#include #include "functions.h" #include "variables.h" typedef struct { s16 unk0; u8 unk2; u8 unk3; }Struct_Core2_43250_1; typedef struct { Struct_Core2_43250_1 *unk0; s16 unk4; // u8 pad6[2]; }Struct_Core2_43250_0; void func_802CA1E0(Actor *this); /* .data */ ActorInfo D_80366CD0 = { 0x3D, 0x183, 0, 0, NULL, func_802CA1E0, func_80326224, func_80325340, 0, 0, 0.0f, 0 }; Struct_Core2_43250_1 D_80366CF4 [16]= { {SFX_6B_LOCKUP_OPENING, 0x40, 0xFF}, {SFX_6C_LOCKUP_CLOSING, 0x80, 0xFA}, {SFX_3F_CAULDRON_SQEAK_1, 0x99, 0x65}, {SFX_40_CAULDRON_SQEAK_2, 0x99, 0x65}, {SFX_3F_CAULDRON_SQEAK_1, 0x99, 0x65}, {SFX_40_CAULDRON_SQEAK_2, 0x99, 0x65}, {SFX_AD_CATERPILLAR_SQUEAK, 0x80, 0x75}, {SFX_AD_CATERPILLAR_SQUEAK, 0x8C, 0x94}, {SFX_C5_TWINKLY_POP, 0x80, 0xFA}, {SFX_CC_PAUSEMENU_ENTER_SUBMENU, 0xD9, 0xFA}, {SFX_2F_ORANGE_SPLAT, 0x8C, 0xC3}, {SFX_12A_GRUNTY_AH, 0x8C, 0xFA}, {SFX_12A_GRUNTY_AH, 0x8C, 0xFA}, {SFX_20_METAL_CLANK_1, 0x73, 0x75}, {SFX_20_METAL_CLANK_1, 0x80, 0x75}, {SFX_20_METAL_CLANK_1, 0x79, 0x75} }; Struct_Core2_43250_1 D_80366D34[4] = { {SFX_EA_GRUNTY_LAUGH_1, 0x80, 0xFA}, {SFX_6B_LOCKUP_OPENING, 0x73, 0xFF}, {SFX_6C_LOCKUP_CLOSING, 0x80, 0xFA}, {SFX_C_TAKING_FLIGHT_LIFTOFF, 0x66, 0xFA} }; Struct_Core2_43250_1 D_80366D44[13] = { {SFX_C6_SHAKING_MOUTH, 0x80, 0xFF}, {SFX_2C_PULLING_NOISE, 0x80, 0xFF}, {SFX_C5_TWINKLY_POP, 0x80, 0xFF}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E} }; Struct_Core2_43250_1 D_80366D78[8] = { {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, {SFX_5E_BANJO_PHEWWW, 0x59, 0xC3}, {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, {SFX_5E_BANJO_PHEWWW, 0x59, 0xC3}, {SFX_44_KAZOOIE_AUW, 0x80, 0xFA}, {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, {SFX_5E_BANJO_PHEWWW, 0x59, 0xC3}, {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, }; Struct_Core2_43250_1 D_80366D98[14] = { {SFX_EA_GRUNTY_LAUGH_1, 0x86, 0xFA}, {SFX_C_TAKING_FLIGHT_LIFTOFF, 0x59, 0xFA}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_6F_BANJO_HEADSCRATCH, 0x80, 0x4E}, {SFX_EB_GRUNTY_LAUGH_2, 0x80, 0xFA}, {SFX_C_TAKING_FLIGHT_LIFTOFF, 0x59, 0xFA} }; Struct_Core2_43250_1 D_80366DD0[37] = { {SFX_15_METALLIC_HIT_2, 0x80, 0xFA}, {SFX_E_SHOCKSPRING_BOING, 0x80, 0xFA}, {SFX_8F_SNOWBALL_FLYING, 0x80, 0xFA}, {SFX_16_HEAVY_FALL_VIBRATO, 0x80, 0xFA}, {SFX_B6_GLASS_BREAKING_1, 0x80, 0x94}, {SFX_14_METALLIC_HIT_1, 0x80, 0xFA}, {SFX_13_BEAKBUSTER_GROUND, 0x80, 0xFA}, {SFX_2D_KABOING, 0x80, 0xFA}, {SFX_2C_PULLING_NOISE, 0x80, 0xFA}, {SFX_103_FLOTSAM_DEATH, 0x80, 0xFA}, {SFX_5E_BANJO_PHEWWW, 0x59, 0xC3}, {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_5E_BANJO_PHEWWW, 0x59, 0xC3}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_5D_BANJO_RAAOWW, 0x59, 0xC3}, {SFX_105_EYRIE_YAWN, 0x4C, 0xC3}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_105_EYRIE_YAWN, 0x4C, 0xC3}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_98_DEAF_THUD, 0xA6, 0xA4}, {SFX_8B_KAZOOIE_RAWW, 0x80, 0xFA}, {SFX_8B_KAZOOIE_RAWW, 0x80, 0xFA}, {SFX_9B_BOULDER_BREAKING_1, 0x80, 0x9C} }; Struct_Core2_43250_0 D_80366E64[] = { {D_80366CF4, 0x10}, {D_80366D34, 0x04}, {D_80366D44, 0x0D}, {D_80366D78, 0x08}, {D_80366D98, 0x0E}, {D_80366DD0, 0x25}, }; /* .code */ void func_802CA1E0(Actor *this){ s32 tmp_v1; Struct_Core2_43250_1 *tmp_v0; s32 phi_a0; f32 tmp_f4; s32 phi_a2; if(!this->unk16C_4){ this->unk16C_4 = TRUE; tmp_v1 = (s32)this->yaw; this->unk154 = D_80366E64[tmp_v1].unk0; reinterpret_cast(s32, this->unkBC[4]) = D_80366E64[tmp_v1].unk4; reinterpret_cast(s32, this->unkBC[0]) = 0; } if(func_8025AEEC() && this->unk154){ tmp_v0 = (Struct_Core2_43250_1 *)this->unk154 + reinterpret_cast(s32, this->unkBC[0]); phi_a0 = tmp_v0->unk0; tmp_f4 = tmp_v0->unk2*0.0078125; phi_a2 = tmp_v0->unk3*128.0; func_8030E6A4(phi_a0, tmp_f4, phi_a2); reinterpret_cast(s32, this->unkBC[0])++; if(reinterpret_cast(s32, this->unkBC[0]) == reinterpret_cast(s32, this->unkBC[4])) this->unk154 = 0; } }