documentation: core2/ba/physics
This commit is contained in:
@@ -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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