Files
banjo-kazooie/src/GV/code_43B0.c
mariob92 f1dea250de documentations
- spawnableActorList_add: decode flags
- add some prototypes in functions.h
- ActorMarker: docu unk8 (drawFunc) and unk14_20 (id)
2024-09-07 21:51:24 +02:00

111 lines
3.0 KiB
C

#include <ultra64.h>
#include "functions.h"
#include "variables.h"
extern f32 func_80309724(f32[3]);
void func_80329904(ActorMarker *, s32, void *);
void func_8038A948(Actor *this);
void GV_func_8038A9C0(Actor *this);
Actor *func_8038A7A0(ActorMarker *this_marker, Gfx **gfx, Mtx **mtx, Vtx **vtx);
/* .data */
ActorAnimationInfo D_80391000[] = {
{0, 0.0f},
{ASSET_C9_ANIM_MAGIC_CARPET, 2.0f}
};
ActorInfo D_80391010 = { MARKER_A7_MAGIC_CARPET_1, ACTOR_119_MAGIC_CARPET_1, ASSET_3DC_MODEL_MAGIC_CARPET,
0x1, D_80391000,
func_8038A948, GV_func_8038A9C0, func_8038A7A0,
2500, 0, 0.0f, 0
};
/* .code */
Actor *func_8038A7A0(ActorMarker *this_marker, Gfx **gfx, Mtx **mtx, Vtx **vtx){
Actor * this;
this = actor_draw(this_marker, gfx, mtx, vtx);
if( this->velocity_y != 0.0f
&& this_marker->unk14_21
&& this->unk48 != this->unk1C[2]
){
func_8033E73C(this->marker, 5, func_80329904);
func_8033E3F0(0xa, this->marker->unk14_21);
this->unk38_31++;
}
return this;
}
f32 func_8038A860(Actor *shadow, Actor* this){
f32 out = 0.0f;
if(this && shadow){
out = this->scale * ml_map_f(this->position_y - shadow->position_y, 0.0f, 2200.0f, 1.2f, 0.35f);
}
return out;
}
void func_8038A8CC(ActorMarker *this_marker){
Actor *this = marker_getActor(reinterpret_cast(ActorMarker *, this_marker));
Actor *shadow = spawn_child_actor(ACTOR_122_MAGIC_CARPET_SHADOW, &this);
s32 pad;
this->unk100 = shadow->marker;
shadow->position_y = func_80309724(this->position);
shadow->unk1C[0] = func_8038A860(shadow, this);
shadow->yaw = this->yaw;
func_8032AA58(shadow, this->scale);
}
void func_8038A948(Actor *this){
if(!this->initialized){
this->initialized = TRUE;
this->marker->propPtr->unk8_3 = TRUE;
actor_collisionOff(this);
__spawnQueue_add_1((GenFunction_1)func_8038A8CC, (s32)this->marker);
this->velocity_y = 0.0f;
}
}
void GV_func_8038A9C0(Actor *this){
Actor * sp24;
if(!this->initialized){
this->initialized = TRUE;
this->velocity_y = 0.0f;
}
if(!this->unk16C_4){
this->unk16C_4 = TRUE;
this->marker->propPtr->unk8_3 = TRUE;
actor_collisionOff(this);
__spawnQueue_add_1((GenFunction_1)func_8038A8CC, (s32)this->marker);
sp24 = subaddie_getLinkedActor(this);
this->unk1C[1] = this->unk48;
this->pitch = 0.0f;
this->yaw = 90.0f;
}
if(this->unk100)
sp24 = subaddie_getLinkedActor(this);
if(this->velocity_y != 0.0f){
func_80343DEC(this);
if(this->unk48 < this->unk1C[1]){
this->velocity_y = 0.0f;
}
this->unk1C[2] = this->unk1C[1];
this->unk1C[1] = this->unk48;
if(this->unk100 != NULL && sp24 != NULL && this->unk100->id == MARKER_AF_MAGIC_CARPET_SHADOW){
sp24->unk1C[0] = func_8038A860(sp24, this);
}
}
this->pitch = 0.0f;
this->yaw = 90.0f;
}