157 lines
4.7 KiB
C
157 lines
4.7 KiB
C
#include <ultra64.h>
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#include "functions.h"
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#include "variables.h"
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/* public */
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Actor *func_80356C50(ActorMarker *, Gfx **, Mtx **, Vtx **);
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void func_80356CCC(Actor *);
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typedef struct{
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f32 unk0;
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}ActorLocal_Core2_CFA60;
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/* .data */
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ActorInfo D_80372840 = {
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0x29, ACTOR_1CC_GRILL_CHOMPA, ASSET_430_MODEL_GRILL_CHOMPA,
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0, NULL,
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func_80356CCC, NULL, func_80356C50,
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0, 0, 0.0f, 0
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};
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/* .code */
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void func_803569F0(Actor *this, s32 next_state){
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ActorLocal_Core2_CFA60 *local = (ActorLocal_Core2_CFA60 *)&this->local;
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this->marker->id = 0x1cf;
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actor_collisionOff(this);
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if(next_state == 1 || next_state == 2){
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skeletalAnim_set(this->unk148, ASSET_15A_ANIM_GRILL_CHOMPA_ATTACK, 0, 2.5f);
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skeletalAnim_setProgress(this->unk148, 0.99f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_4_STOPPED);
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if(this->state == 4){
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local->unk0 = randf2(0.5f, 1.0f);
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}
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else{//L80356AA4
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local->unk0 = 0.0f;
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}
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}////L80356AB8
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if(this->state == 1 && next_state == 2){
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func_8030E760(0x3EF, 0.9f, 32700);
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}
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if(next_state == 3){
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local->unk0 = 0.2f;
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}
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if(next_state == 4){
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this->marker->id = 0x29;
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actor_collisionOn(this);
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skeletalAnim_set(this->unk148, ASSET_15A_ANIM_GRILL_CHOMPA_ATTACK, 0, randf2(2.3f, 2.7f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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func_8030E760(0x3ef, 1.1f, 25000);
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func_8030E760(0x3ef, 1.1f, 25000);
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}//L80356B90
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if(next_state == 5){
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func_8030E760(SFX_1E_HITTING_AN_ENEMY_2, 1.0f, 32000);
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skeletalAnim_set(this->unk148, ASSET_15B_ANIM_GRILL_CHOMPA_DIE, 0.05f, 2.0f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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this->state = next_state;
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}
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void func_80356BF4(ActorMarker *marker, ActorMarker *other_marker){
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func_8030E760(SFX_1E_HITTING_AN_ENEMY_2, 1.0f, 32000);
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}
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void func_80356C24(ActorMarker *marker, ActorMarker *other_marker){
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func_803569F0(marker_getActor(marker), 5);
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}
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Actor *func_80356C50(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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Actor *actor = marker_getActor(marker);
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if(actor->state == 0){
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return actor;
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}
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else{
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func_8033A45C(3, (actor->state == 1 || actor->state == 6)? 0:1);
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return actor_draw(marker, gfx, mtx, vtx);
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}
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}
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void func_80356CCC(Actor *this){
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f32 sp5C[3];
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f32 sp58;
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ActorLocal_Core2_CFA60 *local = (ActorLocal_Core2_CFA60 *)&this->local;
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f32 sp50;
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f32 sp4C;
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f32 sp48;
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f32 sp44;
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f32 sp40;
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sp50 = time_getDelta();
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if(!this->volatile_initialized){
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this->volatile_initialized = TRUE;
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this->unk16C_0 = 1;
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marker_setCollisionScripts(this->marker, NULL, func_80356BF4, func_80356C24);
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func_803569F0(this, (this->state < 5)? 1 : 6);
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}//L80356D48
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player_getPosition(sp5C);
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sp58 = ml_distance_vec3f(this->position, sp5C);
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if( this->state == 1){
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if( sp58 < this->scale*400.0f
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&& (map_get() != MAP_3C_RBB_KITCHEN || this->position_z < sp5C[2])
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){
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func_803569F0(this, 2);
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}
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}//L80356DCC
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if(this->state == 2){
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if(0.0f < local->unk0){
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local->unk0 -= sp50;
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}
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else if(sp58 < this->scale*300.0f){
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func_803569F0(this, 3);
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}
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else if(this->scale*500.0f < sp58){
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func_803569F0(this, 1);
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}
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}//L80356E88
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if(this->state == 3){
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if(ml_timer_update(&this->local, sp50)){
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func_803569F0(this, 4);
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}
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}//L80356EAC
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if(this->state == 4){
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skeletalAnim_getProgressRange(this->unk148, &sp4C, &sp48);
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if(sp4C < 0.59 && 0.59 <= sp48){
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this->marker->id = 0x1cf;
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}
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if(sp4C < 0.5 && 0.5 <= sp48){
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func_8030E760(SFX_2_CLAW_SWIPE, 0.9f, 32000);
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}
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if( (sp4C < 0.11 && 0.11 <= sp48)
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|| (sp4C < 0.32 && 0.32 <= sp48)
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|| (sp4C < 0.53 && 0.53 <= sp48)
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){
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func_8030E760(SFX_6D_CROC_BITE, randf2(0.95f, 1.05f), 32000);
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}//L80357028
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if(sp4C < 0.9 && 0.9 <= sp48){
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func_8030E760(SFX_2_CLAW_SWIPE, 1.0f, 32000);
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}
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if(skeletalAnim_getLoopCount(this->unk148) > 0){
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func_803569F0(this, 2);
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}
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}//L80357078
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if(this->state == 5){
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skeletalAnim_getProgressRange(this->unk148, &sp44, &sp40);
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if(sp44 < 0.1 && 0.1 <= sp40){
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func_8030E760(SFX_D7_GRABBA_DEATH, 1.0f, 32000);
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}
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if(sp44 < 0.7 && 0.7 <= sp40){
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func_8030E760(SFX_A_BANJO_LANDING_05, 0.8f, 32000);
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}
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if(skeletalAnim_getLoopCount(this->unk148) > 0){
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func_803569F0(this, 6);
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}
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}//L8035713C
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}
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