animation struct documentation
This commit is contained in:
@@ -4,8 +4,8 @@
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void func_803864B8(Actor *this);
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ActorInfo D_8038EB50 = { 0x1AC, 0x298, 0x444, 0x0, NULL, func_803864B8, NULL, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EB74 = { 0x1AC, 0x29A, 0x445, 0x0, NULL, func_803864B8, NULL, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EB50 = { 0x1AC, 0x298, 0x444, 0x0, NULL, func_803864B8, NULL, actor_draw, 0, 0, 0.0f, 0};
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ActorInfo D_8038EB74 = { 0x1AC, 0x29A, 0x445, 0x0, NULL, func_803864B8, NULL, actor_draw, 0, 0, 0.0f, 0};
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/* .code */
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void CCW_func_803863F0(Actor *this, s32 next_state){
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@@ -30,7 +30,7 @@ Struct_CCW_14B0_0 D_8038EC00[] = {
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0
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};
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ActorInfo D_8038EC14 = { 0x1AF, 0x29C, 0x446, 0x0, NULL, CCW_func_80387A40, NULL, func_80325888, 0, 0, 1.0f, 0};
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ActorInfo D_8038EC14 = { 0x1AF, 0x29C, 0x446, 0x0, NULL, CCW_func_80387A40, NULL, actor_draw, 0, 0, 1.0f, 0};
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/* .code */
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void func_803878A0(Actor *this, s32 next_state) {
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@@ -38,8 +38,8 @@ void func_803878A0(Actor *this, s32 next_state) {
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int i;
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if (next_state == 1) {
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if (func_8033567C(this->unk148) != 0x16F) {
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func_80335924(this->unk148, 0x16F, 0.1f, 0.65f);
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if (skeletalAnim_getAnimId(this->unk148) != 0x16F) {
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skeletalAnim_set(this->unk148, 0x16F, 0.1f, 0.65f);
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}
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for(i = 0; i < 10; i++){
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local->unkC[0] = randf2(-500.0f, 500.0f);
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@@ -13,7 +13,7 @@ void func_803865F4(Actor *this, s32 next_state);
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void func_8038687C(Actor *this);
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/* .data */
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ActorInfo D_8038EBA0 = { 0x1AD, 0x299, 0x443, 0x0, NULL, func_8038687C, NULL, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EBA0 = { 0x1AD, 0x299, 0x443, 0x0, NULL, func_8038687C, NULL, actor_draw, 0, 0, 0.0f, 0};
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/* .code */
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void CCW_func_80386550(ActorMarker *marker){
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@@ -69,7 +69,7 @@ void func_803865F4(Actor *this, s32 next_state) {
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func_8025A6EC(COMUSIC_2D_PUZZLE_SOLVED_FANFARE, 28000);
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func_80324E38(0.0f, 3);
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timed_setStaticCameraToNode(2.0f, 4);
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timedFunc_set_1(2.0f, (GenMethod_1)CCW_func_80386550, (s32) this->marker);
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timedFunc_set_1(2.0f, (GenFunction_1)CCW_func_80386550, (s32) this->marker);
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timed_exitStaticCamera(4.0f);
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func_80324E38(4.0f, 0);
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}
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@@ -192,7 +192,7 @@ void func_8038687C(Actor *this) {
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break;
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}
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__spawnQueue_add_4((GenMethod_4)func_802C4140, 0x29B, reinterpret_cast(s32, sp4C[0]), reinterpret_cast(s32, sp4C[1]), reinterpret_cast(s32, sp4C[2]));
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__spawnQueue_add_4((GenFunction_4)func_802C4140, 0x29B, reinterpret_cast(s32, sp4C[0]), reinterpret_cast(s32, sp4C[1]), reinterpret_cast(s32, sp4C[2]));
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local->unk4++;
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}
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local->unkC = randf2(0.5 - ((local->unk8 / 10) * 0.4), 1.0 - ((local->unk8 / 10) * 0.8));
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@@ -48,16 +48,16 @@ void func_80387F64(Actor *this, s32 next_state){
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if (next_state == 1) {
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this->marker->propPtr->unk8_3 = local->unk0->unk3;
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func_80335924(this->unk148, local->unk0->unk0, 0.0f, 5.0f);
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func_80335A8C(this->unk148, local->unk0->unk2);
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skeletalAnim_set(this->unk148, local->unk0->unk0, 0.0f, 5.0f);
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skeletalAnim_setBehavior(this->unk148, local->unk0->unk2);
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}
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if (next_state == 2) {
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if (map_get() == MAP_43_CCW_SPRING) {
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func_8025A6EC(COMUSIC_2D_PUZZLE_SOLVED_FANFARE, 28000);
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}
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fileProgressFlag_set(local->unk0->unk8, TRUE);
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func_80335924(this->unk148, local->unk0->unk4, 0.0f, 6.0f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, local->unk0->unk4, 0.0f, 6.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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if (map_get() == MAP_43_CCW_SPRING) {
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func_80324E38(0.0f, 3);
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}
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@@ -80,8 +80,8 @@ void func_80387F64(Actor *this, s32 next_state){
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if (next_state == 3) {
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this->marker->propPtr->unk8_3 = TRUE;
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func_80335924(this->unk148, local->unk0->unk6, 0.1f, 5.0f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, local->unk0->unk6, 0.1f, 5.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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this->state = next_state;
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}
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@@ -111,15 +111,15 @@ Actor *CCW_func_803882F4(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
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return func_80325340(marker, gfx, mtx, vtx);
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}
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if ((func_8033567C(this->unk148) == 0x175) && (0.49 <= func_80335684(this->unk148))) {
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if ((skeletalAnim_getAnimId(this->unk148) == 0x175) && (0.49 <= skeletalAnim_getProgress(this->unk148))) {
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sp18 = 1;
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} else {
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sp18 = 0;
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}
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sp18 = (func_8033567C(this->unk148) == 0x183)? 1 : sp18;
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sp18 = (skeletalAnim_getAnimId(this->unk148) == 0x183)? 1 : sp18;
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func_8033A45C(3, sp18);
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func_8033A45C(4, sp18);
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return func_80325888(marker, gfx, mtx, vtx);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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void func_803883F4() {
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@@ -8,15 +8,15 @@ void func_803885F8(Actor *this);
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ActorInfo D_8038ECA0 = {
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0x1C2, 0x30B, 0x4E3,
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0x0, NULL,
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func_803885F8, NULL, func_80325888,
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func_803885F8, NULL, actor_draw,
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0, 0, 1.0f, 0
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};
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/* .code */
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void func_80388590(Actor *this, s32 next_state){
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if(next_state == 1){
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func_80335924(this->unk148, 0x219, 0.0f, 1.0f);
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func_80335A8C(this->unk148, 4);
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skeletalAnim_set(this->unk148, 0x219, 0.0f, 1.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
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}
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this->state = next_state;
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}
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@@ -11,7 +11,7 @@ typedef struct{
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typedef struct{
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Struct_CCW_2270_0 *unk0;
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Struct80s *unk4;
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SkeletalAnimation *unk4;
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BKModelBin *spit_model;
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}ActorLocal_chGobiCCW;
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@@ -44,30 +44,30 @@ void CCW_func_8038868C(Actor *this, s32 next_state) {
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local = (ActorLocal_chGobiCCW*)&this->local;
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if (next_state == 1) {
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func_80335924(this->unk148, ASSET_F4_ANIM_GOBI_IDLE, 0.5f, 12.0f);
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skeletalAnim_set(this->unk148, ASSET_F4_ANIM_GOBI_IDLE, 0.5f, 12.0f);
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}
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if (next_state == 2) {
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if (local->unk0->unk4 != 0) {
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func_80311480(local->unk0->unk4, 4, NULL, NULL, NULL, NULL);
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}
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func_80335924(this->unk148, ASSET_FC_ANIM_GOBI_SPITTING, 0.2f, 3.0f);
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func_80335A8C(this->unk148, 2);
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func_80335924(local->unk4, ASSET_100_ANIM_GOBI_SPIT, 0.0f, 3.0f);
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func_80335A8C(local->unk4, 2);
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skeletalAnim_set(this->unk148, ASSET_FC_ANIM_GOBI_SPITTING, 0.2f, 3.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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skeletalAnim_set(local->unk4, ASSET_100_ANIM_GOBI_SPIT, 0.0f, 3.0f);
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skeletalAnim_setBehavior(local->unk4, 2);
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func_80324E38(0.0f, 3);
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timed_setStaticCameraToNode(0.0f, (map_get() == MAP_44_CCW_SUMMER) ? 1 : 2);
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timed_playSfx(0.05f, SFX_84_GOBI_CRYING, 1.1f, 32000);
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timed_playSfx(0.8f, SFX_4B_GULPING, 0.8f, 28000);
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timed_playSfx(1.4f, SFX_4B_GULPING, 0.8f, 28000);
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timed_playSfx(2.0f, SFX_4B_GULPING, 0.8f, 28000);
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timedFunc_set_2(3.2f, (GenMethod_2) CCW_func_80388660, (s32) this->marker, 3);
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timedFunc_set_2(3.2f, (GenFunction_2) CCW_func_80388660, (s32) this->marker, 3);
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}
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if (next_state == 3) {
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func_803883F4();
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}
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if (next_state == 4) {
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func_80335924(this->unk148, ASSET_176_ANIM_GOBI_YAWN, 0.5f, 4.0f);
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func_80335A8C(this->unk148, 2);
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skeletalAnim_set(this->unk148, ASSET_176_ANIM_GOBI_YAWN, 0.5f, 4.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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timed_exitStaticCamera(0.0f);
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func_80324E38(0.0f, 0);
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}
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@@ -75,12 +75,12 @@ void CCW_func_8038868C(Actor *this, s32 next_state) {
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if (local->unk0->unk6 != 0) {
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func_80311480((s32) local->unk0->unk6, 4, NULL, NULL, NULL, NULL);
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}
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func_80335924(this->unk148, ASSET_FD_ANIM_GOBI2_GETTING_UP, 0.23f, 0.5f);
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skeletalAnim_set(this->unk148, ASSET_FD_ANIM_GOBI2_GETTING_UP, 0.23f, 0.5f);
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timed_setStaticCameraToNode(0.0f, 3);
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}
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if (next_state == 6) {
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func_80335924(this->unk148, ASSET_F8_ANIM_GOBI_RUNNING, 0.1f, 0.71f);
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func_80335A8C(this->unk148, 1);
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skeletalAnim_set(this->unk148, ASSET_F8_ANIM_GOBI_RUNNING, 0.1f, 0.71f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if (next_state == 7) {
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timed_exitStaticCamera(0.0f);
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@@ -95,7 +95,7 @@ void func_8038894C(ActorMarker* marker, ActorMarker *other_marker) {
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Actor* actor = marker_getActor(marker);
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if (actor->state == 1) {
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actor_collisionOff(actor);
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timedFunc_set_2(0.5f, (GenMethod_2)CCW_func_80388660, (s32)actor->marker, 2);
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timedFunc_set_2(0.5f, (GenFunction_2)CCW_func_80388660, (s32)actor->marker, 2);
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}
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}
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@@ -112,17 +112,17 @@ Actor *chGobiCCW_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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sp2C[1] = this->yaw;
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sp2C[2] = this->roll;
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func_8033A238(func_803356A0(local->unk4, local));
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modelRender_setBoneTransformList(skeletalAnim_getBoneTransformList(local->unk4));
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modelRender_setDepthMode(MODEL_RENDER_DEPTH_COMPARE);
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modelRender_draw(gfx, mtx, this->position, sp2C, 1.0f, NULL, local->spit_model);
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}
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return func_80325888(marker, gfx, mtx, vtx);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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void chGobiCCW_free(Actor *this){
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ActorLocal_chGobiCCW *local = (ActorLocal_chGobiCCW*)&this->local;
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func_80335874(local->unk4);
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skeletalAnim_free(local->unk4);
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assetcache_release(local->spit_model);
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}
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@@ -138,7 +138,7 @@ void chGobiCCW_update(Actor *this) {
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this->marker->propPtr->unk8_3 = TRUE;
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this->marker->unk30 = chGobiCCW_free;
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this->unk138_24 = FALSE;
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local->unk4 = func_803358B4();
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local->unk4 = skeletalAnim_new();
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local->spit_model = assetcache_get(ASSET_3F3_MODEL_GOBI_SPIT);
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marker_setCollisionScripts(this->marker, 0, func_8038894C, 0);
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if(!jiggyscore_isSpawned(JIGGY_4D_CCW_FLOWER)) {
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@@ -171,7 +171,7 @@ void chGobiCCW_update(Actor *this) {
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}
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if (this->state == 2) {
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func_80335A94(local->unk4, time_getDelta(), 1);
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skeletalAnim_update(local->unk4, time_getDelta(), 1);
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}
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if(this->state == 3){
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@@ -185,12 +185,12 @@ void chGobiCCW_update(Actor *this) {
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}
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if (this->state == 4) {
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if ((func_8033567C(this->unk148) == ASSET_176_ANIM_GOBI_YAWN) && (func_80335794(this->unk148) > 0)) {
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func_80335924(this->unk148, ASSET_177_ANIM_GOBI_SLEEP, 0.1f, 4.0f);
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func_80335A8C(this->unk148, 1);
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if ((skeletalAnim_getAnimId(this->unk148) == ASSET_176_ANIM_GOBI_YAWN) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
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skeletalAnim_set(this->unk148, ASSET_177_ANIM_GOBI_SLEEP, 0.1f, 4.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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}
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if (func_8033567C(this->unk148) == ASSET_177_ANIM_GOBI_SLEEP) {
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func_8033568C(this->unk148, &sp44, &sp40);
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if (skeletalAnim_getAnimId(this->unk148) == ASSET_177_ANIM_GOBI_SLEEP) {
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skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
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if ((sp44 < 0.1) && (0.1 <= (f64) sp40)) {
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FUNC_8030E8B4(SFX_5E_BANJO_PHEWWW, 0.8f, 15000, this->position, 500, 1500);
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}
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@@ -202,7 +202,7 @@ void chGobiCCW_update(Actor *this) {
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}
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if (this->state == 5){
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if(func_80335794(this->unk148) > 0) {
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if(skeletalAnim_getLoopCount(this->unk148) > 0) {
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CCW_func_8038868C(this, 6);
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}
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}
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@@ -29,14 +29,14 @@ ActorAnimationInfo D_8038ED20[] = {
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{ASSET_D4_ANIM_SWITCH_DOWN, 100000000.0f}
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};
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ActorInfo D_8038ED50 = { 0x133, 0x1E3, 0x52E, 0x1, NULL, func_80389268, func_80326224, func_80325E78, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038ED74 = { 0x132, 0x1E2, 0x4F5, 0x5, D_8038ED20, func_80388FD4, func_80326224, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038ED98 = { 0x131, 0x16D, 0x52E, 0x1, NULL, func_80389268, func_80326224, func_80325E78, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038EDBC = { 0x130, 0x16C, 0x4F6, 0x5, D_8038ED20, func_80388FD4, func_80326224, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EDE0 = { 0x12F, 0x16B, 0x52E, 0x1, NULL, func_80389268, func_80326224, func_80325E78, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038EE04 = { 0x12E, 0x16A, 0x4F7, 0x5, D_8038ED20, func_80388FD4, func_80326224, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038EE28 = { 0x12D, 0x169, 0x52E, 0x1, NULL, func_80389268, func_80326224, func_80325E78, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038EE4C = { 0x12C, 0x168, 0x4F8, 0x5, D_8038ED20, func_80388FD4, func_80326224, func_80325888, 0, 0, 0.0f, 0};
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ActorInfo D_8038ED50 = { 0x133, 0x1E3, 0x52E, 0x1, NULL, func_80389268, func_80326224, actor_drawFullDepth, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038ED74 = { 0x132, 0x1E2, 0x4F5, 0x5, D_8038ED20, func_80388FD4, func_80326224, actor_draw, 0, 0, 0.0f, 0};
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ActorInfo D_8038ED98 = { 0x131, 0x16D, 0x52E, 0x1, NULL, func_80389268, func_80326224, actor_drawFullDepth, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038EDBC = { 0x130, 0x16C, 0x4F6, 0x5, D_8038ED20, func_80388FD4, func_80326224, actor_draw, 0, 0, 0.0f, 0};
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ActorInfo D_8038EDE0 = { 0x12F, 0x16B, 0x52E, 0x1, NULL, func_80389268, func_80326224, actor_drawFullDepth, 0, 0x4000, 0.0f, 0};
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ActorInfo D_8038EE04 = { 0x12E, 0x16A, 0x4F7, 0x5, D_8038ED20, func_80388FD4, func_80326224, actor_draw, 0, 0, 0.0f, 0};
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ActorInfo D_8038EE28 = { 0x12D, 0x169, 0x52E, 0x1, NULL, func_80389268, func_80326224, actor_drawFullDepth, 0, 0x4000, 0.0f, 0};
|
||||
ActorInfo D_8038EE4C = { 0x12C, 0x168, 0x4F8, 0x5, D_8038ED20, func_80388FD4, func_80326224, actor_draw, 0, 0, 0.0f, 0};
|
||||
|
||||
/* .code */
|
||||
s32 func_80388EF0(Actor *this){
|
||||
|
@@ -16,8 +16,8 @@ void func_80389440(Actor *this, s32 next_state) {
|
||||
func_8030E510(SFX_AA_BGS_EGG_BREAKING_1, 28000);
|
||||
this->marker->propPtr->unk8_3 = FALSE;
|
||||
fileProgressFlag_set(FILEPROG_E6_SPRING_EYRIE_HATCHED, TRUE);
|
||||
func_80335924(this->unk148, 0x187, 0.0f, 2.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, 0x187, 0.0f, 2.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324E38(0.0f, 3);
|
||||
timed_setStaticCameraToNode(0.0f, 2);
|
||||
timed_exitStaticCamera(8.0f);
|
||||
@@ -42,7 +42,7 @@ Actor *CCW_func_8038954C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
|
||||
|
||||
func_8033A45C(3, (this->state < 2) ? 1 : 0);
|
||||
func_8033A45C(4, (this->state < 2) ? 0 : 1);
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_803895F4(Actor *this) {
|
||||
@@ -61,7 +61,7 @@ void func_803895F4(Actor *this) {
|
||||
}
|
||||
|
||||
if (this->state == 2) {
|
||||
func_8033568C(this->unk148, &sp2C, &sp28);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp2C, &sp28);
|
||||
if ((sp2C < 0.5) && (sp28 >= 0.5)) {
|
||||
func_80326310(this);
|
||||
}
|
||||
|
@@ -2,7 +2,6 @@
|
||||
#include "functions.h"
|
||||
#include "variables.h"
|
||||
|
||||
|
||||
typedef struct {
|
||||
f32 unk0;
|
||||
s16 unk4;
|
||||
@@ -110,7 +109,7 @@ void func_80389700(ActorMarker *marker, enum asset_e text_id, s32 arg2) {
|
||||
void func_80389740(ActorMarker *marker) {
|
||||
Actor *this = marker_getActor(marker);
|
||||
if (this->marker->unk14_21) {
|
||||
__spawnQueue_add_4((GenMethod_4)func_802C4140, 0x30C, reinterpret_cast(s32, D_8038FDE0[0]), reinterpret_cast(s32, D_8038FDE0[1]), reinterpret_cast(s32, D_8038FDE0[2]));
|
||||
__spawnQueue_add_4((GenFunction_4)func_802C4140, 0x30C, reinterpret_cast(s32, D_8038FDE0[0]), reinterpret_cast(s32, D_8038FDE0[1]), reinterpret_cast(s32, D_8038FDE0[2]));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,8 +124,8 @@ void func_803897B8(Actor *this, s32 next_state) {
|
||||
local->unk8 = NULL;
|
||||
if (next_state == 1) {
|
||||
if (local->unk0->unk6 != 0) {
|
||||
func_80335924(this->unk148, local->unk0->unk6, 0.2f, 6.0f);
|
||||
func_80335A8C(this->unk148, 1);
|
||||
skeletalAnim_set(this->unk148, local->unk0->unk6, 0.2f, 6.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
}
|
||||
local->unk8 = local->unk0->unk8;
|
||||
}
|
||||
@@ -135,14 +134,14 @@ void func_803897B8(Actor *this, s32 next_state) {
|
||||
}
|
||||
if (next_state == 5) {
|
||||
func_8028F784(1);
|
||||
func_80335924(this->unk148, local->unk0->unk26, 0.2f, 2.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, local->unk0->unk26, 0.2f, 2.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
local->unk8 = &D_8038F060[0];
|
||||
}
|
||||
|
||||
if (next_state == 2) {
|
||||
func_80335924(this->unk148, local->unk0->unkE, 0.2f, 8.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, local->unk0->unkE, 0.2f, 8.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324E38(0.5f, 3);
|
||||
timed_setStaticCameraToNode(0.5f, local->unk0->unk24);
|
||||
timed_exitStaticCamera(16.5f);
|
||||
@@ -151,11 +150,11 @@ void func_803897B8(Actor *this, s32 next_state) {
|
||||
}
|
||||
if (next_state == 3) {
|
||||
actor_collisionOff(this);
|
||||
func_80335924(this->unk148, local->unk0->unk14, 0.5f, 8.5f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, local->unk0->unk14, 0.5f, 8.5f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
if (local->unk0->map_id == MAP_43_CCW_SPRING) {
|
||||
func_80311480(0xCD6, 4, NULL, NULL, NULL, NULL);
|
||||
func_8033579C(this->unk148, 0x3F266666, &func_80389798);
|
||||
skeletalAnim_setCallback_0(this->unk148, 0.65f, &func_80389798);
|
||||
}
|
||||
if (local->unk0->map_id == MAP_44_CCW_SUMMER) {
|
||||
func_80311480(0xCD9, 4, NULL, NULL, NULL, NULL);
|
||||
@@ -167,14 +166,14 @@ void func_803897B8(Actor *this, s32 next_state) {
|
||||
}
|
||||
if (next_state == 4) {
|
||||
func_8028F784(0);
|
||||
func_80335924(this->unk148, local->unk0->unk1C, 0.2f, 6.0f);
|
||||
func_80335A8C(this->unk148, 1);
|
||||
func_80335800(this->unk148, 0.2f, func_80389740, this->marker);
|
||||
func_80335800(this->unk148, 0.3f, func_80389740, this->marker);
|
||||
func_80335800(this->unk148, 0.4f, func_80389740, this->marker);
|
||||
func_80335800(this->unk148, 0.72f, func_80389740, this->marker);
|
||||
func_80335800(this->unk148, 0.82f, func_80389740, this->marker);
|
||||
func_80335800(this->unk148, 0.92f, func_80389740, this->marker);
|
||||
skeletalAnim_set(this->unk148, local->unk0->unk1C, 0.2f, 6.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.2f, func_80389740, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.3f, func_80389740, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.4f, func_80389740, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.72f, func_80389740, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.82f, func_80389740, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.92f, func_80389740, this->marker);
|
||||
local->unk8 = local->unk0->unk20;
|
||||
}
|
||||
this->state = next_state;
|
||||
@@ -192,7 +191,7 @@ Actor *func_80389B24(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
|
||||
return this;
|
||||
}
|
||||
func_8033A45C(3, (this->state == 4) ? 2 : 1);
|
||||
func_80325888(marker, gfx, mtx, vtx);
|
||||
actor_draw(marker, gfx, mtx, vtx);
|
||||
func_8034A174(func_80329934(), 5, D_8038FDE0);
|
||||
return this;
|
||||
}
|
||||
@@ -245,7 +244,7 @@ void CCW_func_80389BFC(Actor *this) {
|
||||
}
|
||||
|
||||
if (local->unk8) {
|
||||
func_8033568C(this->unk148, &sp5C, &sp58);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp5C, &sp58);
|
||||
for(iPtr = local->unk8; iPtr->unk0 > 0.0f; iPtr ++){
|
||||
if ((sp5C < iPtr->unk0) && (iPtr->unk0 <= sp58)) {
|
||||
func_8030E878((s32) iPtr->unk4, randf2(iPtr->unk8 - 0.05, iPtr->unk8 + 0.05), iPtr->unkC, this->position, 500.0f, 2500.0f);
|
||||
@@ -289,13 +288,13 @@ void CCW_func_80389BFC(Actor *this) {
|
||||
func_803897B8(this, local->unk0->unkC);
|
||||
}
|
||||
}
|
||||
if ((this->state == 2) && (func_80335794(this->unk148) > 0)) {
|
||||
if ((this->state == 2) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
func_803897B8(this, 3);
|
||||
}
|
||||
if ((this->state == 3) && (func_80335794(this->unk148) > 0)) {
|
||||
if ((this->state == 3) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
func_803897B8(this, 4);
|
||||
}
|
||||
if ((this->state == 5) && (func_80335794(this->unk148) > 0)) {
|
||||
if ((this->state == 5) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
func_803897B8(this, 1);
|
||||
}
|
||||
}
|
||||
|
@@ -40,14 +40,14 @@ void chcaterpillar_setState(Actor *this, s32 next_state) {
|
||||
ActorLocal_Caterpillar *local = (ActorLocal_Caterpillar *)&this->local;
|
||||
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x18D, 0.0f, randf2(1.9f, 2.1f));
|
||||
skeletalAnim_set(this->unk148, 0x18D, 0.0f, randf2(1.9f, 2.1f));
|
||||
}
|
||||
if (next_state == 2) {
|
||||
func_8028F7D4(-25.0f, 90.0f);
|
||||
func_80335924(this->unk148, 0x18E, 0.2f, 2.0f);
|
||||
skeletalAnim_set(this->unk148, 0x18E, 0.2f, 2.0f);
|
||||
}
|
||||
if (next_state == 3) {
|
||||
func_80335924(this->unk148, 0x18E, 0.2f, 2.0f);
|
||||
skeletalAnim_set(this->unk148, 0x18E, 0.2f, 2.0f);
|
||||
local->unkC[0] = this->position[0];
|
||||
local->unkC[1] = this->position[1];
|
||||
local->unkC[2] = this->position[2];
|
||||
@@ -68,7 +68,7 @@ Actor* chcaterpillar_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx)
|
||||
if(this->state == 5){
|
||||
return func_80325340(marker, gfx, mtx, vtx);
|
||||
}
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void chcaterpillar_update(Actor *this){
|
||||
@@ -109,7 +109,7 @@ void chcaterpillar_update(Actor *this){
|
||||
}//L8038A45C
|
||||
|
||||
if(this->state == 1){
|
||||
func_8033568C(this->unk148, &sp64, &sp60);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp64, &sp60);
|
||||
player_getPosition(sp74);
|
||||
if(ml_distance_vec3f(this->position, local->unk0) < 10.0f){
|
||||
for(i = 0; i < 10; i++){
|
||||
|
@@ -41,14 +41,14 @@ void func_8038A920(ActorMarker* marker, enum asset_e text_id, s32 arg2) {
|
||||
|
||||
void func_8038A950(Actor *this, s32 next_state) {
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x199, 0.0f, 6.5f);
|
||||
skeletalAnim_set(this->unk148, 0x199, 0.0f, 6.5f);
|
||||
}
|
||||
if (next_state == 2) {
|
||||
func_80311480(0xCDC, 0xA, this->position, this->marker, func_8038A920, NULL);
|
||||
}
|
||||
if (next_state == 3) {
|
||||
func_80335924(this->unk148, 0x19A, 0.0f, 7.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, 0x19A, 0.0f, 7.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324E38(0.0f, 3);
|
||||
timed_setStaticCameraToNode(0.0f, 0);
|
||||
}
|
||||
@@ -65,7 +65,7 @@ Actor *func_8038AA38(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
|
||||
this = marker_getActor(marker);
|
||||
if(this->state == 0)
|
||||
return this;
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038AA8C(Actor *this) {
|
||||
@@ -91,7 +91,7 @@ void func_8038AA8C(Actor *this) {
|
||||
}
|
||||
|
||||
if (this->state == 1) {
|
||||
func_8033568C(this->unk148, &sp50, &sp4C);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp50, &sp4C);
|
||||
if ((sp50 < 0.21) && (0.21 <= sp4C)) {
|
||||
func_8030E878(0xA5, randf2(0.9f, 1.1f), 32000, this->position, 500.0f, 2500.0f);
|
||||
}
|
||||
@@ -106,13 +106,13 @@ void func_8038AA8C(Actor *this) {
|
||||
}
|
||||
}
|
||||
if (this->state == 3) {
|
||||
func_8033568C(this->unk148, &sp44, &sp40);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
|
||||
for(iPtr = &D_8038F1B4[0]; iPtr->unk0 > 0.0f; iPtr++){
|
||||
if ((sp44 < iPtr->unk0) && (iPtr->unk0 <= sp40)) {
|
||||
func_8030E878(iPtr->unk8, iPtr->unk4, iPtr->unkA, this->position, 500.0f, 2500.0f);
|
||||
}
|
||||
}
|
||||
if (func_80335794(this->unk148) > 0) {
|
||||
if (skeletalAnim_getLoopCount(this->unk148) > 0) {
|
||||
func_8038A950(this, 4);
|
||||
}
|
||||
}
|
||||
|
@@ -33,12 +33,12 @@ void func_8038AD50(Actor *this, s32 next_state) {
|
||||
mapSpecificFlags_set(6, 0);
|
||||
timed_setStaticCameraToNode(0.0f, 1);
|
||||
}
|
||||
func_80335924(this->unk148, 0x21D, 0.2f, 0.5f);
|
||||
func_80335A8C(this->unk148, 1);
|
||||
skeletalAnim_set(this->unk148, 0x21D, 0.2f, 0.5f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
}
|
||||
if (next_state == 3) {
|
||||
func_80335924(this->unk148, 0x21E, 0.2f, 2.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, 0x21E, 0.2f, 2.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
}
|
||||
if (next_state == 4) {
|
||||
timed_exitStaticCamera(0.0f);
|
||||
@@ -54,7 +54,7 @@ Actor *func_8038AE64(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
|
||||
this = marker_getActor(marker);
|
||||
if(this->state < 2)
|
||||
return this;
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038AEBC(Actor *this) {
|
||||
@@ -77,7 +77,7 @@ void func_8038AEBC(Actor *this) {
|
||||
}
|
||||
if (this->state == 2) {
|
||||
func_80326224(this);
|
||||
func_8033568C(this->unk148, &sp38, &sp34);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp38, &sp34);
|
||||
for(iPtr = &D_8038F254[0]; iPtr->unk0 > 0.0f; iPtr++){
|
||||
if ((sp38 < iPtr->unk0) && (iPtr->unk0 <= sp34)) {
|
||||
func_8030E878((s32) iPtr->unk8, iPtr->unk4, iPtr->unkA, this->position, 1500.0f, 4500.0f);
|
||||
@@ -93,11 +93,11 @@ void func_8038AEBC(Actor *this) {
|
||||
}
|
||||
if (this->state == 3) {
|
||||
func_80326224(this);
|
||||
func_8033568C(this->unk148, &sp30, &sp2C);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp30, &sp2C);
|
||||
if ((sp30 <= 0.5) && (sp2C >= 0.5)) {
|
||||
jiggySpawn(JIGGY_49_CCW_EYRIE, this->position);
|
||||
}
|
||||
if (func_80335794(this->unk148) > 0) {
|
||||
if (skeletalAnim_getLoopCount(this->unk148) > 0) {
|
||||
func_8038AD50(this, 2);
|
||||
}
|
||||
}
|
||||
|
@@ -2,8 +2,6 @@
|
||||
#include "functions.h"
|
||||
#include "variables.h"
|
||||
|
||||
extern void func_80335A24(void *, s32, f32, f32);
|
||||
|
||||
typedef struct {
|
||||
f32 unk0;
|
||||
}ActorLocal_CCW_4D00;
|
||||
@@ -21,7 +19,7 @@ void func_8038B19C(Actor *this);
|
||||
ActorInfo D_8038F270 = {
|
||||
0x1B9, 0x2A6, 0x502,
|
||||
0x0, NULL,
|
||||
func_8038B19C, NULL, func_80325888,
|
||||
func_8038B19C, NULL, actor_draw,
|
||||
0, 0, 0.0f, 0
|
||||
};
|
||||
|
||||
@@ -42,11 +40,11 @@ void func_8038B0F0(Actor *this, s32 next_state) {
|
||||
|
||||
local->unk0 = 0.0f;
|
||||
if (next_state == 1) {
|
||||
func_80335A24(this->unk148, 0x1A3, 0.2f, 11.0f);
|
||||
skeletalAnim_swap(this->unk148, 0x1A3, 0.2f, 11.0f);
|
||||
local->unk0 = randf2(3.0f, 10.0f);
|
||||
}
|
||||
if (next_state == 2) {
|
||||
func_80335924(this->unk148, 0x1A4, 0.2f, 3.0f);
|
||||
skeletalAnim_set(this->unk148, 0x1A4, 0.2f, 3.0f);
|
||||
}
|
||||
this->state = next_state;
|
||||
}
|
||||
@@ -72,7 +70,7 @@ void func_8038B19C(Actor *this) {
|
||||
}
|
||||
|
||||
if (this->state == 2) {
|
||||
func_8033568C(this->unk148, &sp50, &sp4C);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp50, &sp4C);
|
||||
for(iPtr = &D_8038F294[0]; iPtr->unk0 > 0.0f; iPtr++){
|
||||
if ((sp50 < iPtr->unk0) && (iPtr->unk0 <= sp4C)) {
|
||||
func_8030E878(iPtr->unk8, randf2(iPtr->unk4 - 0.05, iPtr->unk4 + 0.05), randi2(iPtr->unkA - 0x1F4, iPtr->unkA + 0x1F4), this->position, 500.0f, 2500.0f);
|
||||
@@ -86,7 +84,7 @@ void func_8038B19C(Actor *this) {
|
||||
func_8030E878(SFX_4B_GULPING, randf2(1.4f, 1.45f), randi2(24000, 26000), this->position, 500.0f, 2500.0f);
|
||||
}
|
||||
}
|
||||
if (func_80335794(this->unk148) > 0) {
|
||||
if (skeletalAnim_getLoopCount(this->unk148) > 0) {
|
||||
func_8038B0F0(this, 1);
|
||||
}
|
||||
}
|
||||
|
@@ -8,7 +8,7 @@ void func_8038B87C(Actor *this);
|
||||
ActorInfo D_8038F300 = {
|
||||
0x1BA, 0x2A7, 0x503,
|
||||
0x0, NULL,
|
||||
func_8038B87C, NULL, func_80325888,
|
||||
func_8038B87C, NULL, actor_draw,
|
||||
0, 0, 2.0f, 0
|
||||
};
|
||||
|
||||
@@ -63,22 +63,22 @@ void func_8038B6DC(ActorMarker *marker) {
|
||||
int i;
|
||||
|
||||
this = marker_getActor(marker);
|
||||
func_80335650(this->unk148);
|
||||
skeletalAnim_clearCallbacks(this->unk148);
|
||||
phi_f20 = randf2(0.1f, 0.3f);
|
||||
for(i = 0; i < 3; i++){
|
||||
func_80335800(this->unk148, phi_f20, func_8038B610, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, phi_f20, func_8038B610, this->marker);
|
||||
phi_f20 += randf2(0.15f, 0.3f);
|
||||
if(0.85 < phi_f20)
|
||||
break;
|
||||
}
|
||||
func_80335800(this->unk148, 0.35f, func_8038B4C0, this->marker);
|
||||
func_80335800(this->unk148, 0.63f, func_8038B58C, this->marker);
|
||||
func_80335800(this->unk148, 0.9f, func_8038B6DC, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.35f, func_8038B4C0, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.63f, func_8038B58C, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.9f, func_8038B6DC, this->marker);
|
||||
}
|
||||
|
||||
void func_8038B814(Actor *this, s32 next_state) {
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x22B, 0.2f, 11.0f);
|
||||
skeletalAnim_set(this->unk148, 0x22B, 0.2f, 11.0f);
|
||||
func_8038B6DC(this->marker);
|
||||
}
|
||||
this->state = next_state;
|
||||
|
@@ -36,31 +36,31 @@ void __chnabnut_setState_method(ActorMarker* marker, s32 next_state) {
|
||||
void chnabnut_setState(Actor *this, s32 next_state) {
|
||||
|
||||
if (next_state == NABNUT_STATE_1_SAD) {
|
||||
func_80335924(this->unk148, ASSET_22C_ANIM_NABNUT_CRY, 0.2f, 10.6f);
|
||||
skeletalAnim_set(this->unk148, ASSET_22C_ANIM_NABNUT_CRY, 0.2f, 10.6f);
|
||||
}
|
||||
|
||||
if (next_state == NABNUT_STATE_2_WAIT) {
|
||||
timedFunc_set_2(1.0f, (GenMethod_2)__chnabnut_setState_method, (s32)this->marker, NABNUT_STATE_3_BACKFLIP);
|
||||
timedFunc_set_2(1.0f, (GenFunction_2)__chnabnut_setState_method, (s32)this->marker, NABNUT_STATE_3_BACKFLIP);
|
||||
}
|
||||
|
||||
if (next_state == NABNUT_STATE_3_BACKFLIP) {
|
||||
this->marker->propPtr->unk8_3 = FALSE;
|
||||
func_80335924(this->unk148, ASSET_22D_ANIM_NABNUT_BACKFLIP, 0.2f, 3.13f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, ASSET_22D_ANIM_NABNUT_BACKFLIP, 0.2f, 3.13f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80324E38(0.0f, 3);
|
||||
timed_setStaticCameraToNode(0.0f, 0xB);
|
||||
func_80311480(0xCCC, 0x20, this->position, NULL, NULL, NULL);
|
||||
}
|
||||
|
||||
if (next_state == NABNUT_STATE_4_THANK_PLAYER) {
|
||||
func_80335924(this->unk148, ASSET_22E_ANIM_NABNUT_STAND, 0.2f, 3.53f);
|
||||
func_80335A8C(this->unk148, 1);
|
||||
skeletalAnim_set(this->unk148, ASSET_22E_ANIM_NABNUT_STAND, 0.2f, 3.53f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
func_802C8F70(this->yaw - 40.0f);
|
||||
jiggySpawn(JIGGY_4A_CCW_NABNUT, this->position);
|
||||
}
|
||||
|
||||
if (next_state == NABNUT_STATE_5_EXIT) {
|
||||
func_80335924(this->unk148, ASSET_22F_ANIM_NABNUT_RUN, 0.2f, 0.34f);
|
||||
skeletalAnim_set(this->unk148, ASSET_22F_ANIM_NABNUT_RUN, 0.2f, 0.34f);
|
||||
}
|
||||
|
||||
if (next_state == NABNUT_STATE_6_DESPAWN) {
|
||||
@@ -88,17 +88,17 @@ Actor *chnabnut_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
|
||||
func_8033A45C(9, 0);
|
||||
func_8033A45C(0xA, 1);
|
||||
if (this->state == 1) {
|
||||
temp_f2 = func_80335684(this->unk148);
|
||||
temp_f2 = skeletalAnim_getProgress(this->unk148);
|
||||
if ((0.116 <= temp_f2) && (temp_f2 <= 0.32)) {
|
||||
sp24 = this->unk130;
|
||||
this->unk130 = NULL;
|
||||
func_8033A45C(1, 4);
|
||||
out = func_80325888(marker, gfx, mtx, vtx);
|
||||
out = actor_draw(marker, gfx, mtx, vtx);
|
||||
out->unk130 = sp24;
|
||||
return out;
|
||||
}
|
||||
}
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038BC50(f32 dst[3]){
|
||||
@@ -154,10 +154,10 @@ void chnabnut_update(Actor *this) {
|
||||
}
|
||||
}
|
||||
}
|
||||
if ((this->state == NABNUT_STATE_3_BACKFLIP) && (func_80335794(this->unk148) > 0)) {
|
||||
if ((this->state == NABNUT_STATE_3_BACKFLIP) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
chnabnut_setState(this, NABNUT_STATE_4_THANK_PLAYER);
|
||||
}
|
||||
if ((this->state == NABNUT_STATE_4_THANK_PLAYER) && (func_80335794(this->unk148) > 0)) {
|
||||
if ((this->state == NABNUT_STATE_4_THANK_PLAYER) && (skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
chnabnut_setState(this, NABNUT_STATE_5_EXIT);
|
||||
}
|
||||
if (this->state == NABNUT_STATE_5_EXIT) {
|
||||
|
@@ -8,11 +8,11 @@ Actor *func_8038C380(ActorMarker* marker, Gfx** gfx, Mtx** mtx, Vtx** vtx);
|
||||
void func_8038C41C(Actor *this);
|
||||
|
||||
/* .data */
|
||||
ActorInfo D_8038F380 = { 0x1C6, 0x310, 0x501, 0x0, NULL, func_8038C41C, NULL, func_80325888, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F380 = { 0x1C6, 0x310, 0x501, 0x0, NULL, func_8038C41C, NULL, actor_draw, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F3A4 = { 0x1C7, 0x311, 0x462, 0x0, NULL, func_8038C41C, NULL, func_8038C380, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F3C8 = { 0x1C8, 0x312, 0x463, 0x0, NULL, func_8038C41C, NULL, func_80325888, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F3EC = { 0x1C9, 0x313, 0x464, 0x0, NULL, func_8038C41C, NULL, func_80325888, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F410 = { 0x1CA, 0x314, 0x502, 0x0, NULL, func_8038C41C, NULL, func_80325888, 0, 0, 2.0f, 0};
|
||||
ActorInfo D_8038F3C8 = { 0x1C8, 0x312, 0x463, 0x0, NULL, func_8038C41C, NULL, actor_draw, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F3EC = { 0x1C9, 0x313, 0x464, 0x0, NULL, func_8038C41C, NULL, actor_draw, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F410 = { 0x1CA, 0x314, 0x502, 0x0, NULL, func_8038C41C, NULL, actor_draw, 0, 0, 2.0f, 0};
|
||||
ActorInfo D_8038F434 = { 0x1CB, 0x315, 0x48D, 0x0, NULL, func_8038C41C, NULL, func_8038C380, 0, 0, 0.0f, 0};
|
||||
|
||||
/* .code */
|
||||
@@ -46,19 +46,19 @@ void CCW_func_8038C16C(Actor *this, s32 next_state) {
|
||||
|
||||
if (next_state == 2) {
|
||||
if (this->marker->unk14_20 == 0x1CA) {
|
||||
func_80335924(this->unk148, 0x22E, 0.2f, 3.53f);
|
||||
func_80335800(this->unk148, 0.1f, func_8038C0E8, this->marker);
|
||||
skeletalAnim_set(this->unk148, 0x22E, 0.2f, 3.53f);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.1f, func_8038C0E8, this->marker);
|
||||
}
|
||||
if (this->marker->unk14_20 == 0x1C7) {
|
||||
func_80335924(this->unk148, 0x230, 0.2f, 4.0f);
|
||||
skeletalAnim_set(this->unk148, 0x230, 0.2f, 4.0f);
|
||||
}
|
||||
if (this->marker->unk14_20 == 0x1CB) {
|
||||
func_80335924(this->unk148, 0x1A2, 0.2f, 4.0f);
|
||||
func_80335800(this->unk148, 0.3f, func_8038BFE0, this->marker);
|
||||
func_80335800(this->unk148, 0.65f, func_8038C064, this->marker);
|
||||
skeletalAnim_set(this->unk148, 0x1A2, 0.2f, 4.0f);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.3f, func_8038BFE0, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.65f, func_8038C064, this->marker);
|
||||
}
|
||||
if (this->marker->unk14_20 == 0x1C8) {
|
||||
func_80335924(this->unk148, 0x231, 0.2f, 4.0f);
|
||||
skeletalAnim_set(this->unk148, 0x231, 0.2f, 4.0f);
|
||||
}
|
||||
if ((this->marker->unk14_20 == 0x1C7) || (this->marker->unk14_20 == 0x1CB) || (this->marker->unk14_20 == 0x1C8)) {
|
||||
other = actorArray_findActorFromActorId(0x313);
|
||||
@@ -84,7 +84,7 @@ Actor *func_8038C380(ActorMarker* marker, Gfx** gfx, Mtx** mtx, Vtx** vtx) {
|
||||
func_8033A45C(8, 0);
|
||||
func_8033A45C(9, 0);
|
||||
func_8033A45C(0xA, 1);
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038C41C(Actor *this) {
|
||||
|
@@ -13,7 +13,7 @@ typedef struct {
|
||||
void func_8038C7A8(Actor *this);
|
||||
|
||||
/* .data */
|
||||
ActorInfo D_8038F460 = { 0x1BC, 0x2A9, 0x48E, 0x0, NULL, func_8038C7A8, NULL, func_80325888, 0, 0, 0.8f, 0};
|
||||
ActorInfo D_8038F460 = { 0x1BC, 0x2A9, 0x48E, 0x0, NULL, func_8038C7A8, NULL, actor_draw, 0, 0, 0.8f, 0};
|
||||
|
||||
/* .code */
|
||||
void CCW_func_8038C5D0(ActorMarker* marker) {
|
||||
@@ -31,9 +31,9 @@ void CCW_func_8038C6A0(Actor *this, s32 next_state) {
|
||||
|
||||
local = (ActorLocal_CCW_61E0 *)&this->local;
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x25B, 0.0f, 1.0f);
|
||||
func_80335800(this->unk148, 0.5f, CCW_func_8038C5D0, this->marker);
|
||||
func_80335800(this->unk148, 0.7f, CCW_func_8038C638, this->marker);
|
||||
skeletalAnim_set(this->unk148, 0x25B, 0.0f, 1.0f);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.5f, CCW_func_8038C5D0, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, 0.7f, CCW_func_8038C638, this->marker);
|
||||
}
|
||||
if (next_state == 3) {
|
||||
local->unk0[0] = this->position[0];
|
||||
|
@@ -58,9 +58,9 @@ void func_8038CB40(Actor *this, s32 next_state) {
|
||||
int i;
|
||||
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x289, 0.2f, 1.1f);
|
||||
skeletalAnim_set(this->unk148, 0x289, 0.2f, 1.1f);
|
||||
for(i = 0; i < 10; i++){
|
||||
func_80335800(this->unk148, randf(), func_8038CA10, this->marker);
|
||||
skeletalAnim_setCallback_1(this->unk148, randf(), func_8038CA10, (s32)this->marker);
|
||||
}
|
||||
}
|
||||
this->state = next_state;
|
||||
@@ -71,7 +71,7 @@ Actor *CCW_func_8038CBF0(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) {
|
||||
Actor *this;
|
||||
ActorLocal_CCW_6620 *local;
|
||||
|
||||
this = func_80325888(marker, gfx, mtx, vtx);
|
||||
this = actor_draw(marker, gfx, mtx, vtx);
|
||||
local = (ActorLocal_CCW_6620 *)&this->local;
|
||||
if (this->marker->unk14_21) {
|
||||
func_8034A174(func_80329934(), 5, local->unk4);
|
||||
|
@@ -15,7 +15,7 @@ void func_8038CFB4(Actor *this);
|
||||
ActorInfo D_8038F4D0 = {
|
||||
0x1BE, 0x2AB, 0x48F,
|
||||
0x0, NULL,
|
||||
func_8038CFB4, func_8038CFB4, func_80325888,
|
||||
func_8038CFB4, func_8038CFB4, actor_draw,
|
||||
0, 0, 2.2f, 0
|
||||
};
|
||||
|
||||
@@ -55,17 +55,17 @@ void func_8038CEB0(Actor *this, s32 next_state) {
|
||||
ActorProp *temp_v0;
|
||||
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x1A6, 0.2f, 4.5f);
|
||||
skeletalAnim_set(this->unk148, 0x1A6, 0.2f, 4.5f);
|
||||
}
|
||||
if (next_state == 2) {
|
||||
this->marker->propPtr->unk8_3 = FALSE;
|
||||
func_80335924(this->unk148, 0x1A7, 0.2f, 3.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, 0x1A7, 0.2f, 3.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
func_80311480(0xCD0, 0x24, NULL, NULL, NULL, NULL);
|
||||
}
|
||||
if (next_state == 3) {
|
||||
func_80335924(this->unk148, 0x1A8, 0.2f, 0.5f);
|
||||
func_80335A8C(this->unk148, 1);
|
||||
skeletalAnim_set(this->unk148, 0x1A8, 0.2f, 0.5f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
|
||||
}
|
||||
if (next_state == 4) {
|
||||
marker_despawn(this->marker);
|
||||
@@ -104,7 +104,7 @@ void func_8038CFB4(Actor *this) {
|
||||
}
|
||||
|
||||
if (phi_s0 != NULL) {
|
||||
func_8033568C(this->unk148, &sp70, &sp6C);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp70, &sp6C);
|
||||
while(phi_s0->unk0 > 0.0f){
|
||||
if (((sp70 < phi_s0->unk0) || (sp6C < sp70)) && (phi_s0->unk0 <= sp6C)) {
|
||||
func_8030E878(phi_s0->unk8, randf2(phi_s0->unk4 - 0.05, phi_s0->unk4 + 0.05), randi2(phi_s0->unkA - 200, phi_s0->unkA + 100), this->position, 500.0f, 1500.0f);
|
||||
@@ -127,7 +127,7 @@ void func_8038CFB4(Actor *this) {
|
||||
}
|
||||
|
||||
if (this->state == 2){
|
||||
if((func_80335794(this->unk148) > 0)) {
|
||||
if((skeletalAnim_getLoopCount(this->unk148) > 0)) {
|
||||
func_8038CEB0(this, 3);
|
||||
}
|
||||
}
|
||||
|
@@ -32,7 +32,7 @@ ActorInfo D_8038F614 = {
|
||||
/* .code */
|
||||
void func_8038D2B0(Actor *this, s32 next_state) {
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x1A6, 0.2f, 5.5f);
|
||||
skeletalAnim_set(this->unk148, 0x1A6, 0.2f, 5.5f);
|
||||
}
|
||||
|
||||
this->state = next_state;
|
||||
@@ -42,7 +42,7 @@ Actor *func_8038D30C(ActorMarker* marker, Gfx** gfx, Mtx** mtx, Vtx** vtx) {
|
||||
if (levelSpecificFlags_get(0x25) == 0) {
|
||||
return func_80325340(marker, gfx, mtx, vtx);
|
||||
}
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038D368(Actor *this) {
|
||||
|
@@ -12,7 +12,7 @@ void func_8038D85C(Actor *this);
|
||||
ActorInfo D_8038F640 = {
|
||||
0x1BF, 0x2AC, 0x490,
|
||||
0x0, NULL,
|
||||
func_8038D85C, NULL, func_80325888,
|
||||
func_8038D85C, NULL, actor_draw,
|
||||
0, 0, 2.2f, 0
|
||||
};
|
||||
|
||||
|
@@ -5,13 +5,13 @@
|
||||
void func_8038D9E0(Actor *this);
|
||||
|
||||
/* .data */
|
||||
ActorInfo D_8038F6F0 = { 0x1C3, 0x30C, 0x4E4, 0x0, NULL, func_8038D9E0, NULL, func_80325888, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F6F0 = { 0x1C3, 0x30C, 0x4E4, 0x0, NULL, func_8038D9E0, NULL, actor_draw, 0, 0, 0.0f, 0};
|
||||
|
||||
/* .code */
|
||||
void func_8038D960(Actor *this, s32 next_state) {
|
||||
if (next_state == 1) {
|
||||
func_80335924(this->unk148, 0x21C, 0.0f, 6.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, 0x21C, 0.0f, 6.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
}
|
||||
if (next_state == 2) {
|
||||
func_80326310(this);
|
||||
@@ -32,7 +32,7 @@ void func_8038D9E0(Actor *this) {
|
||||
}
|
||||
if (this->state == 1) {
|
||||
this = this;
|
||||
func_8033568C(this->unk148, &sp24, &sp20);
|
||||
skeletalAnim_getProgressRange(this->unk148, &sp24, &sp20);
|
||||
if ((sp24 < 0.25f) && (sp20 >= 0.25f)) {
|
||||
func_8038D960(this, 2);
|
||||
}
|
||||
|
@@ -65,16 +65,16 @@ void CCW_func_8038DB0C(Actor *this);
|
||||
void func_8038DAB0(Actor *this);
|
||||
|
||||
/* .data */
|
||||
ActorInfo D_8038F720 = { 0x239, 0x25F, 0x4FC, 0x1, NULL, func_802D3D54, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F744 = { 0x236, 0x260, 0x4F9, 0x1, NULL, func_802D3D54, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F768 = { 0x237, 0x261, 0x4FA, 0x1, NULL, func_802D3D54, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F78C = { 0x238, 0x262, 0x4FB, 0x1, NULL, func_802D3D54, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7B0 = { 0x243, 0x2E6, 0x533, 0x1, NULL, func_802D3D54, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7D4 = { 0x263, 0x2E7, 0x518, 0x1, NULL, func_8038DAB0, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7F8 = { 0x21E, 0x233, 0x3B3, 0x1, NULL, func_802D3D74, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F81C = { 0x26B, 0x2DE, 0x531, 0x1, NULL, CCW_func_8038DB0C, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F840 = { 0x26C, 0x2DD, 0x53E, 0x1, NULL, CCW_func_8038DB0C, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F864 = { 0x26D, 0x2DC, 0x53F, 0x1, NULL, CCW_func_8038DB0C, func_80326224, func_80325E78, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F720 = { 0x239, 0x25F, 0x4FC, 0x1, NULL, func_802D3D54, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F744 = { 0x236, 0x260, 0x4F9, 0x1, NULL, func_802D3D54, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F768 = { 0x237, 0x261, 0x4FA, 0x1, NULL, func_802D3D54, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F78C = { 0x238, 0x262, 0x4FB, 0x1, NULL, func_802D3D54, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7B0 = { 0x243, 0x2E6, 0x533, 0x1, NULL, func_802D3D54, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7D4 = { 0x263, 0x2E7, 0x518, 0x1, NULL, func_8038DAB0, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F7F8 = { 0x21E, 0x233, 0x3B3, 0x1, NULL, func_802D3D74, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F81C = { 0x26B, 0x2DE, 0x531, 0x1, NULL, CCW_func_8038DB0C, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F840 = { 0x26C, 0x2DD, 0x53E, 0x1, NULL, CCW_func_8038DB0C, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F864 = { 0x26D, 0x2DC, 0x53F, 0x1, NULL, CCW_func_8038DB0C, func_80326224, actor_drawFullDepth, 0, 0, 0.0f, 0};
|
||||
ActorInfo D_8038F888 = { 0x1CC, 0x318, 0x0, 0x0, NULL, func_80325F84, NULL, func_80325340, 0, 0, 0.0f, 0};
|
||||
|
||||
|
||||
|
@@ -12,7 +12,7 @@ ActorAnimationInfo D_8038F8B0[] = {
|
||||
|
||||
ActorInfo D_8038F8C0 = { 0x251, 0x37E, 0x506,
|
||||
0x1, D_8038F8B0,
|
||||
func_8038DFB0, func_80326224, func_80325888,
|
||||
func_8038DFB0, func_80326224, actor_draw,
|
||||
0, 0, 0.0f, 0
|
||||
};
|
||||
|
||||
|
@@ -15,7 +15,7 @@ ActorAnimationInfo D_8038F8F0[] = {
|
||||
ActorInfo D_8038F908 = {
|
||||
MARKER_1F9_SNARE_BEAR, ACTOR_1E9_SNARE_BEAR, ASSET_440_MODEL_SNAREBEAR,
|
||||
0x1, D_8038F8F0,
|
||||
func_8038E0C8, func_80326224, func_80325888,
|
||||
func_8038E0C8, func_80326224, actor_draw,
|
||||
0, 0, 0.0f, 0
|
||||
};
|
||||
|
||||
@@ -44,7 +44,7 @@ void func_8038E060(s32 arg0, ActorMarker *marker){
|
||||
|
||||
func_80345C78(sp18, sp28);
|
||||
func_8033A8F0(arg0, 1, sp18);
|
||||
func_8033A238(arg0);
|
||||
modelRender_setBoneTransformList(arg0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -87,7 +87,7 @@ void func_8038E4C0(ActorMarker* marker, s32 arg1) {
|
||||
FUNC_8030E8B4(SFX_C2_GRUBLIN_EGH, 1.0f, 32000, actor->position, 1250, 2500);
|
||||
pCtrl = partEmitMgr_newEmitter(1);
|
||||
func_8038E440(pCtrl, actor, ASSET_52D_MODEL_GRUBLIN_HOOD_HAT);
|
||||
__spawnQueue_add_4((GenMethod_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32,actor->position_x), reinterpret_cast(s32,actor->position_y), reinterpret_cast(s32,actor->position_z));
|
||||
__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32,actor->position_x), reinterpret_cast(s32,actor->position_y), reinterpret_cast(s32,actor->position_z));
|
||||
actor_collisionOff(actor);
|
||||
actor->unk138_24 = 1;
|
||||
}
|
||||
@@ -110,7 +110,7 @@ Actor *func_8038E56C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
|
||||
func_8033A45C(12, (local->season == WINTER) ? 2 : 1);
|
||||
func_8033A45C(13, (local->season == WINTER) ? 1 : 0);
|
||||
func_8033A45C(14, (this->unk138_24)? 0 : 1);
|
||||
return func_80325888(marker, gfx, mtx, vtx);
|
||||
return actor_draw(marker, gfx, mtx, vtx);
|
||||
}
|
||||
|
||||
void func_8038E868(Actor *this){
|
||||
|
@@ -16,7 +16,7 @@ typedef struct{
|
||||
void chwasp_update(Actor *this);
|
||||
|
||||
/* .data */
|
||||
ActorInfo D_8038EBD0 = { MARKER_1AE_ZUBBA, ACTOR_29B_ZUBBA, ASSET_446_MODEL_ZUBBA, 0x0, NULL, chwasp_update, NULL, func_80325888, 0, 0, 1.0f, 0};
|
||||
ActorInfo D_8038EBD0 = { MARKER_1AE_ZUBBA, ACTOR_29B_ZUBBA, ASSET_446_MODEL_ZUBBA, 0x0, NULL, chwasp_update, NULL, actor_draw, 0, 0, 1.0f, 0};
|
||||
|
||||
/* .code */
|
||||
void chwasp_setState(Actor *this, s32 next_state) {
|
||||
@@ -28,10 +28,10 @@ void chwasp_setState(Actor *this, s32 next_state) {
|
||||
local->unk18 = 0.0f;
|
||||
if (next_state == 1) {
|
||||
local->unk18 = 800.0f;
|
||||
func_80335924(this->unk148, ASSET_16F_ANIM_ZUBBA_FLY_MOVE, 0.0f, 0.65f);
|
||||
skeletalAnim_set(this->unk148, ASSET_16F_ANIM_ZUBBA_FLY_MOVE, 0.0f, 0.65f);
|
||||
}
|
||||
if (next_state == 2) {
|
||||
func_80335924(this->unk148, ASSET_170_ANIM_ZUBBA_FLY_IDLE, 0.1f, 0.65f);
|
||||
skeletalAnim_set(this->unk148, ASSET_170_ANIM_ZUBBA_FLY_IDLE, 0.1f, 0.65f);
|
||||
player_getPosition(sp50);
|
||||
sp50[1] += 50.0f;
|
||||
local->unk8[0] = sp50[0] - this->position[0];
|
||||
@@ -48,7 +48,7 @@ void chwasp_setState(Actor *this, s32 next_state) {
|
||||
actor_collisionOff(this);
|
||||
}
|
||||
if (next_state == 4) {
|
||||
func_80335924(this->unk148, ASSET_171_ANIM_ZUBBA_DIE, 0.1f, 0.2f);
|
||||
skeletalAnim_set(this->unk148, ASSET_171_ANIM_ZUBBA_DIE, 0.1f, 0.2f);
|
||||
FUNC_8030E8B4(SFX_1F_HITTING_AN_ENEMY_3, 1.2f, 32200, this->position, 500, 3000);
|
||||
func_80324D54(0.1f, 0x66, randf2(1.6f, 1.7f), 32000, this->position, 500.0f, 3000.0f);
|
||||
func_803867C8(local->unk4);
|
||||
@@ -65,8 +65,8 @@ void chwasp_setState(Actor *this, s32 next_state) {
|
||||
}
|
||||
if (next_state == 5) {
|
||||
func_8030E878(SFX_A_BANJO_LANDING_05, randf2(0.85f, 0.95f), 18000, this->position, 500.0f, 3000.0f);
|
||||
func_80335924(this->unk148, ASSET_172_ANIM_ZUBBA_LAND, 0.0f, 1.0f);
|
||||
func_80335A8C(this->unk148, 2);
|
||||
skeletalAnim_set(this->unk148, ASSET_172_ANIM_ZUBBA_LAND, 0.0f, 1.0f);
|
||||
skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
|
||||
}
|
||||
if (next_state == 6) {
|
||||
marker_despawn(this->marker);
|
||||
|
Reference in New Issue
Block a user