Renaming functions
This commit is contained in:
@@ -20,5 +20,5 @@ void func_8038FCB0(Actor *this){
|
||||
return;
|
||||
this->marker->propPtr->unk8_3 = 1;
|
||||
actor_collisionOff(this);
|
||||
this->initialized = 1;
|
||||
this->initialized = TRUE;
|
||||
}
|
||||
|
@@ -142,8 +142,8 @@ void BGS_func_803888E4(Actor *this, s32 arg1){
|
||||
if(this->state == 2){
|
||||
skeletalAnim_set(this->unk148, ASSET_12B_ANIM_TIPTUP_IDLE, 1.0f, 9.0f);
|
||||
unqPtr->unkC = randf2(5.0f, 15.0f);
|
||||
if(!this->unk138_24){
|
||||
this->unk138_24 = 1;
|
||||
if(!this->is_first_encounter){
|
||||
this->is_first_encounter = TRUE;
|
||||
if(unqPtr->unkA == 0){
|
||||
func_80311480(0xc72, 0xe, this->position, this->marker, func_80388784, 0);
|
||||
}else{
|
||||
|
@@ -48,7 +48,7 @@ void func_80387D18(ActorMarker * arg0, u32 arg1){
|
||||
nextActPtr = spawn_child_actor(0x6A, &this);
|
||||
nextActPtr->state = 2;
|
||||
nextActPtr->unkF4_8 = 0x8C;
|
||||
nextActPtr->unk60 = 3.0f;
|
||||
nextActPtr->lifetime_value = 3.0f;
|
||||
nextActPtr->unk38_31 = arg1;
|
||||
if(arg0);
|
||||
}
|
||||
@@ -134,7 +134,7 @@ void func_80387FD4(Actor *this){
|
||||
this->marker->propPtr->unk8_3 = TRUE;
|
||||
}//L80388144
|
||||
func_803289EC(this, 0.0f, 1);
|
||||
this->unk60 = 0.0f;
|
||||
this->lifetime_value = 0.0f;
|
||||
return;
|
||||
}//L80388160
|
||||
|
||||
@@ -170,11 +170,11 @@ void func_80387FD4(Actor *this){
|
||||
|
||||
switch(this->state){
|
||||
case 1:// L80388370
|
||||
this->unk60 += time_getDelta();
|
||||
if(0.7 <= this->unk60){
|
||||
this->lifetime_value += time_getDelta();
|
||||
if(0.7 <= this->lifetime_value){
|
||||
subaddie_set_state_with_direction(this, 2, 0.0f, 1);
|
||||
func_80387C90(this);
|
||||
this->unk60 = 0.0f;
|
||||
this->lifetime_value = 0.0f;
|
||||
func_80324D54(0.1f, SFX_D0_GRIMLET_SQUEAK, 1.0f, 0x7530, this->position, 0.0f, 1800.0f);
|
||||
}
|
||||
break;
|
||||
@@ -186,11 +186,11 @@ void func_80387FD4(Actor *this){
|
||||
break;
|
||||
|
||||
case 3:// L80388434
|
||||
this->unk60 += time_getDelta();
|
||||
if( this->unk60 >= 0.13 + 0.7/4 * (5 - this->unkF4_8)){
|
||||
this->lifetime_value += time_getDelta();
|
||||
if( this->lifetime_value >= 0.13 + 0.7/4 * (5 - this->unkF4_8)){
|
||||
subaddie_set_state_with_direction(this, 4, 0.62f, 1);
|
||||
func_80387C90(this);
|
||||
this->unk60 = 0.0f;
|
||||
this->lifetime_value = 0.0f;
|
||||
func_80324D54(0.3f, 0x406, 1.0f, 0x55f0, this->position, 0.0f, 1800.0f);
|
||||
}
|
||||
break;
|
||||
|
@@ -16,7 +16,7 @@ typedef struct{
|
||||
}ActorLocal_Flibbit;
|
||||
|
||||
|
||||
extern f32 func_80309724(f32 *);
|
||||
extern f32 mapModel_getFloorY(f32 *);
|
||||
extern void func_80256E24(f32 [3], f32, f32, f32, f32, f32);
|
||||
|
||||
void chflibbit_update(Actor *this);
|
||||
@@ -46,7 +46,7 @@ bool BGS_func_803863F0(Actor *this, f32 arg1[3], s32 arg2){
|
||||
local->unk8[1] = arg1[1];
|
||||
local->unk8[2] = arg1[2];
|
||||
|
||||
local->unk8[1] = func_80309724(arg1);
|
||||
local->unk8[1] = mapModel_getFloorY(arg1);
|
||||
skeletalAnim_set(this->unk148, 0xdb, 0.2f,(arg2) ? randf2(0.7f, 0.8f) : randf2(0.75f, 0.85f));
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324D54(0.2f, 0x3f2, randf2(0.7f, 1.3f), randi2(0x61A8, 0x6978), this->position, 500.0f, 2500.0f);
|
||||
@@ -211,7 +211,7 @@ void func_80386AEC(Actor *this, s32 next_state) {
|
||||
skeletalAnim_set(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
|
||||
skeletalAnim_setProgress(this->unk148, randf2(0.0f, 0.9f));
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
this->position[1] = func_80309724(this->position);
|
||||
this->position[1] = mapModel_getFloorY(this->position);
|
||||
local->unk18 = 1.0f;
|
||||
}
|
||||
|
||||
@@ -219,7 +219,7 @@ void func_80386AEC(Actor *this, s32 next_state) {
|
||||
FUNC_8030E8B4(SFX_8E_GRUNTLING_DAMAGE, 1.5f, 32200, this->position, 500, 2500);
|
||||
skeletalAnim_set(this->unk148, ASSET_288_ANIM_FLIBBIT_OW, 0.1f, 0.65f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
this->position[1] = func_80309724(this->position);
|
||||
this->position[1] = mapModel_getFloorY(this->position);
|
||||
local->unk18 = 1.0f;
|
||||
}
|
||||
|
||||
@@ -333,7 +333,7 @@ void chflibbit_update(Actor *this){
|
||||
local->unkE[1] = (s16) this->position_y;
|
||||
local->unkE[2] = (s16) this->position_z;
|
||||
|
||||
local->unkE[1] = func_80309724(this->position);
|
||||
local->unkE[1] = mapModel_getFloorY(this->position);
|
||||
func_80386AEC(this, 1);
|
||||
}
|
||||
player_getPosition(player_position);
|
||||
@@ -439,8 +439,8 @@ void chflibbit_update(Actor *this){
|
||||
|
||||
this->position_y += local->unk14*spA4;
|
||||
local->unk14 -= 3000.0f*spA4;
|
||||
if(this->position_y < func_80309724(this->position)){
|
||||
this->position_y = func_80309724(this->position);
|
||||
if(this->position_y < mapModel_getFloorY(this->position)){
|
||||
this->position_y = mapModel_getFloorY(this->position);
|
||||
func_80386AEC(this, 7);
|
||||
}
|
||||
}
|
||||
|
@@ -74,7 +74,7 @@ void func_8038FD9C(Actor *this){
|
||||
local->unk60[0] = this->pitch;
|
||||
local->unk60[1] = this->yaw;
|
||||
local->unk60[2] = this->roll;
|
||||
this->unk60 = 0.0f;
|
||||
this->lifetime_value = 0.0f;
|
||||
this->velocity_x = 0.0f;
|
||||
this->unk10_12 = 0;
|
||||
}
|
||||
@@ -151,7 +151,7 @@ void func_8038FD9C(Actor *this){
|
||||
local->unk60[0] = this->pitch;
|
||||
local->unk60[1] = this->yaw;
|
||||
local->unk60[2] = this->roll;
|
||||
this->unk60 += time_getDelta();
|
||||
this->lifetime_value += time_getDelta();
|
||||
_player_getPosition(player_position);
|
||||
if( func_80294660() == 0x100
|
||||
&& func_8028F20C()
|
||||
@@ -186,9 +186,9 @@ void func_8038FD9C(Actor *this){
|
||||
}
|
||||
this->marker->unk3E_1 = 0;
|
||||
|
||||
local->unk18[1] = 10 * sinf((((this->unk60 * local->unk6C) / 180.0) * BAD_PI));
|
||||
this->unk1C[0] = 4.5 * cosf((((this->unk60 * local->unk6C) / 180.0) * BAD_PI));
|
||||
this->unk1C[1] = 2*sinf((((this->unk60 * local->unk6C) / 180.0) * BAD_PI));
|
||||
local->unk18[1] = 10 * sinf((((this->lifetime_value * local->unk6C) / 180.0) * BAD_PI));
|
||||
this->unk1C[0] = 4.5 * cosf((((this->lifetime_value * local->unk6C) / 180.0) * BAD_PI));
|
||||
this->unk1C[1] = 2*sinf((((this->lifetime_value * local->unk6C) / 180.0) * BAD_PI));
|
||||
sp64[0] = local->unk3C[0] + local->unk24[0];
|
||||
sp64[1] = local->unk3C[1] + local->unk24[1];
|
||||
sp64[2] = local->unk3C[2] + local->unk24[2];
|
||||
|
@@ -179,7 +179,7 @@ void func_8038BDD4(Actor *this) {
|
||||
: local->unk24;
|
||||
skeletalAnim_setDuration(this->unk148, (200.0f / local->unk24) * 0.5);
|
||||
local->unk28[1] = sp50 * 200.0f;
|
||||
temp_f0_3 = func_80309724(this->position);
|
||||
temp_f0_3 = mapModel_getFloorY(this->position);
|
||||
if (temp_f0_3 > 125.0f) {
|
||||
this->position[1] = 125.0f;
|
||||
} else if (temp_f0_3 > 80.0f) {
|
||||
|
@@ -61,8 +61,8 @@ void func_8038EB4C(ActorMarker *this){
|
||||
Actor *thisActor;
|
||||
|
||||
thisActor = marker_getActor(this);
|
||||
thisActor = func_8032813C(ACTOR_D_WOOD_DEMOLISHED, thisActor->position, NULL);
|
||||
thisActor = func_8032813C(ACTOR_4D_STEAM_2, thisActor->position, NULL);
|
||||
thisActor = spawn_actor_f32(ACTOR_D_WOOD_DEMOLISHED, thisActor->position, NULL);
|
||||
thisActor = spawn_actor_f32(ACTOR_4D_STEAM_2, thisActor->position, NULL);
|
||||
if(this);
|
||||
}
|
||||
|
||||
@@ -75,7 +75,7 @@ void chmudhut_update(Actor *this){
|
||||
if(func_80334904() == 2){
|
||||
if(!this->initialized){
|
||||
this->marker->collidable = 0;
|
||||
this->initialized = 1;
|
||||
this->initialized = TRUE;
|
||||
}
|
||||
|
||||
switch(this->state){
|
||||
|
@@ -101,7 +101,7 @@ void chpinkegg_update(Actor *this){
|
||||
if(!this->initialized){
|
||||
this->marker->propPtr->unk8_3 = 1;
|
||||
marker_setCollisionScripts(this->marker, NULL, NULL, chpinkegg_collision);
|
||||
this->initialized = 1;
|
||||
this->initialized = TRUE;
|
||||
}
|
||||
|
||||
switch(this->state){
|
||||
|
@@ -46,7 +46,7 @@ void func_8038F470(ActorMarker *this, s32 arg1, enum chtanktup_leg_e leg_id){
|
||||
sp18[2] = thisActor->position_z;
|
||||
sp18[1] += 50.0f;
|
||||
|
||||
leg = func_8032813C(leg_id + ACTOR_E9_TANKTUP_LEG_FL, sp18, (s32)thisActor->yaw);
|
||||
leg = spawn_actor_f32(leg_id + ACTOR_E9_TANKTUP_LEG_FL, sp18, (s32)thisActor->yaw);
|
||||
subaddie_set_state_with_direction(leg, arg1 + 1, 0, -1);
|
||||
leg->unk10_12 = leg_id;
|
||||
}
|
||||
@@ -111,8 +111,8 @@ void func_8038F6A4(Actor *this)
|
||||
{
|
||||
nodeprop_getPosition(temp_v0, local->unk18);
|
||||
}
|
||||
this->unk138_24 = 0;
|
||||
this->initialized = 1;
|
||||
this->is_first_encounter = FALSE;
|
||||
this->initialized = TRUE;
|
||||
}
|
||||
if (!this->unk16C_4)
|
||||
{
|
||||
@@ -138,12 +138,12 @@ void func_8038F6A4(Actor *this)
|
||||
case 1:
|
||||
func_8038F610(this);
|
||||
player_getPosition(sp48);
|
||||
if (!this->unk138_24)
|
||||
if (!this->is_first_encounter)
|
||||
{
|
||||
if ((((ml_distance_vec3f(local->unk18, sp48) < 250.0f) && (ml_distance_vec3f(local->unk18, sp48) > 80.0f)) && (!func_8028ECAC())) && (player_getTransformation() == TRANSFORM_1_BANJO))
|
||||
{
|
||||
func_80311480(0xC7E, 0, 0, 0, 0, 0);
|
||||
this->unk138_24 = 1;
|
||||
this->is_first_encounter = TRUE;
|
||||
}
|
||||
}
|
||||
if (local->unk10)
|
||||
|
@@ -40,8 +40,8 @@ void func_8038D1E0(Actor *this) {
|
||||
particleEmitter_setStartingFrameRange(temp_s0, 0, 7);
|
||||
particleEmitter_setPosition(temp_s0, this->position);
|
||||
particleEmitter_setRGB(temp_s0, D_80390B04);
|
||||
func_802EFB70(temp_s0, 1.0f, 1.5f);
|
||||
func_802EFB84(temp_s0, 2.5f, 3.0f);
|
||||
particleEmitter_setStartingScaleRange(temp_s0, 1.0f, 1.5f);
|
||||
particleEmitter_setFinalScaleRange(temp_s0, 2.5f, 3.0f);
|
||||
particleEmitter_setParticleVelocityRange(temp_s0, -70.0f, 50.0f, -70.0f, 70.0f, 100.0f, 70.0f);
|
||||
particleEmitter_setParticleLifeTimeRange(temp_s0, 3.0f, 4.0f);
|
||||
particleEmitter_emitN(temp_s0, 4);
|
||||
@@ -60,7 +60,7 @@ s32 func_8038D2F4(Actor *this, f32 *arg1, bool arg2) {
|
||||
local->unkA[0] = (s16) arg1[0];
|
||||
local->unkA[1] = (s16) arg1[1];
|
||||
local->unkA[2] = (s16) arg1[2];
|
||||
local->unkA[1] = (s16) (s32) func_80309724(arg1);
|
||||
local->unkA[1] = (s16) (s32) mapModel_getFloorY(arg1);
|
||||
skeletalAnim_set(this->unk148, ASSET_DB_ANIM_FLIBBIT_HOP, 0.2f, (arg2) ? randf2(0.7f, 0.8f) : randf2(0.7f, 0.8f));
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324D54(0.2f, SFX_3F2_UNKNOWN, randf2(0.7f, 1.3f), randi2(25000, 27000), this->position, 500.0f, 2500.0f);
|
||||
@@ -235,14 +235,14 @@ void func_8038D9D0(Actor *this, s32 next_state) {
|
||||
skeletalAnim_set(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
|
||||
skeletalAnim_setProgress(this->unk148, randf2(0.0f, 0.9));
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
this->position[1] = func_80309724(this->position);
|
||||
this->position[1] = mapModel_getFloorY(this->position);
|
||||
local->unk1C = 1.0f;
|
||||
}
|
||||
if (next_state == 8) {
|
||||
FUNC_8030E8B4(SFX_8E_GRUNTLING_DAMAGE, 1.5f, 32200, this->position, 500, 2500);
|
||||
skeletalAnim_set(this->unk148, ASSET_288_ANIM_FLIBBIT_OW, 0.1f, 0.65f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
this->position[1] = func_80309724(this->position);
|
||||
this->position[1] = mapModel_getFloorY(this->position);
|
||||
local->unk1C = 1.0f;
|
||||
}
|
||||
if (next_state == 9) {
|
||||
@@ -482,8 +482,8 @@ void BGS_func_8038E034(Actor *this) {
|
||||
|
||||
this->position_y += local->unk18*sp9C;
|
||||
local->unk18 -= 3000.0f*sp9C;
|
||||
if(this->position_y < func_80309724(this->position)){
|
||||
this->position_y = func_80309724(this->position);
|
||||
if(this->position_y < mapModel_getFloorY(this->position)){
|
||||
this->position_y = mapModel_getFloorY(this->position);
|
||||
func_8038D9D0(this, 10);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user