.x - shot->obj.pos.x;
|
|
dy = actor->obj.pos.y - shot->obj.pos.y;
|
|
dz = actor->obj.pos.z - shot->obj.pos.z;
|
|
if ((gLevelMode == LEVELMODE_ON_RAILS) && (dz < 0.0f)) {
|
|
dz *= 0.6f;
|
|
}
|
|
actor->hitPos.x = shot->obj.pos.x;
|
|
actor->hitPos.y = shot->obj.pos.y;
|
|
actor->hitPos.z = shot->obj.pos.z;
|
|
if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) {
|
|
if ((actor->obj.id == OBJ_ACTOR_CO_RADAR) || (actor->obj.id == OBJ_ACTOR_ME_LASER_CANNON_1) ||
|
|
(actor->obj.id == OBJ_MISSILE_SEEK_TEAM) || (actor->obj.id == OBJ_ACTOR_ME_HOPBOT) ||
|
|
(actor->obj.id == OBJ_ACTOR_ME_METEO_BALL) || (actor->obj.id == OBJ_ACTOR_ME_LASER_CANNON_2) ||
|
|
((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SUPPLY_CRATE)) ||
|
|
((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SX_WARP_GATE)) ||
|
|
(actor->obj.id == OBJ_ACTOR_CO_MOLE_MISSILE)) {
|
|
actor->dmgType = DMG_EXPLOSION;
|
|
actor->dmgPart = 0;
|
|
actor->dmgSource = shot->sourceId + 1;
|
|
actor->damage = damage;
|
|
|
|
if (actor->info.bonus != 0) {
|
|
shot->bonus++;
|
|
}
|
|
} else if ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->scale >= 0.5f) && (damage > 30)) {
|
|
actor->dmgSource = shot->sourceId + 1;
|
|
actor->vel.x = dx * 0.03f;
|
|
actor->vel.y = dy * 0.03f;
|
|
actor->vel.z = dz * 0.03f;
|
|
actor->obj.status = OBJ_DYING;
|
|
actor->timer_0BC = RAND_INT(15.0f) + 10;
|
|
actor->timer_0BE = 0;
|
|
actor->work_04C = 4;
|
|
actor->obj.rot.x = Math_ModF(actor->obj.rot.x, 360.0f);
|
|
if (actor->info.bonus != 0) {
|
|
shot->bonus++;
|
|
}
|
|
} else {
|
|
actor->dmgType = DMG_EXPLOSION;
|
|
actor->dmgPart = 0;
|
|
actor->dmgSource = shot->sourceId + 1;
|
|
actor->damage = damage;
|
|
if (actor->info.bonus != 0) {
|
|
shot->bonus++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (gCurrentLevel == LEVEL_MACBETH) {
|
|
Macbeth_801AD144(shot);
|
|
} else if (gCurrentLevel == LEVEL_VENOM_1) {
|
|
Venom1_8019864C(shot);
|
|
} else {
|
|
PlayerShot_CheckBossHitbox(shot);
|
|
}
|
|
effect = gEffects;
|
|
for (i = 0; i < ARRAY_COUNT(gEffects); i++, effect++) {
|
|
if (effect->obj.status == OBJ_ACTIVE) {
|
|
dx = effect->obj.pos.x - shot->obj.pos.x;
|
|
dy = effect->obj.pos.y - shot->obj.pos.y;
|
|
dz = effect->obj.pos.z - shot->obj.pos.z;
|
|
if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) {
|
|
if (effect->info.unk_16 == 0) {
|
|
Object_Kill(&effect->obj, effect->sfxSource);
|
|
}
|
|
if (effect->info.unk_16 == 2) {
|
|
effect->obj.pos.x += dx * 0.03f;
|
|
if (!((gLevelType == LEVELTYPE_PLANET) && (effect->obj.pos.y < 100.0f))) {
|
|
effect->obj.pos.y += dy * 0.03f;
|
|
}
|
|
effect->obj.pos.z += dz * 0.03f;
|
|
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;
|
|
effect->scale2 = 20.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (gVersusMode) {
|
|
player = gPlayer;
|
|
for (i = 0; i < gCamCount; i++, player++) {
|
|
if ((i != shot->sourceId) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->hitTimer == 0)) {
|
|
dx = player->pos.x - shot->obj.pos.x;
|
|
dy = player->pos.y - shot->obj.pos.y;
|
|
dz = player->trueZpos - shot->obj.pos.z;
|
|
if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) {
|
|
player->attacker = shot->sourceId + 1;
|
|
switch (player->form) {
|
|
case FORM_ARWING:
|
|
Player_ApplyDamage(player, 0, 80);
|
|
break;
|
|
case FORM_LANDMASTER:
|
|
Player_ApplyDamage(player, 0, 60);
|
|
break;
|
|
case FORM_ON_FOOT:
|
|
Player_ApplyDamage(player, 0, 180);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateBomb(PlayerShot* shot) {
|
|
Vec3f test;
|
|
f32 var_ft5;
|
|
|
|
switch (shot->unk_5C) {
|
|
case 0:
|
|
if (shot->timer == 0) {
|
|
PlayerShot_ExplodeBomb(shot);
|
|
break;
|
|
}
|
|
if ((shot->obj.pos.y < gGroundHeight) && (gGroundType != 4)) {
|
|
PlayerShot_ExplodeBomb(shot);
|
|
break;
|
|
}
|
|
if ((gPlayer[shot->sourceId].form == FORM_LANDMASTER) || (gPlayer[shot->sourceId].form == FORM_ON_FOOT)) {
|
|
shot->vel.y -= 1.0f;
|
|
Math_SmoothStepToF(&shot->obj.rot.x, -90.0f, 0.05f, 1.0f, 0.0f);
|
|
}
|
|
if (shot->timer < 25) {
|
|
if (gVersusMode) {
|
|
if (gControllerPress[shot->sourceId].button & gBombButton[shot->sourceId]) {
|
|
PlayerShot_ExplodeBomb(shot);
|
|
break;
|
|
}
|
|
} else {
|
|
if (gControllerPress[gMainController].button & gBombButton[shot->sourceId]) {
|
|
PlayerShot_ExplodeBomb(shot);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) &&
|
|
(gBosses[0].state == 17))) {
|
|
PlayerShot_CollisionCheck(shot);
|
|
}
|
|
PlayerShot_SetBombLight(shot);
|
|
break;
|
|
case 1:
|
|
gGroundClipMode = 2;
|
|
shot->obj.rot.y += 1.0f;
|
|
Math_SmoothStepToF(&shot->scale, shot->unk_48, 0.05f, 1.5f, 0.001f);
|
|
if ((shot->timer > 0) && (shot->timer < 30)) {
|
|
if (!gVersusMode && ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
|
|
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
|
|
test.x = gPlayer[0].pos.x - shot->obj.pos.x;
|
|
test.y = gPlayer[0].pos.y - shot->obj.pos.y;
|
|
test.z = gPlayer[0].trueZpos - shot->obj.pos.z;
|
|
var_ft5 = VEC3F_MAG(&test) * 0.01f;
|
|
if (var_ft5 > 60.0f) {
|
|
var_ft5 = 60.0f;
|
|
}
|
|
var_ft5 = 60.0f - var_ft5;
|
|
Math_SmoothStepToF(&D_ctx_801779A8[gMainController], var_ft5 + 5.0f, 1.0f, 3.0f, 0.0f);
|
|
}
|
|
PlayerShot_SetBombLight(shot);
|
|
}
|
|
if (shot->timer == 0) {
|
|
shot->unk_58 -= 8;
|
|
if (shot->unk_58 < 0) {
|
|
shot->unk_58 = 0;
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
gGroundClipMode = 0;
|
|
}
|
|
}
|
|
PlayerShot_ApplyExplosionDamage(shot, 50);
|
|
break;
|
|
}
|
|
}
|
|
|
|
Vec3f sLockOnPos = { 0.0f, 0.0f, 0.0f };
|
|
|
|
void PlayerShot_UpdateLockOnShot(PlayerShot* shot) {
|
|
s32 i;
|
|
s32 var_a3;
|
|
f32 sp6C;
|
|
f32 sp68;
|
|
f32 sp64;
|
|
f32 sp60;
|
|
f32 sp5C;
|
|
f32 sp58;
|
|
Actor* actor;
|
|
Player* player;
|
|
|
|
if ((shot->obj.pos.y < gGroundHeight) || (shot->timer == 1)) {
|
|
if ((gGroundSurface == SURFACE_WATER) && (shot->obj.pos.y < gGroundHeight)) {
|
|
shot->unk_48 = 10.0f;
|
|
Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f,
|
|
shot->unk_48 * 3.0f, 0);
|
|
Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f,
|
|
shot->unk_48 * 3.0f, 5);
|
|
Effect_Effect372_Spawn2(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f,
|
|
shot->unk_48 * 0.5f);
|
|
Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_OB_WATER_BOUND_M);
|
|
}
|
|
PlayerShot_Impact(shot);
|
|
} else {
|
|
var_a3 = 0;
|
|
if (shot->unk_60 == 0) {
|
|
for (i = 0, actor = &gActors[0]; i < ARRAY_COUNT(gActors); i++, actor++) {
|
|
if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.targetOffset != 0.0f) &&
|
|
(actor->lockOnTimers[shot->sourceId] != 0)) {
|
|
var_a3 = 1;
|
|
actor->lockOnTimers[shot->sourceId] = 2;
|
|
sLockOnPos = actor->obj.pos;
|
|
sLockOnPos.y += actor->info.targetOffset;
|
|
}
|
|
}
|
|
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
|
if (((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (player->state_1C8 == PLAYERSTATE_1C8_U_TURN)) &&
|
|
(gVsLockOnTimers[i][shot->sourceId] != 0)) {
|
|
var_a3 = 1;
|
|
gVsLockOnTimers[i][shot->sourceId] = 2;
|
|
sLockOnPos.x = player->pos.x;
|
|
if (player->form == FORM_ARWING) {
|
|
sLockOnPos.y = player->pos.y;
|
|
} else {
|
|
sLockOnPos.y = player->pos.y + 30.0f;
|
|
}
|
|
sLockOnPos.z = player->trueZpos;
|
|
}
|
|
}
|
|
if (var_a3 != 0) {
|
|
sp6C = shot->obj.pos.x - sLockOnPos.x;
|
|
sp68 = shot->obj.pos.y - sLockOnPos.y;
|
|
sp64 = shot->obj.pos.z - sLockOnPos.z;
|
|
sp58 = Math_RadToDeg(Math_Atan2F(sp6C, sp64));
|
|
sp5C = Math_RadToDeg(-Math_Atan2F(sp68, sqrtf(SQ(sp6C) + SQ(sp64))));
|
|
if (shot->vec_2C.y >= 360.0f) {
|
|
shot->vec_2C.y -= 360.0f;
|
|
}
|
|
if (shot->vec_2C.y < 0.0f) {
|
|
shot->vec_2C.y += 360.0f;
|
|
}
|
|
if (shot->vec_2C.x >= 360.0f) {
|
|
shot->vec_2C.x -= 360.0f;
|
|
}
|
|
if (shot->vec_2C.x < 0.0f) {
|
|
shot->vec_2C.x += 360.0f;
|
|
}
|
|
Math_SmoothStepToAngle(&shot->vec_2C.y, sp58, 1.0f, shot->unk_50, 0.0f);
|
|
Math_SmoothStepToAngle(&shot->vec_2C.x, sp5C, 1.0f, shot->unk_50, 0.0f);
|
|
shot->timer = 30;
|
|
} else {
|
|
shot->unk_60 = 1;
|
|
}
|
|
}
|
|
Math_SmoothStepToF(&shot->unk_50, 360.0f, 1.0f, 3.0f, 0.f);
|
|
if (shot->unk_60 != 0) {
|
|
Math_SmoothStepToF(&shot->unk_54, 169.0f, 1.0f, 13.0f, 0.f);
|
|
} else {
|
|
Math_SmoothStepToF(&shot->unk_54, 91.0f, 1.0f, 7.7999997f, 0.f);
|
|
}
|
|
if (!((gPlayer[shot->sourceId].form == FORM_LANDMASTER) && (shot->unk_60 != 0))) {
|
|
Vec3f sp44;
|
|
Vec3f sp38;
|
|
|
|
shot->obj.rot.y = shot->vec_2C.y;
|
|
shot->obj.rot.x = shot->vec_2C.x;
|
|
Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
|
|
Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
|
|
sp44.x = sp44.y = 0.0f;
|
|
sp44.z = -(shot->unk_54 + 40.0f);
|
|
Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38);
|
|
shot->vel.x = sp38.x;
|
|
shot->vel.y = sp38.y;
|
|
shot->vel.z = sp38.z;
|
|
}
|
|
PlayerShot_CollisionCheck(shot);
|
|
gLight3x = shot->obj.pos.x;
|
|
gLight3y = shot->obj.pos.y;
|
|
gLight3z = shot->obj.pos.z;
|
|
gLight3R = 90;
|
|
gLight3G = 180;
|
|
gLight3B = 90;
|
|
Math_SmoothStepToF(&gLight3Brightness, 0.6f, 1.0f, 0.08f, 0.001f);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateShot(PlayerShot* shot, s32 index) {
|
|
s32 teamId;
|
|
s32 bonus;
|
|
|
|
shot->obj.pos.x += shot->vel.x;
|
|
shot->obj.pos.y += shot->vel.y;
|
|
shot->obj.pos.z += shot->vel.z;
|
|
switch (shot->obj.id) {
|
|
case PLAYERSHOT_SINGLE_LASER:
|
|
PlayerShot_UpdateBeam(shot, index);
|
|
break;
|
|
case PLAYERSHOT_TWIN_LASER:
|
|
case PLAYERSHOT_GFOX_LASER:
|
|
PlayerShot_UpdateBeam(shot, index);
|
|
break;
|
|
case PLAYERSHOT_2:
|
|
PlayerShot_UpdateShot2(shot, &gPlayer[shot->sourceId]);
|
|
break;
|
|
case PLAYERSHOT_BOMB:
|
|
PlayerShot_UpdateBomb(shot);
|
|
break;
|
|
case PLAYERSHOT_LOCK_SEARCH:
|
|
PlayerShot_SearchLockOnTarget(shot);
|
|
break;
|
|
case PLAYERSHOT_TANK:
|
|
PlayerShot_UpdateTank(shot);
|
|
break;
|
|
case PLAYERSHOT_ON_FOOT:
|
|
PlayerShot_UpdateOnFoot(shot);
|
|
break;
|
|
case PLAYERSHOT_7:
|
|
PlayerShot_UpdateShot7(shot);
|
|
break;
|
|
case PLAYERSHOT_LOCK_ON:
|
|
if (shot->scale > 1.5f) {
|
|
PlayerShot_ApplyExplosionDamage(shot, 30);
|
|
if (shot->bonus != 0) {
|
|
if (gVersusMode) {
|
|
gPlayerScores[shot->sourceId] += shot->bonus;
|
|
} else {
|
|
bonus = shot->bonus;
|
|
if (shot->bonus > 10) {
|
|
bonus = BONUS_TEXT_GREAT;
|
|
}
|
|
BonusText_Display(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus);
|
|
gHitCount += shot->bonus;
|
|
}
|
|
if ((shot->bonus >= 7) && !gBossActive && (gLevelMode == LEVELMODE_ON_RAILS) &&
|
|
((gTeamShields[TEAM_ID_FALCO] > 0) || (gTeamShields[TEAM_ID_SLIPPY] > 0) ||
|
|
(gTeamShields[TEAM_ID_PEPPY] > 0))) {
|
|
do {
|
|
teamId = RAND_INT(2.9f) + 1;
|
|
} while (gTeamShields[teamId] <= 0);
|
|
switch (teamId) {
|
|
case TEAM_ID_FALCO:
|
|
Radio_PlayMessage(gMsg_ID_7100, RCID_FALCO);
|
|
break;
|
|
case TEAM_ID_SLIPPY:
|
|
Radio_PlayMessage(gMsg_ID_15252, RCID_SLIPPY);
|
|
break;
|
|
case TEAM_ID_PEPPY:
|
|
Radio_PlayMessage(gMsg_ID_17160, RCID_PEPPY);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
Object_Kill(&shot->obj, shot->sfxSource);
|
|
Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_SPREAD_EXPLOSION);
|
|
} else if (gCurrentLevel == LEVEL_AQUAS) {
|
|
Aquas_801ABA40(shot);
|
|
} else {
|
|
PlayerShot_UpdateLockOnShot(shot);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void PlayerShot_Update(PlayerShot* shot) {
|
|
s32 i;
|
|
s32 ticks;
|
|
|
|
switch (shot->obj.status) {
|
|
case SHOT_FREE:
|
|
break;
|
|
case SHOT_ACTIVE:
|
|
ticks = 1;
|
|
switch (shot->obj.id) {
|
|
case PLAYERSHOT_GFOX_LASER:
|
|
ticks = 4;
|
|
break;
|
|
case PLAYERSHOT_SINGLE_LASER:
|
|
case PLAYERSHOT_TWIN_LASER:
|
|
if ((shot->unk_58 == 0) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
|
ticks = 4;
|
|
} else {
|
|
ticks = 3;
|
|
}
|
|
break;
|
|
case PLAYERSHOT_TANK:
|
|
ticks = 2;
|
|
break;
|
|
}
|
|
for (i = 0; i < ticks && (shot->obj.status == SHOT_ACTIVE); i++) {
|
|
if (shot->timer > 0) {
|
|
shot->timer--;
|
|
}
|
|
gShotHitPosZ = shot->obj.pos.z;
|
|
gShotHitPosY = shot->obj.pos.y;
|
|
gShotHitPosX = shot->obj.pos.x;
|
|
PlayerShot_UpdateShot(shot, i);
|
|
}
|
|
break;
|
|
case SHOT_HITMARK:
|
|
PlayerShot_UpdateHitmark(shot);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void PlayerShot_UpdateAll(void) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) {
|
|
gPlayerShots[i].index = i;
|
|
PlayerShot_Update(&gPlayerShots[i]);
|
|
}
|
|
}
|
|
|
|
void PlayerShot_DrawAll(void) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) {
|
|
gPlayerShots[i].index = i;
|
|
if (gPlayerShots[i].obj.status != SHOT_FREE) {
|
|
if (!((gReflectY < 0) && (gPlayerShots[i].obj.rot.x < -10.0f))) {
|
|
Matrix_Push(&gGfxMatrix);
|
|
PlayerShot_Draw(&gPlayerShots[i]);
|
|
Matrix_Pop(&gGfxMatrix);
|
|
}
|
|
if (gReflectY > 0) {
|
|
Object_SetSfxSourceToView(gPlayerShots[i].sfxSource, &sShotViewPos);
|
|
}
|
|
}
|
|
}
|
|
}
|