documentation: core2/ba/physics
This commit is contained in:
@@ -60,7 +60,7 @@ void func_80387520(ActorMarker *caller, enum asset_e text_id, s32 arg1){
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local->unk24 = 0;
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}
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else{
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func_80328B8C(this, 2, 0, 1);
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subaddie_set_state_with_direction(this, 2, 0, 1);
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}
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}
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@@ -77,7 +77,7 @@ void func_803875D4(ActorMarker *marker){
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Actor *this = marker_getActor(reinterpret_cast(ActorMarker *, marker));
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enum asset_e text_id;
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func_80328A84(this, 4);
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subaddie_set_state(this, 4);
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actor_loopAnimation(this);
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this->unk28 = 0.0f;
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@@ -97,7 +97,7 @@ void func_80387678(Actor *this){
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func_8028F918(2);
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timed_setStaticCameraToNode(0.0f, 4);
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timedFunc_set_1(1.0f, (GenFunction_1)func_803875D4, (s32)this->marker);
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func_80328B8C(this, 1, 0.0f, 1);
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subaddie_set_state_with_direction(this, 1, 0.0f, 1);
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}
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void func_8038771C(Actor *this){
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@@ -140,7 +140,7 @@ void func_803878CC(Actor * this){
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if(!this->unk16C_4){
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if(this->state == 3){
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func_80328B8C(this, 2, 0.0f, 1);
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subaddie_set_state_with_direction(this, 2, 0.0f, 1);
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}
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this->unk16C_4 = TRUE;
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}//L80387970
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@@ -151,7 +151,7 @@ void func_803878CC(Actor * this){
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){
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func_80311480(0xa0b, 0xe, this->position, this->marker, func_80387520, NULL);
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this->unk138_24 = TRUE;
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func_80328AC8(this, 3);
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subaddie_set_state_forward(this, 3);
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}
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if( mapSpecificFlags_get(0)
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@@ -173,7 +173,7 @@ void func_803878CC(Actor * this){
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}
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func_80387774(&this);
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if(func_80328BD4(this, 2, 0.0f, 1, 0.007f))
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if(subaddie_maybe_set_state_position_direction(this, 2, 0.0f, 1, 0.007f))
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break;
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func_80328FB0(this, 3.0f);
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@@ -185,7 +185,7 @@ void func_803878CC(Actor * this){
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case 2:// 80387B10
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func_80387774(&this);
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if( actor_animationIsAt(this, 0.99f)
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&& func_80328BD4(this, 1, 0.0f, 1, 0.78f)
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&& subaddie_maybe_set_state_position_direction(this, 1, 0.0f, 1, 0.78f)
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){
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this->unk28 = 4.0f;
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break;
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@@ -214,7 +214,7 @@ void func_803878CC(Actor * this){
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func_80328FB0(this, 3.0f);
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local = (ActorLocal_Blubber*)&this->local;
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if(actor_animationIsAt(this, 0.99f) && !local->unk24){
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func_80328A84(this, 5);
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subaddie_set_state(this, 5);
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this->unk28 = 8.0f;
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}
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}
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@@ -35,7 +35,7 @@ void __chClam_func_803863F0(enum sfx_e sfx_id, f32 arg1, s32 arg2, f32 position[
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}
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void __chClam_func_80386454(Actor *this){
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func_80328B8C(this, 1, 0.01f, 1);
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subaddie_set_state_with_direction(this, 1, 0.01f, 1);
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actor_loopAnimation(this);
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animctrl_setDuration(this->animctrl, randf2(1.9f, 2.1f));
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}
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@@ -286,7 +286,7 @@ void chClam_update(Actor *this){
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if(this->position_y <= sp48 + 15.0f && sp48 - 15.0f <= this->position_y){
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this->position_y = sp48;
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this->unk38_31 = sp44;
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func_80328B8C(this, 3, 0.01f, 1);
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subaddie_set_state_with_direction(this, 3, 0.01f, 1);
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actor_loopAnimation(this);
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this->velocity_x = 0.0f;
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animctrl_setDuration(this->animctrl, 0.6f);
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@@ -298,7 +298,7 @@ void chClam_update(Actor *this){
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switch(this->state){
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case 1://L80387170
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if(__chClam_rotateTowardTarget(this, 140)){
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func_80328B8C(this, 2, 0.01f, 1);
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subaddie_set_state_with_direction(this, 2, 0.01f, 1);
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actor_playAnimationOnce(this);
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animctrl_setDuration(this->animctrl, 1.0f);
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__chClam_func_803863F0(SFX_3F2_UNKNOWN, randf2(1.0f, 1.1f), 22000, this->position, 1500.0f, 2000.0f);
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@@ -83,7 +83,7 @@ void chLeaky_update(Actor *this) {
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void __chLeaky_startCutscene(ActorMarker *caller, enum asset_e text_id, s32 arg2){
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Actor *this = marker_getActor(caller);
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Struct73s *temp_v0;
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func_80328A84(this, 2);
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subaddie_set_state(this, 2);
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temp_v0 = func_8034C5AC(300);
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if(temp_v0 != NULL){
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func_8034E7B8(temp_v0, -600, 4.0f, 2, 10.0f);
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@@ -56,7 +56,7 @@ Actor *func_803894C0(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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}
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void TTC_func_80389530(Actor *this){
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func_80328B8C(this, 1, 0.2f, 1);
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subaddie_set_state_with_direction(this, 1, 0.2f, 1);
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this->marker->collidable = FALSE;
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this->unk38_31 = 0;
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FUNC_8030E8B4(SFX_6C_LOCKUP_CLOSING, 1.0f, 32000, this->position, 1250, 2500);
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@@ -65,7 +65,7 @@ void TTC_func_80389530(Actor *this){
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void func_8038959C(Actor *this){
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func_80389468();
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func_80328B8C(this, 2, 0.2f, 1);
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subaddie_set_state_with_direction(this, 2, 0.2f, 1);
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this->unk38_31 = 1;
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FUNC_8030E8B4(SFX_6B_LOCKUP_OPENING, 1.0f, 32000, this->position, 1250, 2500);
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}
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@@ -94,7 +94,7 @@ void func_80389600(Actor *this){
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case 1: //L803896F0
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if(!this->initialized){
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this->marker->propPtr->unk8_3 = TRUE;
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func_80328B8C(this, 1, 0.2f, 1);
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subaddie_set_state_with_direction(this, 1, 0.2f, 1);
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this->marker->collidable = FALSE;
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this->unk38_31 = 0;
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this->initialized = TRUE;
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@@ -119,7 +119,7 @@ void func_80389600(Actor *this){
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}
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if(actor_animationIsAt(this, 0.5f)){
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func_80328B8C(this, 3, 0.5f, 1);
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subaddie_set_state_with_direction(this, 3, 0.5f, 1);
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}
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if(0.15 < animctrl_getAnimTimer(this->animctrl)){
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this->marker->collidable = TRUE;
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@@ -135,7 +135,7 @@ void func_80389600(Actor *this){
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if(!(local->unk4 < tmp_v1)){
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local->unk4 = 0;
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func_80328B8C(this, 4, 0.5f, 1);
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subaddie_set_state_with_direction(this, 4, 0.5f, 1);
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}
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break;
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@@ -66,7 +66,7 @@ Actor *func_80387EB0(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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}
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void TTC_func_80387F18(Actor *this) {
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func_80328AEC(this, 3);
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subaddie_set_state_looped(this, 3);
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this->unk1C[0] = 0.0f;
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switch((s32)this->unk60){
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case 0x78:
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@@ -94,7 +94,7 @@ void TTC_func_80387FB0(ActorMarker *caller, enum asset_e text_id, s32 arg2){
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void TTC_func_80387FF4(Actor *this) {
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s32 i;
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func_80328B8C(this, 4, 0.01f, 1);
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subaddie_set_state_with_direction(this, 4, 0.01f, 1);
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actor_playAnimationOnce(this);
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for(i = 0; i < 3; i ++){
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FUNC_8030E8B4(SFX_79_TICKER_DEATH, 0.5f, 17000, this->position, 1500, 3000);
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@@ -127,7 +127,7 @@ void func_80388178(ActorMarker *this_marker, ActorMarker *other_marker) {
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func_8032B4DC(this, other_marker, 7);
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if (this->unk60 == 40.0f) {
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func_80328B8C(this, 6, 0.01f, 1);
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subaddie_set_state_with_direction(this, 6, 0.01f, 1);
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actor_playAnimationOnce(this);
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for(i = 0; i < 3; i++){
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FUNC_8030E8B4(SFX_78_EAGLECRY, 0.7f, 20000, this->position, 1500, 3000);
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@@ -220,7 +220,7 @@ void func_80388434(Actor *this){
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case 1:// L80388578
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if(!this->initialized){
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animctrl_setTransitionDuration(this->animctrl, 0.35f);
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func_80328B8C(this, 1, 0.01f, 1);
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subaddie_set_state_with_direction(this, 1, 0.01f, 1);
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this->unk60 = 120.0f;
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this->marker->propPtr->unk8_3 = TRUE;
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marker_setCollisionScripts(this->marker, func_803883C8, func_80388344, func_80388178);
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@@ -233,7 +233,7 @@ void func_80388434(Actor *this){
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&& temp_v0 != 1
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&& temp_v0 != 10
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){
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func_80328B8C(this, 5, 0.01f, 1);
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subaddie_set_state_with_direction(this, 5, 0.01f, 1);
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if(func_80311480(0xa0e, 0xf, this->position, this->marker, TTC_func_80387FB0, NULL)){
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this->unk138_24 = TRUE;
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}
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@@ -258,7 +258,7 @@ void func_80388434(Actor *this){
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case 2:// L8038872C
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if(!func_8038812C(this)){
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func_80328AEC(this, 1);
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subaddie_set_state_looped(this, 1);
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break;
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}
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@@ -284,7 +284,7 @@ void func_80388434(Actor *this){
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}
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if(2.0f <= this->unk1C[0]){
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func_80328AEC(this, 2);
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subaddie_set_state_looped(this, 2);
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this->unk38_31 = 0;
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break;
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}
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@@ -322,7 +322,7 @@ void func_80388434(Actor *this){
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}
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if(actor_animationIsAt(this, 0.99f)){
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func_80328B8C(this, 7, 0.01f, 1);
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subaddie_set_state_with_direction(this, 7, 0.01f, 1);
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}
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break;
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@@ -76,7 +76,7 @@ void chtreasure_update(Actor *this){
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this->unk5C = animctrl_getAnimTimer(this->animctrl) *300.0; //radius of 300.0f
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if(animctrl_isStopped(this->animctrl)){
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actor_loopAnimation(this);
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func_80328AC8(this, 2);
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subaddie_set_state_forward(this, 2);
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this->marker->propPtr->unk8_3 = 1;
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actor_collisionOn(this);
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func_8030E878(SFX_3F2_UNKNOWN, randf2(1.2f, 1.3f), 20000, this->position, 200.0f, 1500.0f);
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