Files
banjo-kazooie/src/FP/ch/snowmanbutton.c
2024-10-08 05:54:59 +00:00

103 lines
2.9 KiB
C

#include <ultra64.h>
#include "functions.h"
#include "variables.h"
Actor *func_80386B80(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx);
void FP_func_80386CF8(Actor *this);
/* .data */
ActorAnimationInfo FP_D_80391A90[] ={
{0, 0.0},
{ASSET_143_ANIM_SNOWMAN_BUTTON, 800000.0f},
{ASSET_143_ANIM_SNOWMAN_BUTTON, 0.5f},
{ASSET_143_ANIM_SNOWMAN_BUTTON, 800000.0f}
};
ActorInfo FP_D_80391AB0 = {
MARKER_B9_FP_SNOWMAN_BUTTON, ACTOR_116_FP_SNOWMAN_BUTTON, ASSET_421_MODEL_FP_SNOWMAN_BUTTON,
0x1, FP_D_80391A90,
FP_func_80386CF8, actor_update_func_80326224, func_80386B80,
0, 0x800, 0.0f, 0
};
ParticleScaleAndLifetimeRanges D_80391AD4 = {
{0.4f, 0.6f},
{1.8f, 3.6f},
{0.0f, 0.01f},
{0.5f, 1.4f},
0.0f, 0.01f,
};
ParticleSettingsVelocityAccelerationPosition D_80391AFC = {
{{-300.0f, 350.0f, -300.0f}, {300.0f, 800.0f, 300.0f}},
{{0.0f, -800.0f, 0.0f}, {0.0f, -800.0f, 0.0f}},
{{-50.0f, -50.0f, -50.0f}, {50.0f, 50.0f, 50.0f}}
};
s32 D_80391B44[3] = {225, 225, 245};
/* .code */
Actor *func_80386B80(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
Actor *this = marker_getActor(marker);
func_8033A45C(1, this->state == 3);
func_8033A45C(2, func_8033A0F0(1) ^ 1);
return actor_draw(marker, gfx, mtx, vtx);
}
void FP_func_80386BEC(Actor *this){
f32 plyr_pos[3];
ParticleEmitter *pCtrl = partEmitMgr_newEmitter(12);
player_getPosition(plyr_pos);
subaddie_set_state_with_direction(this, 2, 0.01f, 1);
actor_collisionOff(this);
func_8025A6EC(COMUSIC_2B_DING_B, 28000);
FUNC_8030E624(SFX_90_SWITCH_PRESS, 1.0f, 32000);
fp_snowmanButtonGame_decRemaining();
particleEmitter_setRGB(pCtrl, D_80391B44);
particleEmitter_setSprite(pCtrl, ASSET_700_SPRITE_DUST);
particleEmitter_setPosition(pCtrl, plyr_pos);
particleEmitter_setVelocityAccelerationAndPositionRanges(pCtrl, &D_80391AFC);
particleEmitter_setScaleAndLifetimeRanges(pCtrl, &D_80391AD4);
particleEmitter_emitN(pCtrl, 12);
}
void func_80386CB8(ActorMarker *this_marker, ActorMarker *other_marker){
Actor *this = marker_getActor(this_marker);
if(this->state == 1)
FP_func_80386BEC(this);
}
void FP_func_80386CF8(Actor *this){
marker_setCollisionScripts(this->marker, NULL, NULL, func_80386CB8);
this->marker->propPtr->unk8_3 = TRUE;
actor_collisionOn(this);
if(!this->initialized){
this->initialized = TRUE;
this->pitch += (f32)(this->unkF4_8 - 1);
}
if(!this->volatile_initialized){
this->volatile_initialized = TRUE;
if(this->state == 3){
fp_snowmanButtonGame_decRemaining();
}
}
switch(this->state){
case 1:
break;
case 2:
if(actor_animationIsAt(this, 0.99f)){
subaddie_set_state_with_direction(this, 3, 0.99f, 0);
}
break;
case 3:
break;
}
}