#include #include "functions.h" #include "variables.h" typedef struct{ s32 unk0; } ActorLocal_Core2_3EAD0; void func_802C5A60(Actor *this); /* .data */ s32 D_80365F30[] = { 1, 1, 2, 2, 3, 4, 5, 6, 7, 7, 8, 8 }; ActorInfo D_80365F60 = { 0x58, 0x4E, ASSET_7DE_SPRITE_SHOE_SPARKLES, 0, NULL, func_802C5A60, actor_update_func_80326224, func_80325934, 0, 0, 0.0f, 0 }; ActorInfo D_80365F84 = { 0x59, 0x4F, ASSET_7DE_SPRITE_SHOE_SPARKLES, 0, NULL, func_802C5A60, actor_update_func_80326224, func_80325934, 0, 0, 0.0f, 0 }; /* .code */ void func_802C5A60(Actor *this){ // Spawns a sparkle sprite when touching turbo trainers or wading boots ActorLocal_Core2_3EAD0 *local = (ActorLocal_Core2_3EAD0*)&this->local; if(!this->initialized){ switch(this->marker->id){ case 0x58: func_8032AA58(this, 0.35f); break; case 0x59: func_8032AA58(this, 0.4f); break; } this->marker->propPtr->unk8_5 = 0.5 < randf(); this->position_y += 100.0*this->scale; actor_collisionOff(this); this->initialized = TRUE; }//L802C5B60 this->marker->propPtr->unk8_15 = D_80365F30[local->unk0]; local->unk0++; if(local->unk0 >= 0xC) marker_despawn(this->marker); }