documentation: core2/ba/physics
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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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