documentation: core2/ba/physics

This commit is contained in:
Banjo Kazooie
2024-06-16 22:36:36 -05:00
parent 8fe5c3b4d1
commit 092de6aae3
208 changed files with 2342 additions and 2163 deletions

View File

@@ -104,7 +104,7 @@ void func_8038ADFC(f32 pos[3], s32 cnt){
void func_8038AF10(Actor *this){
animctrl_setSmoothTransition(this->animctrl, TRUE);
func_80328B8C(this, 3, 0.00001f, 1);
subaddie_set_state_with_direction(this, 3, 0.00001f, 1);
actor_loopAnimation(this);
this->unk28 = 16.0f;
this->unk1C[0] = 1.0f;
@@ -124,7 +124,7 @@ void func_8038AFF4(ActorMarker *this_marker, ActorMarker *other_marker){
Actor *this = marker_getActor(this_marker);
func_8032B4DC(this, other_marker, 0xC);
actor_collisionOff(this);
func_80328B8C(this, ASSET_9_ANIM_BSDIE, 0.00001f, 1);
subaddie_set_state_with_direction(this, ASSET_9_ANIM_BSDIE, 0.00001f, 1);
actor_playAnimationOnce(this);
this->unk1C[0] = 0.0f;
func_8030E878(SFX_D7_GRABBA_DEATH, 1.0f, 32000, this->position, 2250.0f, 4500.0f);
@@ -189,7 +189,7 @@ void func_8038B124(Actor *this){
&& func_803292E0(this)
){
animctrl_setSmoothTransition(this->animctrl, 0);
func_80328B8C(this, 2, 0.00001f, 1);
subaddie_set_state_with_direction(this, 2, 0.00001f, 1);
actor_playAnimationOnce(this);
this->yaw = (f32)func_80329784(this);
this->unk28 = 0.0f;
@@ -221,12 +221,12 @@ void func_8038B124(Actor *this){
case 3: //L8038B494
func_8030E2C4(this->unk44_31);
if(func_80329530(this, 175)){
func_80328B8C(this, 4, 0.00001f, 1);
subaddie_set_state_with_direction(this, 4, 0.00001f, 1);
actor_loopAnimation(this);
this->unk1C[0] = 1.0f;
}
else if(!func_80329530(this, 1100) || !func_8038AF78(this, 8.0f, 16.0f)){
func_80328B8C(this, 8, 0.00001f, 1);
subaddie_set_state_with_direction(this, 8, 0.00001f, 1);
actor_playAnimationOnce(this);
this->unk1C[0] = 1.0f;
func_802BB3DC(0, 6.0f, 0.92f);
@@ -249,7 +249,7 @@ void func_8038B124(Actor *this){
this->yaw_ideal = func_80329784(this);
func_80328FB0(this, 8.0f);
if(this->unk38_31 >= 20){
func_80328B8C(this, 5, 0.00001f, 1);
subaddie_set_state_with_direction(this, 5, 0.00001f, 1);
actor_playAnimationOnce(this);
this->unk38_31 = 0;
this->unk1C[0] = 1.0f;
@@ -269,7 +269,7 @@ void func_8038B124(Actor *this){
func_8030E878(SFX_3_DULL_CANNON_SHOT, 1.0f, 32000, this->position, 2250.0f, 4500.0f);
}//L8038B734
if(0.98 < animctrl_getAnimTimer(this->animctrl)){
func_80328B8C(this, 6, 0.99f, 0);
subaddie_set_state_with_direction(this, 6, 0.99f, 0);
actor_playAnimationOnce(this);
this->unk60 = 0.0f;
this->unk1C[0] = 1.0f;
@@ -278,7 +278,7 @@ void func_8038B124(Actor *this){
case 6: //L8038B78C
if(75.0f <= this->unk60){
func_80328B8C(this, 7, 0.00001f, 1);
subaddie_set_state_with_direction(this, 7, 0.00001f, 1);
actor_playAnimationOnce(this);
this->unk1C[0] = 1.0f;
}
@@ -295,14 +295,14 @@ void func_8038B124(Actor *this){
case 8: //L8038B820
if(0.98 < animctrl_getAnimTimer(this->animctrl)){
func_80328B8C(this, 1, 0.00001f, 1);
subaddie_set_state_with_direction(this, 1, 0.00001f, 1);
this->unk1C[0] = 0.0f;
this->unk1C[1] = 2.0f;
}
break;
case 9: //L8038B870
func_80328A84(this, 0xA);
subaddie_set_state(this, 0xA);
func_8038ACEC(this->position, 2);
func_8034A174(this->marker->unk44, 5, GV_D_80391A70);
func_8038ACEC(GV_D_80391A70, 2);