documentation: core2/ba/physics
This commit is contained in:
@@ -5,7 +5,7 @@
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extern void viewport_getPosition(f32 (*)[3]);
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extern void func_80328B8C(Actor *, s32, f32, s32);
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extern void subaddie_set_state_with_direction(Actor *, s32, f32, s32);
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extern void func_80386654(f32 arg0, f32 (*arg1)[4], f32 (*arg2)[4]);
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extern void func_80324CFC(f32, enum comusic_e, s32);
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extern void func_80387470(Actor *, f32 [3], f32, f32, f32, f32, f32);
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@@ -208,7 +208,7 @@ void func_8038C840(Actor *this){
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case 1: //8038C92C
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animctrl_setAnimTimer(this->animctrl, 0.0f);
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if(this->unk60 < 0.0)
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func_80328B8C(this, 2, 0.001f, 1);
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subaddie_set_state_with_direction(this, 2, 0.001f, 1);
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else//L8038C974
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this->unk60 -= sp74;
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@@ -219,7 +219,7 @@ void func_8038C840(Actor *this){
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func_8030E878(SFX_105_EYRIE_YAWN, randf2(0.95f, 1.05f), 32000, this->position, 1000.0f, 5000.0f);
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if(actor_animationIsAt(this, 0.999f)){
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func_80328B8C(this, 3, 0.001f, 1);
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subaddie_set_state_with_direction(this, 3, 0.001f, 1);
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func_8030E878(0x3ee, randf2(0.95f, 1.05f), 32000, this->position, 5000.0f, 12000.0f);
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}
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break;
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@@ -289,14 +289,14 @@ void func_8038C840(Actor *this){
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if(sp48){
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if(actor_animationIsAt(this, 0.96f)){
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func_80328B8C(this, 4, 0.0f, -1);
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subaddie_set_state_with_direction(this, 4, 0.0f, -1);
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actor_playAnimationOnce(this);
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}
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}
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else{//L8038CD68
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if(actor_animationIsAt(this, 0.9f)){
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animctrl_setSmoothTransition(this->animctrl, FALSE);
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func_80328B8C(this, 5, 0.001f, 1);
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subaddie_set_state_with_direction(this, 5, 0.001f, 1);
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FUNC_8030E8B4(SFX_135_CARTOONY_SPRING, 1.0f, 32000, this->position, 10000, 16000);
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func_80324D54(0.1f, SFX_C1_BUZZBOMB_ATTACK, 0.85f, 32000, this->position, 5000.0f, 12000.0f);
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func_8034A174(this->marker->unk44, 0x1f, this->position);
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@@ -356,7 +356,7 @@ void func_8038D014(Actor *this){
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this->alpha_124_19 = 0x7d;
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actor_setOpacity(this, this->alpha_124_19);
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this->scale = (f64)this->scale + this->scale;
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func_80328B8C(this, 5, 0.001f, 1);
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subaddie_set_state_with_direction(this, 5, 0.001f, 1);
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func_80343DEC(this);
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}//L8038D0B8
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@@ -66,7 +66,7 @@ void func_8038D428(ActorMarker *arg0, ActorMarker *arg1) {
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func_8025A70C(COMUSIC_2B_DING_B);
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temp_v0->unk38_31++;
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if (temp_v0->unk38_31 >= 3) {
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func_80328A84(temp_v0, 3);
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subaddie_set_state(temp_v0, 3);
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chstonejinjo_breakOpen(temp_v0->unk100);
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func_8038D3DC(temp_v0, 0x19A, -100.0f, 0.0f, 1.2f);
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func_80324D54(1.2f, SFX_90_SWITCH_PRESS, 1.0f, 32000, temp_v0->position, 1000.0f, 2000.0f);
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@@ -158,7 +158,7 @@ void func_8038D568(Actor *this){
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}
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else{//L8038D8E0
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func_80328A84(this, 2);
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subaddie_set_state(this, 2);
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func_8030DA44(this->unk44_31);
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this->unk44_31 = 0;
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func_8030DA44(local->unk0);
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@@ -691,7 +691,7 @@ void chfinalboss_setPhase(ActorMarker *this, u32 phase_id)
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switch(phase_id)
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{
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case 0:
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func_80328B8C(actor, 1, 0.0001f, 1);
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subaddie_set_state_with_direction(actor, 1, 0.0001f, 1);
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timed_setStaticCameraToNode(0.0f, 0);
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timed_exitStaticCamera(2.0f);
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timed_setStaticCameraToNode(2.0f, 1);
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@@ -699,7 +699,7 @@ void chfinalboss_setPhase(ActorMarker *this, u32 phase_id)
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return;
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case 1:
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func_80328B8C(actor, 2, 0.0001f, 1);
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subaddie_set_state_with_direction(actor, 2, 0.0001f, 1);
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func_8030E878(SFX_EA_GRUNTY_LAUGH_1, randf2(0.95f, 1.05f), 32000, actor->position, 5000.0f, 12000.0f);
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local->unk5 = 0x0;
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actor->unk1C_x = D_803927D0[(local->unk5)][0];
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@@ -717,7 +717,7 @@ void chfinalboss_setPhase(ActorMarker *this, u32 phase_id)
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return;
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case 2:
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func_80328B8C(actor, 0xE, 0.0001f, 1);
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subaddie_set_state_with_direction(actor, 0xE, 0.0001f, 1);
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local->unk5 = 0x8;
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actor->unk1C_x = D_803927D0[(local->unk5)][0];
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actor->unk1C_y = D_803927D0[(local->unk5)][1];
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@@ -727,7 +727,7 @@ void chfinalboss_setPhase(ActorMarker *this, u32 phase_id)
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case 3:
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func_80328B8C(actor, 0x15, 0.0001f, 1);
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subaddie_set_state_with_direction(actor, 0x15, 0.0001f, 1);
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local->unk5 = 0xC;
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actor->unk1C_x = D_803927D0[(local->unk5)][0];
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actor->unk1C_y = D_803927D0[(local->unk5)][1];
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@@ -736,7 +736,7 @@ void chfinalboss_setPhase(ActorMarker *this, u32 phase_id)
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return;
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case 4:
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func_80328B8C(actor, 0x1C, 0.0001f, 1);
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subaddie_set_state_with_direction(actor, 0x1C, 0.0001f, 1);
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local->unk5 = 0x10;
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actor->unk1C_x = D_803927D0[(local->unk5)][0];
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actor->unk1C_y = D_803927D0[(local->unk5)][1];
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@@ -906,7 +906,7 @@ void chfinalboss_phase1_setState(Actor *this, s32 next_state) {
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sp40 = func_8023DB5C();
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sp3C = animctrl_getAnimTimer(this->animctrl);
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local->phase = 1;
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func_80328B8C(this, next_state, 0.0001f, 1);
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subaddie_set_state_with_direction(this, next_state, 0.0001f, 1);
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actor_loopAnimation(this);
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func_80386600(this->marker, 0);
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if (next_state != 9) {
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@@ -1201,7 +1201,7 @@ void chfinalboss_phase2_setState(Actor *this, s32 arg1){
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local = (ActorLocal_fight_180 *)&this->local;
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sp28 = func_8023DB5C();
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local->phase = 2;
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func_80328B8C(this, arg1, 0.0001f, 1);
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subaddie_set_state_with_direction(this, arg1, 0.0001f, 1);
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actor_loopAnimation(this);
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switch (arg1) {
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case 14:
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@@ -1382,7 +1382,7 @@ void chfinalboss_phase3_setState(Actor *this, s32 arg1) {
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local = (ActorLocal_fight_180 *)&this->local;
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local->phase = 3;
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func_80328B8C(this, arg1, 0.0001f, 1);
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subaddie_set_state_with_direction(this, arg1, 0.0001f, 1);
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switch (arg1) {
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case 21:
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if((local->unk5 + 1) < 0x10) {
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@@ -1584,7 +1584,7 @@ void chfinalboss_phase4_setState(Actor *this, s32 arg1) {
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local = (ActorLocal_fight_180 *)&this->local;
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sp48 = animctrl_getAnimTimer(this->animctrl);
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local->phase = 4;
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func_80328B8C(this, arg1, 0.0001f, 1);
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subaddie_set_state_with_direction(this, arg1, 0.0001f, 1);
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switch (arg1) {
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case 28:
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animctrl_setAnimTimer(this->animctrl, sp48);
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@@ -1847,10 +1847,10 @@ void chfinalboss_phase4_update(ActorMarker *marker) {
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}
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}
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void func_80328B8C(Actor *, s32, f32, s32);
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void subaddie_set_state_with_direction(Actor *, s32, f32, s32);
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void func_8038AC50(ActorMarker *arg0) {
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func_80328B8C(marker_getActor(arg0), 0x24, 0.0001f, 1);
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subaddie_set_state_with_direction(marker_getActor(arg0), 0x24, 0.0001f, 1);
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}
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void chfinalboss_phase5_setState(Actor *this, s32 next_state) {
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@@ -1863,7 +1863,7 @@ void chfinalboss_phase5_setState(Actor *this, s32 next_state) {
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local = (ActorLocal_fight_180 *)&this->local;
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sp28 = 0x12;
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local->phase = 5;
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func_80328B8C(this, next_state, 0.0001f, 1);
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subaddie_set_state_with_direction(this, next_state, 0.0001f, 1);
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switch (next_state) {
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case 35:
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func_80311480(randi2(0, 5) + 0x114F, 4, NULL, NULL, NULL, NULL);
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@@ -3,7 +3,7 @@
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#include "variables.h"
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extern f32 func_8038C288(void);
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extern void func_80328B8C(Actor *, s32, f32, s32);
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extern void subaddie_set_state_with_direction(Actor *, s32, f32, s32);
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extern void func_80324CFC(f32, s32, s32);
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extern void func_802F9E44(s32, f32, f32, f32, f32);
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extern void func_80387470(Actor *, f32 [3], f32, f32, f32, f32, f32);
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@@ -132,7 +132,7 @@ void chjinjonator_spawnAttackParticles(Actor *this, s32 arg1){
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void chjinjonator_803903C4(Actor *this){
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animctrl_setSmoothTransition(this->animctrl, FALSE);
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func_80328B8C(this, 7, 0.001f, 1);
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subaddie_set_state_with_direction(this, 7, 0.001f, 1);
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actor_loopAnimation(this);
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}
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@@ -183,7 +183,7 @@ void chjinjonator_update(Actor *this){
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animctrl_setAnimTimer(this->animctrl, 0.0f);
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this->unk60 -= sp58;
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if(this->unk60 < 0.0){
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func_80328B8C(this, 2, 0.001f, 1);
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subaddie_set_state_with_direction(this, 2, 0.001f, 1);
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actor_playAnimationOnce(this);
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}
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break;
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@@ -199,7 +199,7 @@ void chjinjonator_update(Actor *this){
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}
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if(actor_animationIsAt(this, 0.999f)){
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func_80328B8C(this, 3, 0.001f, 1);
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subaddie_set_state_with_direction(this, 3, 0.001f, 1);
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actor_playAnimationOnce(this);
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func_8030E394(this->unk44_31);
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func_8030DA44(this->unk44_31);
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@@ -216,7 +216,7 @@ void chjinjonator_update(Actor *this){
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}//L803907A0
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if(320.0f == this->position_y){
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func_80328B8C(this, 4, 0.001f, 1);
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subaddie_set_state_with_direction(this, 4, 0.001f, 1);
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actor_loopAnimation(this);
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local->unk4 = func_8038C288();
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}
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@@ -224,7 +224,7 @@ void chjinjonator_update(Actor *this){
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case 4: //803907D4
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chjinjonator_80390278(this);
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func_80328B8C(this, 5, 0.001f, 1);
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subaddie_set_state_with_direction(this, 5, 0.001f, 1);
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actor_playAnimationOnce(this);
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break;
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@@ -232,7 +232,7 @@ void chjinjonator_update(Actor *this){
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chjinjonator_80390278(this);
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if(actor_animationIsAt(this, 0.998f)){
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animctrl_setSmoothTransition(this->animctrl, FALSE);
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func_80328B8C(this, 6, 0.0001f, 1);
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subaddie_set_state_with_direction(this, 6, 0.0001f, 1);
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actor_loopAnimation(this);
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if(this->unk44_31 == 0){
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local->unk18 = 0.1f;
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@@ -314,7 +314,7 @@ void chjinjonator_update(Actor *this){
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}
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if(actor_animationIsAt(this, 0.999f)){
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func_80328B8C(this, 0xA, 0.001f, 1);
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subaddie_set_state_with_direction(this, 0xA, 0.001f, 1);
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actor_loopAnimation(this);
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local->unk20 = 0xE;
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}
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@@ -332,7 +332,7 @@ void chjinjonator_update(Actor *this){
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if(local->unk20 <= 0){
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s32 text_id;
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func_80328B8C(this, 0xB, 0.001f, 1);
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subaddie_set_state_with_direction(this, 0xB, 0.001f, 1);
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actor_playAnimationOnce(this);
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func_802BB41C(0);
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text_id = 0x115e + randi2(0,5);
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@@ -345,7 +345,7 @@ void chjinjonator_update(Actor *this){
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FUNC_8030E624(SFX_17B_AIRPLANE_FALLING, 1.0f, 32000);
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FUNC_8030E624(SFX_147_GRUNTY_SPELL_ATTACK_2, 1.0f, 32000);
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animctrl_setSmoothTransition(this->animctrl, 0);
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func_80328B8C(this, 0xC, 0.001f, 1);
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subaddie_set_state_with_direction(this, 0xC, 0.001f, 1);
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actor_playAnimationOnce(this);
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this->velocity[2] = 0.0f;
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this->velocity[1] = 0.0f;
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@@ -389,10 +389,10 @@ void chjinjonator_attack(ActorMarker *marker, s32 hit_count, bool mirrored) {
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animctrl_setSmoothTransition(temp_s0->animctrl, 1);
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actor_playAnimationOnce(temp_s0);
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if (&D_8039203C[hit_count] >= D_80392060) {
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func_80328B8C(temp_s0, 9, 0.001f, 1);
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subaddie_set_state_with_direction(temp_s0, 9, 0.001f, 1);
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return;
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}
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func_80328B8C(temp_s0, 8, 0.001f, 1);
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subaddie_set_state_with_direction(temp_s0, 8, 0.001f, 1);
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animctrl_setDuration(temp_s0->animctrl, (f32) (1.75 - 0.11 * local->unk24));
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}
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@@ -86,7 +86,7 @@ void func_8038E120(ActorMarker * marker, ActorMarker *arg1){
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remaining = local->unk0[0] + local->unk0[1] + local->unk0[2] + local->unk0[3];
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if( remaining <= 0){
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func_8038C148();
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func_80328A84(actor, 3);
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subaddie_set_state(actor, 3);
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chstonejinjo_breakOpen(actor->unk100);
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}
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}//L8038E24C
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@@ -185,7 +185,7 @@ void chjinjonatorbase_update(Actor *this){
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other->position_z = sp38[2] + other->position_z;
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}
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else{//L8038E6FC
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func_80328A84(this, 2);
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subaddie_set_state(this, 2);
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FUNC_8030E624(SFX_7F_HEAVYDOOR_SLAM, 0.8f, 32000);
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func_8030E394(this->unk44_31);
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func_8030DA44(this->unk44_31);
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@@ -214,7 +214,7 @@ void func_8038F084(ActorMarker *marker){
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chbossjinjo_spawnParticles(actor, 0x712, ASSET_6C3_SPRITE_SMOKE_GREEN, 1.6f);
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}
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local->unk0 = 0.66f;
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func_80328A84(actor, 2);
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subaddie_set_state(actor, 2);
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}//L8038F39C
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}
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@@ -4,7 +4,7 @@
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#include "fight.h"
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extern Actor *actorArray_findActorFromActorId();
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extern void func_80328B8C(Actor*, s32, f32, s32);
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extern void subaddie_set_state_with_direction(Actor*, s32, f32, s32);
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extern f32 chbossjinjo_8038D268(void);
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void chstonejinjo_update(Actor *);
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@@ -100,7 +100,7 @@ void chstonejinjo_update(Actor *this) {
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}
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}
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if (actor_animationIsAt(this, 0.999f)) {
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func_80328B8C(this, 3, 0.99999f, 1);
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subaddie_set_state_with_direction(this, 3, 0.99999f, 1);
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actor_playAnimationOnce(this);
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func_80326310(this);
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}
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@@ -116,7 +116,7 @@ void chstonejinjo_breakOpen(ActorMarker *marker){
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f32 sp24[3];
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if(actor->state != 2){
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func_80328B8C(actor, 2, 0.0f, 1);
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subaddie_set_state_with_direction(actor, 2, 0.0f, 1);
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actor_playAnimationOnce(actor);
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animctrl_setDuration(actor->animctrl, actor->unk1C[0]);
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SPAWNQUEUE_ADD_1(chstonejinjo_spawnJinjo, actor->marker);
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