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

@@ -89,7 +89,7 @@ void func_802DAE10(Actor *this){
void func_802DAE40(Actor *this) {
func_80328A84(this, 2);
subaddie_set_state(this, 2);
func_802DAE10(this);
func_80328CEC(this, (s32) this->yaw_ideal, (s32) (this->yaw + 160.0f) % 360, (s32) (this->yaw + 200.0f) % 360);
this->unk38_31 = 0x5A;
@@ -142,13 +142,13 @@ bool func_802DAFBC(Actor *this) {
} else if (temp_v0 & 8) {
func_802DAE10(this);
this->unk38_31 = 0x5A;
func_80328B8C(this, 2, sp44, 1);
subaddie_set_state_with_direction(this, 2, sp44, 1);
func_80328CEC(this, (s32) this->yaw_ideal, 0xB3, 0xB4);
this->unk38_0 = TRUE;
} else {
func_802DAE10(this);
this->unk38_31 = 0x5A;
func_80328B8C(this, 8, sp44, 1);
subaddie_set_state_with_direction(this, 8, sp44, 1);
func_80328CEC(this, (s32) this->yaw_ideal, 120, 180);
}
return TRUE;
@@ -156,13 +156,13 @@ bool func_802DAFBC(Actor *this) {
void func_802DB220(Actor *this) {
if (func_80329530(this, 900) && func_803292E0(this)) {
func_80328A84(this, 6);
subaddie_set_state(this, 6);
}
}
void func_802DB264(Actor *this) {
if (!func_80329530(this, 900) || !func_803292E0(this)) {
func_80328A84(this, 1);
subaddie_set_state(this, 1);
}
}
@@ -219,7 +219,7 @@ void func_802DB440(ActorMarker *marker, ActorMarker *other_marker) {
void func_802DB4E0(ActorMarker *marker, s32 arg1){
Actor * actor = marker_getActor(marker);
func_80328B8C(actor, 9, 0.0f, 1);
subaddie_set_state_with_direction(actor, 9, 0.0f, 1);
actor_playAnimationOnce(actor);
actor_collisionOff(actor);
actor->unk60 = randf2(3.0f, 6.0f);
@@ -248,7 +248,7 @@ void func_802DB5A0(Actor *this) {
local->unk38 = 0;
this->unk16C_4 = TRUE;
if (func_803203FC(UNKFLAGS1_1F_IN_CHARACTER_PARADE)) {
func_80328A84(this, 2U);
subaddie_set_state(this, 2U);
return;
}
}
@@ -261,7 +261,7 @@ void func_802DB5A0(Actor *this) {
switch(this->state){
case 1://L802DB6B8
if (func_80328B38(this, 2, 0.58f)) {
if (subaddie_maybe_set_state(this, 2, 0.58f)) {
func_80328CEC(this, (s32) this->yaw, 0xA, 0x2D);
func_802DAE10(this);
}
@@ -274,7 +274,7 @@ void func_802DB5A0(Actor *this) {
if (phi_f14 >= 1.0) {
phi_f14 -= 1.0;
}
func_80328B8C(this, 2, phi_f14, 1);
subaddie_set_state_with_direction(this, 2, phi_f14, 1);
this->yaw_ideal = this->yaw;
func_802DAE10(this);
}
@@ -288,12 +288,12 @@ void func_802DB5A0(Actor *this) {
func_80328CEC(this, this->yaw_ideal, 0xA, 0x14);
}
if (!(func_8023DB5C() & 7)) {
func_80328B38(this, 1, 0.02f);
subaddie_maybe_set_state(this, 1, 0.02f);
}
if( !(func_8023DB5C() & 0xF)
&& func_80329078(this, (s32) this->yaw_ideal, 0x96)
) {
if (func_80328B38(this, 3, 0.13f) != 0) {
if (subaddie_maybe_set_state(this, 3, 0.13f) != 0) {
this->unk28 = randf2((f32)local->unk8, (f32)local->unk9);
}
}
@@ -308,7 +308,7 @@ void func_802DB5A0(Actor *this) {
func_80328FB0(this, 4.0f);
if (func_80329480(this)) {
this->unk10_12 = local->unkC_31;
func_80328A84(this, 4);
subaddie_set_state(this, 4);
func_802DB2AC(this);
}
break;
@@ -316,7 +316,7 @@ void func_802DB5A0(Actor *this) {
case 3://L802DB930
func_80328FB0(this, 3.0f);
func_802DB3B0(this);
if (!(func_8023DB5C() & 0xF) && (func_80328B38(this, 2, 0.08f))) {
if (!(func_8023DB5C() & 0xF) && (subaddie_maybe_set_state(this, 2, 0.08f))) {
func_802DAE10(this);
}
func_802DB220(this);
@@ -329,7 +329,7 @@ void func_802DB5A0(Actor *this) {
}
this->yaw_ideal = (f32) func_80329784(this);
if (!func_803294B4(this, 0x21)) {
func_80328A84(this, 6);
subaddie_set_state(this, 6);
}
func_802DB264(this);
if (actor_animationIsAt(this, 0.5f) != 0) {
@@ -340,7 +340,7 @@ void func_802DB5A0(Actor *this) {
if( (this->unk10_12 == 0)
|| (this->unk10_12 < local->unkC_31 && func_80329530(this, 0xFA))
) {
func_80328A84(this, 7);
subaddie_set_state(this, 7);
this->unk28 = (f32)local->unkA;
this->unk38_31 = 0;
}
@@ -374,7 +374,7 @@ void func_802DB5A0(Actor *this) {
this->unk60 -= time_getDelta();
break;
}
func_80328B8C(this, 0xA, 0.0f, 1);
subaddie_set_state_with_direction(this, 0xA, 0.0f, 1);
actor_playAnimationOnce(this);
break;
@@ -383,7 +383,7 @@ void func_802DB5A0(Actor *this) {
func_802DB354(this);
}
if (animctrl_isStopped(this->animctrl)) {
func_80328B8C(this, 2, 0.0f, 1);
subaddie_set_state_with_direction(this, 2, 0.0f, 1);
actor_loopAnimation(this);
actor_collisionOn(this);
}