documentation: core2/ba/physics
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@@ -76,7 +76,7 @@ void func_8035B1CC(ActorMarker *this_marker, ActorMarker *other_marker){
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sp30 = this->scale;
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func_8030E878(SFX_121_AWAWAU, 1.3f, 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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func_8030E878(SFX_30_MAGIC_POOF, 1.0f, 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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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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actor_collisionOff(this);
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func_80326310(this);
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@@ -88,7 +88,7 @@ void func_8035B2C4(ActorMarker *this_marker, ActorMarker *other_marker){
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f32 sp30 = this->scale;
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func_8030E878(SFX_121_AWAWAU, 1.3f, 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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func_8030E878(SFX_30_MAGIC_POOF, 1.0f, 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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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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actor_collisionOff(this);
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func_8035AFE0(sp30, this->position, 8, ASSET_700_SPRITE_DUST, D_80372C6C);
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@@ -160,21 +160,21 @@ void func_8035B56C(Actor *this){
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void func_8035B674(Actor *this){
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ActorLocal_Core2_D4050 *local = (ActorLocal_Core2_D4050 *)&this->local;
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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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local->unk0 = randf2(1.0f, 4.5f);
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}
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void func_8035B6CC(Actor *this){
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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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this->unk28 = 1.0f;
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func_8030E878(0x3F4, randf2(1.0f, 1.2f), 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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}
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void func_8035B75C(Actor *this){
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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->unk28 = func_803203FC(UNKFLAGS1_C1_IN_FINAL_CHARACTER_PARADE) ? 0.0 : 12.0;
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func_8030E878(0x3F4, randf2(1.0f, 1.2f), 32000, this->position, this->scale*400.0f, this->scale*1800.0f);
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@@ -183,7 +183,7 @@ void func_8035B75C(Actor *this){
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void func_8035B824(Actor *this){
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ActorLocal_Core2_D4050 *local = (ActorLocal_Core2_D4050 *)&this->local;
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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_loopAnimation(this);
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func_80328CEC(this, (s32)this->yaw_ideal, 0xA, 0x1E);
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this->unk28 = 4.0f;
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@@ -193,7 +193,7 @@ void func_8035B824(Actor *this){
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}
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void func_8035B8A8(Actor *this){
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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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actor_loopAnimation(this);
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func_80328CEC(this, (s32)this->yaw_ideal, 0xE1, 0x87);
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}
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@@ -314,12 +314,12 @@ void func_8035BD48(Actor *this){
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marker_despawn(this->marker);
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}
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else{//L8035BE04
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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_setOpacity(this, 0);
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}
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}
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else{//L8035BE2C
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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_setOpacity(this, 0xff);
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}
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}//L8035BE50
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@@ -331,7 +331,7 @@ void func_8035BD48(Actor *this){
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marker_despawn(this->marker);
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}
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else if(mapSpecificFlags_getClear(3)){
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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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}
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break;
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case 3: //L8035BECC
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@@ -360,7 +360,7 @@ void func_8035BD48(Actor *this){
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marker_despawn(this->marker);
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}
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else{
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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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timedFunc_set_2(randf2(5.0f, 10.0f), mapSpecificFlags_set, 3, TRUE);
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}
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}
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