#include #include "functions.h" #include "variables.h" typedef struct { u8 unk0; u8 unk1; u8 unk2; u8 pad3[1]; s16 unk4[3]; s16 unkA[3]; s16 unk10[3]; u8 pad16[0x2]; f32 unk18; f32 unk1C; f32 unk20[2]; f32 unk28; }ActorLocal_Yellow_Flibbit; Actor *func_8038DE5C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx** vtx); void BGS_func_8038E034(Actor *this); /* .data */ ActorInfo BGS_D_80390AE0 = { MARKER_C5_FLIBBIT_YELLOW, ACTOR_137_FLIBBIT_YELLOW, ASSET_385_MODEL_FLIBBIT_YELLOW, 0, NULL, BGS_func_8038E034, NULL, func_8038DE5C, 0, 0, 1.0f, 0 }; s32 D_80390B04[3] = {0xFF, 0xB3, 0}; f32 BGS_D_80390B10[3] = {0.0f, 0.0f, 0.0f}; /* .code */ void func_8038D1E0(Actor *this) { ParticleEmitter *temp_s0; temp_s0 = partEmitMgr_newEmitter(4U); particleEmitter_setSprite(temp_s0, ASSET_70E_SPRITE_SMOKE_2); particleEmitter_setFade(temp_s0, 0.01f, 0.7f); particleEmitter_setStartingFrameRange(temp_s0, 0, 7); particleEmitter_setPosition(temp_s0, this->position); particleEmitter_setRGB(temp_s0, D_80390B04); 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); sfx_playFadeShorthandDefault(SFX_30_MAGIC_POOF, 1.0f, 25000, this->position, 500, 2500); } s32 func_8038D2F4(Actor *this, f32 *arg1, bool arg2) { ActorLocal_Yellow_Flibbit *local; local = (ActorLocal_Yellow_Flibbit *)&this->local; local->unk1 = arg2; local->unk4[0] = (s16) this->position[0];\ local->unk4[1] = (s16) this->position[1];\ local->unk4[2] = (s16) this->position[2]; local->unkA[0] = (s16) arg1[0]; local->unkA[1] = (s16) arg1[1]; local->unkA[2] = (s16) arg1[2]; 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); return TRUE; } bool func_8038D468(Actor *this) { f32 player_position[3]; f32 sp50; f32 sp4C; f32 sp48; f32 sp3C[3]; f32 sp30[3]; player_getPosition(player_position); func_80258A4C(this->position, this->yaw - 90.0f, player_position, &sp50, &sp4C, &sp48); if (func_80329210(this, &player_position)) { if ((-0.7 <= sp48) && (sp48 <= 0.7)) { sp3C[0] = player_position[0] - this->position[0]; sp3C[1] = player_position[1] - this->position[1]; sp3C[2] = player_position[2] - this->position[2]; ml_vec3f_set_length(sp3C, 210.0f); sp30[0] = this->position[0] + sp3C[0]; sp30[1] = this->position[1] + sp3C[1]; sp30[2] = this->position[2] + sp3C[2]; if (func_80329210(this, sp30)) { return func_8038D2F4(this, sp30, 1); } } } return FALSE; } bool func_8038D5A8(Actor *this) { f32 sp64[3]; f32 sp60; f32 sp5C; f32 sp58; f32 sp4C[3]; ActorLocal_Yellow_Flibbit *local; f32 sp3C[3]; local = (ActorLocal_Yellow_Flibbit *)&this->local; sp64[0] = (f32) local->unk10[0]; sp64[1] = (f32) local->unk10[1]; sp64[2] = (f32) local->unk10[2]; func_80258A4C(this->position, this->yaw - 90.0f, sp64, &sp60, &sp5C, &sp58); if ((-0.9 <= sp58) && (sp58 <= 0.9)) { if (252.0 < sp60) { sp4C[0] = sp64[0] - this->position[0]; sp4C[1] = sp64[1] - this->position[1]; sp4C[2] = sp64[2] - this->position[2]; ml_vec3f_set_length(sp4C, 210.0f); sp3C[0] = this->position[0] + sp4C[0]; sp3C[1] = this->position[1] + sp4C[1]; sp3C[2] = this->position[2] + sp4C[2]; } else { sp3C[0] = (f32) local->unk10[0]; sp3C[1] = (f32) local->unk10[1]; sp3C[2] = (f32) local->unk10[2]; } if (func_80329210(this, sp3C) != 0) { return func_8038D2F4(this, sp3C, 0); } } return FALSE; } s32 func_8038D768(Actor *this) { f32 player_position[3]; f32 sp80; f32 sp7C; f32 sp78; s32 var_s1; f32 sp68[3]; f32 var_f2; player_getPosition(player_position); func_80258A4C(this->position, this->yaw - 90.0f, player_position, &sp80, &sp7C, &sp78); for(var_s1 = 0; var_s1 != 10; var_s1++){ if (var_s1 < 5) { if (sp78 > 0.0f) { var_f2 = randf2(10.0f, 90.0f) + this->yaw; } else { var_f2 = randf2(-90.0f, -10.0f) + this->yaw; } } else { var_f2 = randf2(-110.0f, 110.0f) + this->yaw; } func_80256E24(sp68, 0.0f, var_f2, 0.0f, 0.0f, 210.0f); sp68[0] = this->position[0] + sp68[0]; sp68[1] = this->position[1] + sp68[1]; sp68[2] = this->position[2] + sp68[2]; if (func_80329210(this, sp68)) { return func_8038D2F4(this, sp68, 0); } } return FALSE; } bool func_8038D930(Actor *this) { f32 player_position[3]; s32 var_v1; player_getPosition(player_position); if (func_80329210(this, &player_position)) { var_v1 = func_8038D468(this); if (var_v1 == 0) { if (randf() > 0.5) { return FALSE; } } } else{ var_v1 = func_8038D5A8(this); } if (var_v1 == 0) { var_v1 = func_8038D768(this); } return var_v1; } void func_8038D9D0(Actor *this, s32 next_state) { ActorLocal_Yellow_Flibbit *local; local = (ActorLocal_Yellow_Flibbit *)&this->local; local->unk1 = 0; local->unk1C = 0.0f; local->unk28 = 0.0f; if (next_state == 1) { if (this->state != 0) { func_8038CEB8(); func_8038D1E0(this); } actor_collisionOff(this); } if (next_state == 2) { func_8038CE88(); func_8038D1E0(this); local->unk1C = 0.5f; } if (next_state == 3) { 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); actor_collisionOn(this); this->position[0] = (f32) local->unk10[0]; this->position[1] = (f32) local->unk10[1]; this->position[2] = (f32) local->unk10[2]; local->unk28 = randf2(1.0f, 3.0f); } if (next_state == 5) { if (mapSpecificFlags_get(0x10)) { func_8038D9D0(this, 4); return; } if (!func_8038D930(this)){ if ((this->state != 6)) { func_8038D9D0(this, 6); } return; } } if (next_state == 6) { skeletalAnim_set(this->unk148, ASSET_FB_ANIM_FLIBBIT_TURN, 0.2f, 1.0f); skeletalAnim_setProgress(this->unk148, randf2(0.0f, 1.0f)); skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP); local->unk28 = randf2(1.0f, 3.0f); } if (next_state == 7) { 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] = mapModel_getFloorY(this->position); local->unk1C = 1.0f; } if (next_state == 8) { sfx_playFadeShorthandDefault(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] = mapModel_getFloorY(this->position); local->unk1C = 1.0f; } if (next_state == 9) { skeletalAnim_set(this->unk148, ASSET_112_ANIM_FLIBBIT_DIE, 0.2f, 0.4f); sfx_playFadeShorthandDefault(SFX_115_BUZZBOMB_DEATH, 1.0f, 32200, this->position, 500, 2500); this->marker->collidable = FALSE; this->unk10_1 = FALSE; func_8038CEA0(); local->unk18 = 1000.0f; } if (next_state == 0xA) { skeletalAnim_set(this->unk148, ASSET_113_ANIM_FLIBBIT_DEAD, 0.2f, 1.0f); skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE); sfx_playFadeShorthandDefault(SFX_2F_ORANGE_SPLAT, 0.8f, 32200, this->position, 500, 2500); } if (next_state == 0xB) { func_80326310(this); } this->state = next_state; } void func_8038DD9C(ActorMarker *marker, ActorMarker *other_marker){ Actor *this; this = marker_getActor(marker); if(this->state < 9){ func_8038D9D0(this, 7); } } void func_8038DDDC(ActorMarker *marker, ActorMarker *other_marker){ Actor *this; this = marker_getActor(marker); if(this->state < 9){ func_8038D9D0(this, 8); } } void func_8038DE1C(ActorMarker *marker, ActorMarker *other_marker){ Actor *this; this = marker_getActor(marker); if(this->state < 9){ func_8038D9D0(this, 9); } } Actor *func_8038DE5C(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx) { Actor *this; ActorLocal_Yellow_Flibbit *local; s32 var_s0; f32 var_f2; f32 sp7C[3]; BoneTransformList *temp_a0_2; this = marker_getActor(marker); local = (ActorLocal_Yellow_Flibbit *)&this->local; if (this->state < 3) { return this; } if (local->unk0 && ((this->state == 3) || (this->state == 6))) { temp_a0_2 = skeletalAnim_getBoneTransformList(this->unk148); for(var_s0 = 0; var_s0 < 2; var_s0++){ if (0.1 <= local->unk20[var_s0]) { var_f2 = (f32) ((local->unk20[var_s0] - 0.1) / 0.1); } else if (local->unk20[var_s0] >= 0.0f) { var_f2 = (f32) (1.0 - (local->unk20[var_s0] / 0.1)); } else { var_f2 = 1.0f; } sp7C[0] = 1.0f; sp7C[1] = var_f2 * 0.99 + 0.01; sp7C[2] = 1.0f; boneTransformList_setBoneScale(temp_a0_2, (var_s0 != 0) ? 0x2D : 0x2E, sp7C); }; } actor_draw(marker, gfx, mtx, vtx); local->unk0 = marker->unk14_21; return this; } void BGS_func_8038E034(Actor *this) { f32 spB4[3]; f32 spA8[3]; f32 spA4; ActorLocal_Yellow_Flibbit *local = (ActorLocal_Yellow_Flibbit *)&this->local; f32 sp9C; f32 sp98; f32 sp94; f32 sp90; f32 sp8C; f32 sp88; f32 sp7C[3]; f32 temp_f12; f32 sp74; f32 sp70; f32 sp6C; f32 sp60[3]; f32 sp5C; f32 sp58; f32 sp54; f32 sp48[3]; sp9C = time_getDelta(); if (!this->volatile_initialized) { this->volatile_initialized = TRUE; marker_setCollisionScripts(this->marker, &func_8038DD9C, &func_8038DDDC, &func_8038DE1C); local->unk2 = 0U; local->unk20[0] = randf2(-2.0f, -1.0f); local->unk20[1] = randf2(-2.0f, -1.0f); local->unk10[0] = (s16) (s32) this->position[0]; local->unk10[1] = (s16) (s32) this->position[1]; local->unk10[2] = (s16) (s32) this->position[2]; func_8038D9D0(this, 1); if (jiggyscore_isSpawned(JIGGY_24_BGS_FLIBBITS) != 0) { marker_despawn(this->marker); } return; } if (!local->unk2) { local->unk2 = TRUE; BGS_func_8038CED0(); } player_getPosition(spB4); spA8[0] = spB4[0] - this->position[0]; spA8[1] = spB4[1] - this->position[1]; spA8[2] = spB4[2] - this->position[2]; spA4 = LENGTH_VEC3F(spA8); if (ml_timer_update(&local->unk28, sp9C) != 0) { func_8030E878(0x3F0, randf2(0.9f, 1.1f), randi2(12000, 19000), this->position, 500.0f, 2500.0f); local->unk28 = randf2(1.0f, 6.0f); } local->unk20[0] += sp9C; local->unk20[0] = (0.2 < (f64) local->unk20[0]) ? randf2(-3.0f, -1.0f) : local->unk20[0]; local->unk20[1] += sp9C; local->unk20[1] = (0.2 < (f64) local->unk20[1]) ? randf2(-3.0f, -1.0f) : local->unk20[1]; if(this->state == 1){ if(mapSpecificFlags_getClear(0x12)){ func_8038D9D0(this, 2); return; } if(spA4 < 2000.0f){ func_80258A4C(this->position, this->yaw - 90.0f, spB4, &sp98, &sp94, &sp90); this->yaw += (sp90*90.0f) *sp9C; } } if(this->state == 2){ if(ml_timer_update(&local->unk1C, sp9C)){ func_8038D9D0(this, 3); } } if(this->state == 3){ if (func_80329210(this, spB4)) { func_8038D9D0(this, 5); } else { func_8038D9D0(this, 1); } } if(this->state == 4){ if(!mapSpecificFlags_get(0x10)) func_8038D9D0(this, 5); } if (this->state == 5) { skeletalAnim_getProgressRange(this->unk148, &sp8C, &sp88); if (sp8C < 0.8 && 0.8 <= sp88) { func_8030E878(SFX_8_BANJO_LANDING_04, randf2(0.8f, 0.9f), randi2(0x61A8, 0x6978), this->position, 100.0f, 1500.0f); } if (skeletalAnim_getLoopCount(this->unk148) > 0) { sp7C[0] = (f32) local->unk10[0]; sp7C[1] = (f32) local->unk10[1]; sp7C[2] = (f32) local->unk10[2]; if (ml_vec3f_distance(this->position, sp7C) < 30.0f) { func_8038D9D0(this, 1); } else { func_8038D9D0(this, 5); } } else { if ((0.2 <= sp88) && (sp88 <= 0.8)) { temp_f12 = ((sp88 - 0.2) / 0.60000000000000009); this->position_x = local->unk4[0] + (local->unkA[0] - local->unk4[0])*temp_f12; this->position_y = local->unk4[1] + (local->unkA[1] - local->unk4[1])*temp_f12; this->position_z = local->unk4[2] + (local->unkA[2] - local->unk4[2])*temp_f12; if (local->unk1 != 0) { if (sp88 <= 0.5) { this->position[1] = (f32) ((f64) this->position[1] + ((sp88 / 0.5) * 70.0)); } else { this->position[1] = (f32) ((f64) this->position[1] + ((1.0 - ((sp88 - 0.5) / 0.5)) * 70.0)); } } sp60[0] = (f32) (local->unkA[0] - local->unk4[0]); sp60[1] = (f32) (local->unkA[1] - local->unk4[1]); sp60[2] = (f32) (local->unkA[2] - local->unk4[2]); func_80258A4C(BGS_D_80390B10, this->yaw - 90.0f, sp60, &sp74, &sp70, &sp6C); this->yaw += sp6C * 220.0f * sp9C; } } } if (this->state == 6) { func_80258A4C(this->position, this->yaw - 90.0f, spB4, &sp5C, &sp58, &sp54); this->yaw += sp54 * 90.0f * sp9C; if ((-0.4 <= sp54) && (sp54 <= 0.4) && ((f64) randf() > 0.5)) { func_8038D9D0(this, 5); } if ((sp58 < 0.0f) && (randf() > 0.5)) { func_8038D9D0(this, 5); } } if(this->state == 7 || this->state == 8){ if(ml_timer_update(&local->unk1C, sp9C)){ func_8038D9D0(this, 6); } } if(this->state == 9){ sp48[0] = this->position[0] - spB4[0]; sp48[1] = this->position[1] - spB4[1]; sp48[2] = this->position[2] - spB4[2]; sp48[1] = 0.0f; ml_vec3f_set_length(sp48, 400.0f * sp9C); this->position[0] = this->position[0] + sp48[0]; this->position[1] = this->position[1] + sp48[1]; this->position[2] = this->position[2] + sp48[2]; this->position_y += local->unk18*sp9C; local->unk18 -= 3000.0f*sp9C; if(this->position_y < mapModel_getFloorY(this->position)){ this->position_y = mapModel_getFloorY(this->position); func_8038D9D0(this, 10); } } if(this->state == 10){ if(skeletalAnim_getLoopCount(this->unk148) > 0){ func_8038D9D0(this, 11); } } }