184 lines
5.1 KiB
C
184 lines
5.1 KiB
C
#include <ultra64.h>
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#include "functions.h"
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#include "variables.h"
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/* typedefs and declarations */
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typedef struct {
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f32 unk0;
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u8 unk4;
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u8 unk5;
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f32 unk8;
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f32 unkC;
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f32 unk10;
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f32 unk14;
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}ActorLocal_RBB_1FC0;
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Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **arg3);
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void func_80388620(Actor *this);
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/* .data */
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ActorInfo D_80390380 = {
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MARKER_2E_GRIMLET, ACTOR_1C6_GRIMLET, ASSET_419_MODEL_GRIMLET, 0x0, NULL,
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func_80388620, NULL, func_8038846C,
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0, 0, 0.0f, 0
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};
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/* .code */
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void func_803883B0(Actor *this, s32 arg1){
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ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *)&this->local;
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local->unk5 = 0;
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if(arg1 == 2){
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FUNC_8030E624(SFX_66_BIRD_AUUGHH, 0.6f, 32675);
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skeletalAnim_set(this->unk148, 0x137, 0.0f, 0.8f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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}
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this->state = arg1;
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}
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void RBB_func_80388430(ActorMarker * marker, ActorMarker *other_marker){
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Actor * actor = marker_getActor(marker);
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ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *) &actor->local;
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func_8030E6D4(SFX_111_WHIPCRACK_DEATH);
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local->unk5 = 1;
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}
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Actor *func_8038846C(ActorMarker * marker, Gfx **gdl, Mtx **mptr, Vtx **vtx){
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Actor *actor = marker_getActor(marker);
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ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *) &actor->local;
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BoneTransformList *sp5C;
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f32 pad58;
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f32 sp4C[3];
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f32 sp40[3];
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f32 sp34[3];
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if(actor->state == 0){
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return actor;
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}
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if(local->unk4){
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sp5C = skeletalAnim_getBoneTransformList(actor->unk148);
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sp40[0] = 0.0f;
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sp40[1] = local->unk0;
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sp40[2] = 0.0f;
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func_80345C78(&sp4C, &sp40);
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func_8033A8F0(sp5C, 1, &sp4C);
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sp34[0] = 0.0f;
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sp34[1] = 0.0f;
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sp34[2] = (local->unkC*0.5)/200.0;
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ml_vec3f_yaw_rotate_copy(sp34, sp34, local->unk0);
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func_8033A968(sp5C, 1, sp34);
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sp34[0] = 0.0f;
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sp34[1] = 0.0f;
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sp34[2] = local->unkC/200.0f;
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func_8033A968(sp5C, 0x12, sp34);
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skeletalAnim_func_80335918(actor->unk148);
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}
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func_8033A45C(3, (0.0f < local->unk8)? 1 : 0);
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func_8033A45C(4, (0.0f < local->unk8)? 1 : 0);
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actor_draw(marker, gdl, mptr, vtx);
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local->unk4 = actor->marker->unk14_21;
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return actor;
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}
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void func_80388620(Actor *this){
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f32 plyr_pos[3];
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f32 sp60;
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f32 sp5C;
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f32 sp58;
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ActorLocal_RBB_1FC0 *local = (ActorLocal_RBB_1FC0 *)&this->local;
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f32 sp50 = time_getDelta();
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f32 sp4C;
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f32 sp48;
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f32 tmp_f2;
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if(!this->volatile_initialized){
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this->volatile_initialized = TRUE;
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this->marker->propPtr->unk8_3 = 1;
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marker_setCollisionScripts(this->marker, RBB_func_80388430, NULL, NULL);
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local->unk4 = 0;
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local->unk0 = 0.0f;
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local->unk8 = 0.0f;
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local->unkC = 0.0f;
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local->unk10 = 0.0f;
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local->unk14 = 0.0f;
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func_803883B0(this, 1);
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}
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player_getPosition(plyr_pos);
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func_80258A4C(this->position, this->yaw + -90.0f, plyr_pos, &sp60, &sp5C, &sp58);
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if(sp60 < 600.0f)
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local->unk8 = 1.0f;
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else{
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local->unk8 -= sp50;
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local->unk8 = MAX(0.0f, local->unk8);
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}
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if( 500.0f <= local->unk10
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&& sp60 < 500.0f
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&& (sp58 < -0.2 || 0.2 < sp58)
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){
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FUNC_8030E624(SFX_C4_TWINKLY_MUNCHER_GRR, 0.8f, 32675);
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}
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local->unk10 = sp60;
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local->unk14 = local->unk14 + sp50;
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if( sp60 < 600.0f
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&& -1.0f < sp58
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&& sp58 < 1.0f
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&& plyr_pos[1] < this->position_y + this->scale*200.0f
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){
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func_80258A4C(this->position, (this->yaw + -90.0f) + local->unk0, plyr_pos, &sp60, &sp5C, &sp58);
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local->unk0 += (sp58*200.0f)*sp50;
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if(1.0f < local->unk14 && (sp58 < -0.1 || 0.1 < sp58)){
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func_8030E6A4(SFX_D0_GRIMLET_SQUEAK, mlAbsF(sp58) * 0.1 + 0.9, 0x4e20);
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local->unk14 = 0.0f;
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}
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}
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else{//L80388964
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if(0.0f < local->unk0){
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local->unk0 -= 30.0f*sp50;
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local->unk0 = MAX(0.0f, local->unk0);
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}//L803889B4
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else{
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if(local->unk0 < 0.0f){
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local->unk0 += 30.0f*sp50;
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local->unk0 = MIN(0.0f, local->unk0);
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}
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}
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}//L803889F8
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if(this->state == 1){
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if( sp60 < 400.0f
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&& -0.8 <= sp58
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&& sp58 <= 0.8
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&& (plyr_pos[1] - this->position_y) < 100.0f
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&& -100.0f < (plyr_pos[1] - this->position_y)
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){
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func_803883B0(this, 2);
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}
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}//L80388AB8
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if(this->state == 2){
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skeletalAnim_getProgressRange(this->unk148, &sp4C, &sp48);
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if(0.6 <= sp48)
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tmp_f2 = 1.0 - 2*(sp48 - 0.6);
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else
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tmp_f2 = sp48*1.6666666666666667;
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//L80388B34
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local->unkC = tmp_f2*sp60;
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if( sp4C < 0.55
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&& 0.55 <= sp48
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&& !local->unk5
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){
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FUNC_8030E8B4(SFX_20_METAL_CLANK_1, 1.0f, 32000, this->position, 500, 2500);
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}
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if(skeletalAnim_getLoopCount(this->unk148) > 0)
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func_803883B0(this, 1);
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}//L80388BB0
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}
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