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117
src/CCW/code_7BF0.c
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117
src/CCW/code_7BF0.c
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#include <ultra64.h>
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#include "functions.h"
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#include "variables.h"
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void func_8038E0C8(Actor *this);
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/* .data */
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extern ActorAnimationInfo D_8038F8F0[];
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extern ActorInfo D_8038F908 = {
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0x1F9, 0x1E9, 0x440,
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0x1, D_8038F8F0,
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func_8038E0C8, func_80326224, func_80325888,
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0, 0, 0.0f, 0
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};
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/* .code */
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void func_8038DFE0(Actor* actor) {
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func_80328B8C(actor, 1, 0.001f, 1);
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actor->unk38_31 = randi2(0, 0);
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}
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void func_8038E034(Actor* actor) {
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func_80328B8C(actor, 2, 0.001f, 1);
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}
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void func_8038E060(s32 arg0, ActorMarker *marker){
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Actor *this;
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f32 sp28[3];
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s32 pad24;
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f32 sp18[3];
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this = marker_getActor(marker);
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if(arg0){
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sp28[0] = 0.0f;
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sp28[1] = this->unk1C[0];
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sp28[2] = 0.0f;
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func_80345C78(sp18, sp28);
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func_8033A8F0(arg0, 1, sp18);
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func_8033A238(arg0);
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}
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}
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void func_8038E0C8(Actor *this) {
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f32 sp44[3];
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f32 sp40;
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f32 sp3C;
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f32 sp38;
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f32 sp34;
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sp34 = time_getDelta();
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if(!actor_playerIsWithinDist(this, 3000)) return;
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if (!this->unk16C_4) {
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this->unk16C_4 = TRUE;
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func_8028746C(this->animctrl, func_8038E060);
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func_8028748C(this->animctrl, (s32) this->marker);
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this->marker->propPtr->unk8_3 = TRUE;
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this->unk1C[0] = 0.0f;
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this->unk38_31 = 0;
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}
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if (player_getTransformation() == TRANSFORM_6_BEE) {
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actor_collisionOff(this);
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} else {
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actor_collisionOn(this);
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player_getPosition(sp44);
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func_80258A4C(this->position, this->yaw - 90.0f, sp44, &sp40, &sp3C, &sp38);
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if( (sp40 < 1050.0f)
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&& (sp38 > -1.0f)
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&& (sp38 < 1.0f)
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) {
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func_80258A4C(this->position, this->unk1C[0] + (this->yaw - 90.0f), sp44, &sp40, &sp3C, &sp38);
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this->unk1C[0] += sp38 * 160.0f * sp34;
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} else {
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if (this->unk1C[0] > 0.0f) {
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this->unk1C[0] -= (30.0f * sp34);
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this->unk1C[0] = (this->unk1C[0] < 0.0f) ? 0.0f : this->unk1C[0];
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} else if (this->unk1C[0] < 0.0f) {
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this->unk1C[0] += (30.0f * sp34);
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this->unk1C[0] = (this->unk1C[0] > 0.0f) ? 0.0f : this->unk1C[0];
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}
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}
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}
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switch (this->state) {
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case 1:
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if (this->unk38_31 != 0) {
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this->unk38_31--;
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break;
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}
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if( func_80329530(this, 0x2A8)
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&& (this->unk38_31 == 0)
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&& (player_getTransformation() == TRANSFORM_1_BANJO)
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) {
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func_8038E034(this);
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}
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break;
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case 2:
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if (actor_animationIsAt(this, 0.999f)) {
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func_8038DFE0(this);
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break;
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}
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if( actor_animationIsAt(this, 0.18f)
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|| actor_animationIsAt(this, 0.47f)
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|| actor_animationIsAt(this, 0.78f)
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) {
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FUNC_8030E8B4(SFX_80_YUMYUM_CLACK, 1.0f, 32000, this->position, 1500, 3000);
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}
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break;
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}
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}
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