mirror of https://github.com/zeldaret/mm.git
More General Cleanup (#1658)
* gDs2nEyeTexAnim * sEnMm2EmptyDL * object_um_Matanimheader_007D10 * object_mnk_Matanimheader_019A20 * gTurtleEmpty2TexAnim * object_iknv_obj_Matanimheader_0113E0 * object_botihasira_Matanimheader_001A48 * gTwinmoldEmptyTexAnim * gBeaverYoungerBrotherEmptyTexAnim * gNwcEyeTexAnim * gTwinmoldEmptyTex1Anim gTwinmoldEmpty2TexAnim * gGyorgEmpty1TexAnim gGyorgEmpty2TexAnim * gBurlyGuyEmpty1TexAnim gBurlyGuyEmpty2TexAnim * gKotakeEyeTexAnim * gDmZl4EmptyTexAnim * object_cs_Matanimheader_00F6D4 * gAnju1UnusedTexAnim * Empty blobs * EnKusa_IsUnderwater * IsUnderwater functions * s on static variable names in col check * scene_texture_01_Tex_002D40 * object_ds2_Tex_0030D8 object_ds2_Tex_0034D8 object_ds2_Tex_0038D8 * object_gk * undefined_syms * object_fall2_Matanimheader_005CF0 * gTwinmoldEmpty1TexAnim typo
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@ -16,7 +16,7 @@
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<Texture Name="scene_texture_01_Tex_002500" OutName="tex_002500" Format="ci8" Width="16" Height="64" Offset="0x2500"/>
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<Texture Name="scene_texture_01_Tex_002900" OutName="tex_002900" Format="ci8" Width="16" Height="64" Offset="0x2900"/>
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<Texture Name="scene_texture_01_Tex_002D00" OutName="tex_002D00" Format="i8" Width="8" Height="8" Offset="0x2D00"/>
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<!-- <Blob Name="scene_texture_01_Blob_002D40" Size="0x100" Offset="0x2D40"/> -->
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<Texture Name="scene_texture_01_Tex_002D40" OutName="tex_002D40" Format="ci8" Width="16" Height="16" Offset="0x2D40"/>
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<Texture Name="scene_texture_01_Tex_002E40" OutName="tex_002E40" Format="ci8" Width="16" Height="32" Offset="0x2E40"/>
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<Texture Name="scene_texture_01_Tex_003040" OutName="tex_003040" Format="ci8" Width="32" Height="16" Offset="0x3040"/>
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<Texture Name="scene_texture_01_Tex_003240" OutName="tex_003240" Format="ci8" Width="8" Height="8" Offset="0x3240"/>
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@ -941,7 +941,7 @@
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<Animation Name="gDoorGoronOpenLeftAnim" Offset="0x22CA8" />
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<Animation Name="gDoorGoronOpenRightAnim" Offset="0x22D90" />
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<Animation Name="gDoorDekuOpenLeftAnim" Offset="0x22E68" />
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<Blob Name="gameplay_keep_zeroes_unk_00022E78" Size="0xA8" Offset="0x22E78" />
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<Blob Name="gGameplayKeepEmptyBlob" Size="0xA8" Offset="0x22E78" />
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<Animation Name="gDoorDekuOpenRightAnim" Offset="0x22FF0" />
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<Collision Name="gFramedDoorCol" Offset="0x23100" />
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<DList Name="gEffDustDL" Offset="0x23130" />
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@ -71,7 +71,7 @@
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<Texture Name="gAnju1Steam1Tex" OutName="tray_steam_1" Format="i4" Width="16" Height="16" Offset="0x12228" />
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<Texture Name="gAnju1Steam2Tex" OutName="tray_steam_2" Format="i8" Width="16" Height="16" Offset="0x122A8" />
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<!-- <Blob Name="object_an1_Blob_0123A8" Size="0x10" Offset="0x123A8" /> -->
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<TextureAnimation Name="gAnju1UnusedTexAnim" Offset="0x123B0" />
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<!-- Chopsticks used for cooking -->
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<DList Name="gAnju1ChopsticksDL" Offset="0x12478" /> <!-- Original name is "an_hashi_model" ("chopsticks") -->
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@ -113,6 +113,8 @@
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<Texture Name="gBeaverYoungerBrotherBeltGreenTex" OutName="beaver_younger_brother_belt_green" Format="rgba16" Width="32" Height="32" Offset="0x16818" />
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<Texture Name="gBeaverYoungerBrotherBeltBlueTex" OutName="beaver_younger_brother_belt_blue" Format="rgba16" Width="32" Height="32" Offset="0x17018" />
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<TextureAnimation Name="gBeaverYoungerBrotherEmptyTexAnim" Offset="0x17818" />
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<!-- Younger Beaver Limbs -->
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<Limb Name="gBeaverYoungerBrotherRootLimb" Type="Standard" EnumName="BEAVER_YOUNGER_BROTHER_LIMB_ROOT" Offset="0x17820" />
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<Limb Name="gBeaverYoungerBrotherPelvisRootLimb" Type="Standard" EnumName="BEAVER_YOUNGER_BROTHER_LIMB_PELVIS_ROOT" Offset="0x1782C" />
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@ -97,9 +97,9 @@
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<DList Name="gBigslimeBubbleDL" Offset="0xF9D0" /> <!-- Original name is "bsl_bable_model" -->
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<DList Name="gBigslimeShockwaveDL" Offset="0xFB40" /> <!-- Original name is "bsl_coolwave_modelT" -->
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<Texture Name="gBigslimeShockwave1Tex" OutName="bigslime_shockwave_1" Format="i4" Width="32" Height="64" Offset="0xFC28" />
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<Blob Name="object_bigslime_zeroes_Blob_010028" Size="0x400" Offset="0x10028" />
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<Blob Name="gBigslimeEmpty1Blob" Size="0x400" Offset="0x10028" />
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<Texture Name="gBigslimeShockwave2Tex" OutName="bigslime_shockwave_2" Format="i4" Width="16" Height="16" Offset="0x10428" />
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<Blob Name="object_bigslime_zeroes_Blob_0104A8" Size="0x88" Offset="0x104A8" />
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<Blob Name="gBigslimeEmpty2Blob" Size="0x88" Offset="0x104A8" />
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<DList Name="gBigslimeNormalMaterialDL" Offset="0x10530" />
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@ -23,6 +23,9 @@
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<Texture Name="gTwinmoldTailGemTex" OutName="twinmold_tail_gem" Format="rgba16" Width="32" Height="32" Offset="0x39A0" />
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<Texture Name="gTwinmoldBlueSkinTex" OutName="twinmold_blue_skin" Format="ci4" Width="64" Height="64" Offset="0x41A0" TlutOffset="0x300"/>
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<!-- Unused Empty Texture Animation -->
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<TextureAnimation Name="gTwinmoldEmpty1TexAnim" Offset="0x49A0" />
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<!-- Unused, completely motionless Twinmold Head animation -->
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<Animation Name="gTwinmoldHeadStationaryAnim" Offset="0x4A1C" />
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@ -68,7 +71,7 @@
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<Animation Name="gTwinmoldHeadFlyAnim" Offset="0x9C78" />
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<!-- Unused Empty Texture Animation -->
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<TextureAnimation Name="gTwinmoldUnusedTexAnim" Offset="0x9C90" />
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<TextureAnimation Name="gTwinmoldEmpty2TexAnim" Offset="0x9C90" />
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<!-- Twinmold Body Limb DisplayLists -->
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<DList Name="gTwinmoldBodySegment1DL" Offset="0xECF0" />
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@ -27,7 +27,7 @@
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<DList Name="gGyorgTailDL" Offset="0x5010" />
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<!-- Unused Empty Texture Animation -->
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<TextureAnimation Name="gGyorgUnused5388TexAnim" Offset="0x5388" />
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<TextureAnimation Name="gGyorgEmpty1TexAnim" Offset="0x5388" />
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<!-- Gyorg Textures -->
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<Texture Name="gGyorgFinsSpikesAndJawTLUT" OutName="gyorg_fins_spikes_and_jaw_tlut" Format="rgba16" Width="4" Height="4" Offset="0x5390" />
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@ -92,7 +92,7 @@
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<Texture Name="gGyorgSeaweedTex" OutName="gyorg_seaweed" Format="ci4" Width="64" Height="64" Offset="0xB300" />
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<!-- Unused Empty Texture Animation -->
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<TextureAnimation Name="gGyorgUnusedBB00TexAnim" Offset="0xBB00" />
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<TextureAnimation Name="gGyorgEmpty2TexAnim" Offset="0xBB00" />
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<!-- Unused Duplicate of Small Fish Limb DisplayLists -->
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<DList Name="gUnusedGyorgSmallFishHeadDL" Offset="0xBD80" />
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@ -51,7 +51,7 @@
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<Texture Name="gGohtLightningTex" OutName="goht_lightning" Format="i4" Width="32" Height="96" Offset="0x11290" />
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<!-- A large amount of zeroes that are unused and have seemingly no purpose. -->
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<Blob Name="gGohtUnusedZeroesBlob" Size="0x600" Offset="0x11890" />
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<Blob Name="gGohtEmptyBlob" Size="0x600" Offset="0x11890" />
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<!-- Assets for the light orb that Goht can shoot at the player, or out of which he can shoot lightning. -->
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<Texture Name="gGohtLightOrbTex" OutName="goht_light_orb" Format="i8" Width="64" Height="64" Offset="0x11E90" />
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@ -5,7 +5,7 @@
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<DList Name="object_botihasira_DL_000638" Offset="0x638" />
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<Texture Name="object_botihasira_Tex_000648" OutName="tex_000648" Format="rgba16" Width="32" Height="64" Offset="0x648" />
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<Texture Name="object_botihasira_Tex_001648" OutName="tex_001648" Format="rgba16" Width="32" Height="16" Offset="0x1648" />
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<!-- <Blob Name="object_botihasira_Blob_001A48" Size="0x18" Offset="0x1A48" /> -->
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<TextureAnimation Name="object_botihasira_Matanimheader_001A48" Offset="0x1A50" /> <!-- Empty TexAnim -->
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<Collision Name="object_botihasira_Colheader_001BD8" Offset="0x1BD8" /> <!-- Original name is "z2_botihasira_bgdatainfo" -->
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</File>
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</Root>
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@ -2,9 +2,9 @@
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<File Name="object_box" Segment="6">
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<Animation Name="gBoxBigChestOpenChildAnim" Offset="0x128" /> <!-- Original name is "cdemo_box_boxA" -->
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<Animation Name="gBoxBigChestOpenAdultAnim" Offset="0x24C" /> <!-- Original name is "demo_box_boxA" -->
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<Blob Name="object_box_zeroes_unk_0000025C" Size="0xF4" Offset="0x25C" />
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<Blob Name="gBoxChestEmpty1Blob" Size="0xF4" Offset="0x25C" />
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<Animation Name="gBoxChestOpenAnim" Offset="0x43C" /> <!-- Original name is "demo_box_boxB" -->
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<Blob Name="object_box_zeroes_unk_0000044C" Size="0x64" Offset="0x44C" />
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<Blob Name="gBoxChestEmpty2Blob" Size="0x64" Offset="0x44C" />
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<DList Name="gBoxChestBaseDL" Offset="0x6F0" />
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<DList Name="gBoxChestBaseGildedDL" Offset="0xA50" />
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<DList Name="gBoxChestBaseOrnateDL" Offset="0xDB0" />
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@ -47,7 +47,7 @@
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<Skeleton Name="gBoxLightCurveSkel" Type="Curve" LimbType="Curve" LimbNone="OBJECT_BOX_LIGHT_LIMB_NONE" LimbMax="OBJECT_BOX_LIGHT_LIMB_MAX" EnumName="ObjectBoxLightLimb" Offset="0x7D78" />
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<Animation Name="gBoxBigChestOpenGoronAnim" Offset="0x7E54" /> <!-- Original name is "pg_Tbox" -->
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<Animation Name="gBoxBigChestOpenDekuAnim" Offset="0x7F30" /> <!-- Original name is "pn_Tbox" -->
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<Blob Name="object_box_zeroes_unk_00007F40" Size="0xA0" Offset="0x7F40" />
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<Blob Name="gBoxChestEmpty3Blob" Size="0xA0" Offset="0x7F40" />
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<Collision Name="gBoxChestCol" Offset="0x80E8" /> <!-- Original name is "takara_hako_bgdatainfo" -->
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</File>
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</Root>
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@ -68,7 +68,7 @@
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<Texture Name="object_cs_Tex_00EE20" OutName="tex_00EE20" Format="i8" Width="32" Height="32" Offset="0xEE20" />
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<Texture Name="object_cs_Tex_00F220" OutName="tex_00F220" Format="i8" Width="32" Height="32" Offset="0xF220" />
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<Texture Name="object_cs_Tex_00F620" OutName="tex_00F620" Format="i8" Width="8" Height="8" Offset="0xF620" />
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<TextureAnimation Name="object_cs_Matanimheader_00F6E4" Offset="0xF6E4" />
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<TextureAnimation Name="object_cs_Matanimheader_00F6D4" Offset="0xF6D4" />
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<Limb Name="object_cs_Standardlimb_00F6EC" Type="Standard" EnumName="OBJECT_CS_LIMB_01" Offset="0xF6EC" />
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<Limb Name="object_cs_Standardlimb_00F6F8" Type="Standard" EnumName="OBJECT_CS_LIMB_02" Offset="0xF6F8" />
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<Limb Name="object_cs_Standardlimb_00F704" Type="Standard" EnumName="OBJECT_CS_LIMB_03" Offset="0xF704" />
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@ -14,7 +14,9 @@
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<Texture Name="object_ds2_Tex_002D98" OutName="tex_002D98" Format="ci8" Width="8" Height="8" Offset="0x2D98" />
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<Texture Name="object_ds2_Tex_002DD8" OutName="tex_002DD8" Format="ci8" Width="16" Height="16" Offset="0x2DD8" />
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<Texture Name="object_ds2_Tex_002ED8" OutName="tex_002ED8" Format="ci8" Width="32" Height="16" Offset="0x2ED8" />
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<!-- <Blob Name="object_ds2_Blob_0030D8" Size="0xC00" Offset="0x30D8" /> -->
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<Texture Name="object_ds2_Tex_0030D8" OutName="tex_0030D8" Format="ci8" Width="32" Height="32" Offset="0x30D8" TlutOffset="0x2A98" />
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<Texture Name="object_ds2_Tex_0034D8" OutName="tex_0034D8" Format="ci8" Width="32" Height="32" Offset="0x34D8" TlutOffset="0x2A98" />
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<Texture Name="object_ds2_Tex_0038D8" OutName="tex_0038D8" Format="ci8" Width="32" Height="32" Offset="0x38D8" TlutOffset="0x2A98" />
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<Texture Name="object_ds2_Tex_003CD8" OutName="tex_003CD8" Format="ci8" Width="16" Height="16" Offset="0x3CD8" />
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<Texture Name="object_ds2_Tex_003DD8" OutName="tex_003DD8" Format="ci8" Width="16" Height="16" Offset="0x3DD8" />
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<Texture Name="object_ds2_Tex_003ED8" OutName="tex_003ED8" Format="ci8" Width="16" Height="16" Offset="0x3ED8" />
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@ -46,7 +46,7 @@
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<Texture Name="gDs2nMouthOpenTex" OutName="mouth_open" Format="ci8" Width="32" Height="16" Offset="0x6218" TlutOffset="0x3CD8" />
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<!-- 6418 -> 6450: unknown small data -->
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<TextureAnimation Name="gDs2nEyeTexAnim" Offset="0x6444" /> <!-- Unused -->
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<!-- Unused and unreferenced. Exact copies of the above used textures. -->
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<Texture Name="gDs2nMain2TLUT" OutName="main2_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6450" />
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<Limb Name="gDs2nRightHandLimb" Type="Standard" EnumName="DS2N_LIMB_RIGHT_HAND" Offset="0x8110" />
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<Limb Name="gDs2nHeadLimb" Type="Standard" EnumName="DS2N_LIMB_HEAD" Offset="0x811C" />
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<Skeleton Name="gDs2nSkel" Type="Flex" LimbType="Standard" LimbNone="DS2N_LIMB_NONE" LimbMax="DS2N_LIMB_MAX" EnumName="Ds2nLimb" Offset="0x8170" />
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<!-- 8 bytes: 0x11 followed by zeros <Blob Name="gDs2n_Blob_008178" Size="0x8" Offset="0x8178" /> -->
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</File>
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</Root>
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@ -11,7 +11,8 @@
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<Texture Name="gOpenMouthMoonFarSideTex" OutName="open_mouth_moon_far_side" Format="ci4" Width="64" Height="64" Offset="0x3CE8" />
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<Texture Name="gOpenMouthMoonFaceTex" OutName="open_mouth_moon_face" Format="ci4" Width="64" Height="64" Offset="0x44E8" />
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<Texture Name="gOpenMouthMoonTeethTex" OutName="open_mouth_moon_teeth" Format="rgba16" Width="64" Height="32" Offset="0x4CE8" />
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<!-- <Blob Name="object_fall2_Blob_005CE8" Size="0x20C" Offset="0x5CE8" /> -->
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<TextureAnimation Name="object_fall2_Matanimheader_005CF0" Offset="0x5CF0" /> <!-- Empty TexAnim -->
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<!-- <Blob Name="object_fall2_Blob_005CF8" Size="0x11C" Offset="0x5CF8" /> -->
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<Blob Name="object_fall2_Blob_005EF4" Size="0x1C" Offset="0x5EF4" /> <!-- Original name might be "moon_start_anm"; needs c_keyframe docs to know if it's this one or the one below. -->
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<Array Name="object_fall2_Vtx_005F10" Count="239" Offset="0x5F10">
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<Vtx />
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<Animation Name="object_gk_Anim_00BD90" Offset="0xBD90" /> <!-- Original name is "gkid_utau" -->
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<Animation Name="object_gk_Anim_00C308" Offset="0xC308" /> <!-- Original name is "gkid_utau_loop" -->
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<Texture Name="object_gk_TLUT_00C320" OutName="tlut_00C320" Format="rgba16" Width="16" Height="16" Offset="0xC320" />
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<!-- <Blob Name="object_gk_Blob_00C520" Size="0x1900" Offset="0xC520" /> -->
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<Texture Name="object_gk_Tex_00C520" OutName="tex_00C520" Format="ci8" Width="32" Height="32" Offset="0xC520" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00C920" OutName="tex_00C920" Format="ci8" Width="32" Height="16" Offset="0xC920" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00CB20" OutName="tex_00CB20" Format="ci8" Width="8" Height="8" Offset="0xCB20" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00CB60" OutName="tex_00CB60" Format="rgba16" Width="8" Height="8" Offset="0xCB60" />
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<Texture Name="object_gk_Tex_00CBE0" OutName="tex_00CBE0" Format="ci8" Width="16" Height="16" Offset="0xCBE0" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00CCE0" OutName="tex_00CCE0" Format="ci8" Width="8" Height="8" Offset="0xCCE0" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00CD20" OutName="tex_00CD20" Format="ci8" Width="32" Height="64" Offset="0xCD20" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00D520" OutName="tex_00D520" Format="rgba16" Width="16" Height="16" Offset="0xD520" />
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<Texture Name="object_gk_Tex_00D720" OutName="tex_00D720" Format="ci8" Width="16" Height="16" Offset="0xD720" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00D820" OutName="tex_00D820" Format="ci8" Width="16" Height="32" Offset="0xD820" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00DA20" OutName="tex_00DA20" Format="ci8" Width="32" Height="32" Offset="0xDA20" TlutOffset="00C320" />
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<Texture Name="object_gk_Tex_00DE20" OutName="tex_00DE20" Format="ci8" Width="8" Height="8" Offset="0xDE20" />
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<Texture Name="object_gk_Tex_00DE60" OutName="tex_00DE60" Format="ci8" Width="16" Height="16" Offset="0xDE60" />
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<Texture Name="object_gk_Tex_00DF60" OutName="tex_00DF60" Format="ci8" Width="16" Height="32" Offset="0xDF60" />
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<TextureAnimation Name="object_iknv_obj_Matanimheader_00F1C0" Offset="0xF1C0" />
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<DList Name="object_iknv_obj_DL_010D90" Offset="0x10D90" /> <!-- Original name is "z2_doukutu_modelT" -->
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<DList Name="object_iknv_obj_DL_010D98" Offset="0x10D98" /> <!-- Original name is "z2_doukutu_model" -->
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<!-- <Blob Name="object_iknv_obj_Blob_0113E0" Size="0x10" Offset="0x113E0" /> -->
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<TextureAnimation Name="object_iknv_obj_Matanimheader_0113E0" Offset="0x113E0" /> <!-- Empty TexAnim -->
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<DList Name="object_iknv_obj_DL_0115E0" Offset="0x115E0" /> <!-- Original name is "z2_doumizu_modelT" -->
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<DList Name="object_iknv_obj_DL_011788" Offset="0x11788" /> <!-- Original name is "z2_doumizu_model" -->
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<TextureAnimation Name="object_iknv_obj_Matanimheader_0117A0" Offset="0x117A0" />
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<!-- Turtle -->
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<Collision Name="gTurtleZoraCapeAsleepCol" Offset="0x2328" /> <!-- Original name is "kam_all_bgdatainfo" -->
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<TextureAnimation Name="gTurtleEmptyTexAnim" Offset="0x2360"/>
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<TextureAnimation Name="gTurtleEmpty1TexAnim" Offset="0x2360"/>
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<Collision Name="gTurtleZoraCapeAwakeCol" Offset="0x2470" /> <!-- Original name is "kam_kamebgbox_bgdatainfo" -->
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<Collision Name="gTurtleUnusedCol" Offset="0x2E04" /> <!-- Original name might be "kam_kamebg_bgdatainfo"? MM3D has this, but the collision vertices do not match at all. -->
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|
|||
<Texture Name="gTurtleAsleepGrassTex" OutName="turtle_asleep_grass" Format="ci8" Width="32" Height="32" Offset="0x5448" />
|
||||
<Texture Name="gTurtleAsleepGrassDirtTex" OutName="turtle_asleep_grass_dirt" Format="ci8" Width="64" Height="32" Offset="0x5848" />
|
||||
|
||||
<TextureAnimation Name="gTurtleEmpty2TexAnim" Offset="0x6050" />
|
||||
|
||||
<Animation Name="gTurtleSwimAnim" Offset="0x6980" /> <!-- Original name is "kam_swim" -->
|
||||
|
||||
<DList Name="gTurtleShellDL" Offset="0x8760" />
|
||||
|
|
|
@ -86,7 +86,7 @@
|
|||
<Texture Name="object_mnk_Tex_019720" OutName="tex_019720" Format="ci8" Width="16" Height="16" Offset="0x19720" />
|
||||
<Texture Name="object_mnk_Tex_019820" OutName="tex_019820" Format="ci8" Width="16" Height="16" Offset="0x19820" />
|
||||
<Texture Name="object_mnk_Tex_019920" OutName="tex_019920" Format="ci8" Width="16" Height="16" Offset="0x19920" />
|
||||
<!-- <Blob Name="object_mnk_Blob_019A20" Size="0x8" Offset="0x19A20" /> -->
|
||||
<TextureAnimation Name="object_mnk_Matanimheader_019A20" Offset="0x19A20" /> <!-- Empty TexAnim -->
|
||||
<Limb Name="object_mnk_Standardlimb_019A28" Type="Standard" EnumName="OBJECT_MNK_2_LIMB_01" Offset="0x19A28" />
|
||||
<Limb Name="object_mnk_Standardlimb_019A34" Type="Standard" EnumName="OBJECT_MNK_2_LIMB_02" Offset="0x19A34" />
|
||||
<Limb Name="object_mnk_Standardlimb_019A40" Type="Standard" EnumName="OBJECT_MNK_2_LIMB_03" Offset="0x19A40" />
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
<!-- **************************************************************************************** -->
|
||||
|
||||
<!-- this blinking animated texture seems unused, as the actor cycles through blinking with code -->
|
||||
<TextureAnimation Name="gNwcBlinkTexAnim" Offset="0xBEC" />
|
||||
<TextureAnimation Name="gNwcEyeTexAnim" Offset="0xBEC" />
|
||||
<!-- unused multi-colored texture? -->
|
||||
<Texture Name="object_nwc_Tex_000C00" OutName="tex_000C00" Format="rgba16" Width="32" Height="32" Offset="0xC00" />
|
||||
<DList Name="object_nwc_DL_001440" Offset="0x1440" />
|
||||
|
|
|
@ -36,7 +36,7 @@
|
|||
<Texture Name="gBurlyGuyShoesTex" OutName="shooting_gallery_man_shoes" Format="ci8" Width="16" Height="16" Offset="0x7F48" />
|
||||
|
||||
<!-- Unused Empty Texture Animation -->
|
||||
<TextureAnimation Name="gBurlyGuyUnused8050TexAnim" Offset="0x8050" />
|
||||
<TextureAnimation Name="gBurlyGuyEmpty1TexAnim" Offset="0x8050" />
|
||||
|
||||
<!-- DisplayLists for an unused duplicate of the Town Shooting Gallery Man's head -->
|
||||
<DList Name="gUnusedTownShootingGalleryManEyesDL" Offset="0x8BA0" />
|
||||
|
@ -120,6 +120,6 @@
|
|||
<Texture Name="gTownShootingGalleryManSkinTex" OutName="town_shooting_gallery_man_skin" Format="ci8" Width="8" Height="8" Offset="0x111D0" />
|
||||
|
||||
<!-- Unused Empty Texture Animation -->
|
||||
<TextureAnimation Name="gBurlyGuyUnused11210TexAnim" Offset="0x11210" />
|
||||
<TextureAnimation Name="gBurlyGuyEmpty2TexAnim" Offset="0x11210" />
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -5,11 +5,11 @@
|
|||
<Animation Name="gStalchildSaluteAnim" Offset="0x15EC" /> <!-- Original name is "babestl_keirei" -->
|
||||
<Animation Name="gStalchildSwingOnBranchAnim" Offset="0x1D1C" /> <!-- Original name is "burasagari_wait" -->
|
||||
<Animation Name="gStalchildAttackAnim" Offset="0x2190" /> <!-- Original name is "stal_baby_attack" -->
|
||||
<!-- <Blob Name="object_skb_zeroes_unk_000021A0" Size="0x20" Offset="0x21A0" /> -->
|
||||
<Blob Name="gStalchildEmpty1Blob" Size="0x20" Offset="0x21A0" />
|
||||
<Animation Name="gStalchildCollapseAnim" Offset="0x270C" /> <!-- Original name is "stal_baby_down" -->
|
||||
<!-- <Blob Name="object_skb_zeroes_unk_00002720" Size="0x20" Offset="0x2720" /> -->
|
||||
<Blob Name="gStalchildEmpty2Blob" Size="0x20" Offset="0x2720" />
|
||||
<Animation Name="gStalchildStaggerAnim" Offset="0x2AC8" /> <!-- Original name is "stal_baby_hit" -->
|
||||
<!-- <Blob Name="object_skb_zeroes_unk_00002AE0" Size="0x10" Offset="0x2AE0" /> -->
|
||||
<Blob Name="gStalchildEmpty3Blob" Size="0x10" Offset="0x2AE0" />
|
||||
<Animation Name="gStalchildStandUpAnim" Offset="0x3584" /> <!-- Original name is "stal_baby_start" -->
|
||||
<Texture Name="gStalchildPelvisTex" OutName="stalchild_pelvis" Format="rgba16" Width="16" Height="16" Offset="0x35A0" />
|
||||
<Texture Name="gStalchildRibcageTex" OutName="stalchild_ribcage" Format="rgba16" Width="8" Height="16" Offset="0x37A0" />
|
||||
|
@ -58,7 +58,7 @@
|
|||
<Limb Name="gStalchildSpineLimb" Type="Standard" EnumName="STALCHILD_LIMB_SPINE" Offset="0x5EA0" />
|
||||
<Skeleton Name="gStalchildSkel" Type="Normal" LimbType="Standard" LimbNone="STALCHILD_LIMB_NONE" LimbMax="STALCHILD_LIMB_MAX" EnumName="StalchildLimb" Offset="0x5EF8" />
|
||||
<Animation Name="gStalchildWalkAnim" Offset="0x64E0" /> <!-- Original name is "stal_baby_walk" -->
|
||||
<!-- <Blob Name="object_skb_zeroes_unk_000064F0" Size="0x20" Offset="0x64F0" /> -->
|
||||
<Blob Name="gStalchildEmpty4Blob" Size="0x20" Offset="0x64F0" />
|
||||
<Animation Name="gStalchildSitLaughAnim" Offset="0x697C" /> <!-- Original name is "suwari_wait" -->
|
||||
<Animation Name="gStalchildSitTapToesAnim" Offset="0x6D90" /> <!-- Original name is "yankey_wait" -->
|
||||
</File>
|
||||
|
|
|
@ -66,7 +66,7 @@
|
|||
<Texture Name="gKotakeJewelTex" OutName="kotake_jewel" Format="rgba16" Width="8" Height="8" Offset="0xC8B8" />
|
||||
|
||||
<!-- Unused Eye TexAnim-->
|
||||
<TextureAnimation Name="gKotakeEyesTexAnim" Offset="0xC988" />
|
||||
<TextureAnimation Name="gKotakeEyeTexAnim" Offset="0xC988" />
|
||||
|
||||
<!-- Animations -->
|
||||
<Animation Name="gKotakeHandsOnCounterAnim" Offset="0xD52C" /> <!-- Original name is "trT_talk" -->
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
<Texture Name="object_um_Tex_006D10" OutName="tex_006D10" Format="ci8" Width="32" Height="64" Offset="0x6D10" />
|
||||
<Texture Name="object_um_Tex_007510" OutName="tex_007510" Format="rgba16" Width="32" Height="32" Offset="0x7510" />
|
||||
|
||||
<!-- <Blob Name="object_um_Blob_007D10" Size="0x10" Offset="0x7D10" /> -->
|
||||
<TextureAnimation Name="object_um_Matanimheader_007D10" Offset="0x7D10" /> <!-- Empty TexAnim -->
|
||||
|
||||
<Collision Name="object_um_Colheader_007E20" Offset="0x7E20" />
|
||||
<Collision Name="object_um_Colheader_007F50" Offset="0x7F50" />
|
||||
|
|
|
@ -159,6 +159,6 @@
|
|||
<DList Name="gDmZl4FluteWrapperDL" Offset="0x24E40" />
|
||||
<Texture Name="gDmZl4FluteHoleTex" OutName="flute_hole" Format="rgba16" Width="16" Height="8" Offset="0x24E50" />
|
||||
|
||||
<TextureAnimation Name="gDmZlEmptyTexAnim" Offset="0x24F50" />
|
||||
<TextureAnimation Name="gDmZl4EmptyTexAnim" Offset="0x24F50" />
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
<Array Name="sEnMm22Vtx" Count="12" Offset="0x8E0">
|
||||
<Vtx/>
|
||||
</Array>
|
||||
<DList Name="sEnMm2EmptyDL" Offset="0x9A0"/>
|
||||
<DList Name="sEnMm2DL" Offset="0x9A8"/> <!-- Original name is "mm_myletter_model" -->
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -141,21 +141,16 @@ D_01000000 = 0x01000000;
|
|||
|
||||
// segment 0x02
|
||||
|
||||
D_02002460 = 0x02002460;
|
||||
D_02003F20 = 0x02003F20;
|
||||
|
||||
// segment 0x03
|
||||
|
||||
// segment 0x04
|
||||
|
||||
D_0401ED00 = 0x0401ED00;
|
||||
D_04023348 = 0x04023348;
|
||||
D_040233B8 = 0x040233B8;
|
||||
D_04023428 = 0x04023428;
|
||||
D_04051180 = 0x04051180;
|
||||
D_04051238 = 0x04051238;
|
||||
D_0406AB30 = 0x0406AB30;
|
||||
D_0407D590 = 0x0407D590;
|
||||
|
||||
// segment 0x05
|
||||
|
||||
|
@ -314,8 +309,6 @@ D_08000000 = 0x08000000;
|
|||
|
||||
// segment 0x0C
|
||||
|
||||
D_0C000000 = 0x0C000000;
|
||||
|
||||
// segment 0x0D
|
||||
|
||||
// segment 0x0E
|
||||
|
|
|
@ -68,7 +68,7 @@ TriNorm D_801EF638;
|
|||
*/
|
||||
f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo,
|
||||
u32* effect) {
|
||||
static f32 damageMultipliers[] = {
|
||||
static f32 sDamageMultipliers[] = {
|
||||
0.0f, 1.0f, 2.0f, 0.5f, 0.25f, 3.0f, 4.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
|
||||
};
|
||||
u32 dmgFlags;
|
||||
|
@ -88,7 +88,7 @@ f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo
|
|||
dmgFlags >>= 1;
|
||||
}
|
||||
|
||||
damage *= damageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
|
||||
damage *= sDamageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
|
||||
*effect = (ac->actor->colChkInfo.damageTable->attack[i] >> 4) & 0xF;
|
||||
}
|
||||
return damage;
|
||||
|
@ -116,11 +116,11 @@ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider
|
|||
}
|
||||
|
||||
s32 Collider_InitBase(struct PlayState* play, Collider* collider) {
|
||||
static Collider defaultCollider = {
|
||||
static Collider sDefaultCollider = {
|
||||
NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
|
||||
};
|
||||
|
||||
*collider = defaultCollider;
|
||||
*collider = sDefaultCollider;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -183,9 +183,9 @@ void Collider_ResetOCBase(struct PlayState* play, Collider* collider) {
|
|||
}
|
||||
|
||||
s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch) {
|
||||
static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 };
|
||||
static ColliderTouch sDefaultColliderTouch = { 0x00000000, 0, 0 };
|
||||
|
||||
*touch = defaultColliderTouch;
|
||||
*touch = sDefaultColliderTouch;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -204,9 +204,9 @@ void Collider_ResetATInfoUnk(struct PlayState* play, ColliderInfo* info) {
|
|||
}
|
||||
|
||||
s32 Collider_InitBump(struct PlayState* play, ColliderBump* bump) {
|
||||
static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
|
||||
static ColliderBump sDefaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
|
||||
|
||||
*bump = defaultColliderBump;
|
||||
*bump = sDefaultColliderBump;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -222,7 +222,7 @@ s32 Collider_SetBump(struct PlayState* play, ColliderBump* bump, ColliderBumpIni
|
|||
}
|
||||
|
||||
s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
|
||||
static ColliderInfo defaultColliderInfo = {
|
||||
static ColliderInfo sDefaultColliderInfo = {
|
||||
{ 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } },
|
||||
ELEMTYPE_UNK0, TOUCH_NONE,
|
||||
BUMP_NONE, OCELEM_NONE,
|
||||
|
@ -230,7 +230,7 @@ s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
|
|||
NULL, NULL,
|
||||
};
|
||||
|
||||
*info = defaultColliderInfo;
|
||||
*info = sDefaultColliderInfo;
|
||||
Collider_InitTouch(play, &info->toucher);
|
||||
Collider_InitBump(play, &info->bumper);
|
||||
return 1;
|
||||
|
@ -273,14 +273,14 @@ void Collider_ResetOCInfo(struct PlayState* play, ColliderInfo* info) {
|
|||
}
|
||||
|
||||
s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim) {
|
||||
static ColliderJntSphElementDim defaultColliderJntSphElementDim = {
|
||||
static ColliderJntSphElementDim sDefaultColliderJntSphElementDim = {
|
||||
{ { 0, 0, 0 }, 0 },
|
||||
{ { 0, 0, 0 }, 0 },
|
||||
0.0f,
|
||||
0,
|
||||
};
|
||||
|
||||
*dim = defaultColliderJntSphElementDim;
|
||||
*dim = sDefaultColliderJntSphElementDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -502,9 +502,9 @@ s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider) {
|
|||
}
|
||||
|
||||
s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim) {
|
||||
static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
|
||||
static Cylinder16 sDefaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
|
||||
|
||||
*dim = defaultColliderCylinderDim;
|
||||
*dim = sDefaultColliderCylinderDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -613,12 +613,12 @@ s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider) {
|
|||
}
|
||||
|
||||
s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim) {
|
||||
static TriNorm defaultColliderTrisElementDim = {
|
||||
static TriNorm sDefaultColliderTrisElementDim = {
|
||||
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
|
||||
{ { 0.0f, 0.0f, 0.0f }, 0.0f },
|
||||
};
|
||||
|
||||
*dim = defaultColliderTrisElementDim;
|
||||
*dim = sDefaultColliderTrisElementDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -830,14 +830,14 @@ s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider) {
|
|||
}
|
||||
|
||||
s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim) {
|
||||
static ColliderQuadDim defaultColliderQuadDim = {
|
||||
static ColliderQuadDim sDefaultColliderQuadDim = {
|
||||
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 0, 0 },
|
||||
1.0E38f,
|
||||
};
|
||||
|
||||
*dim = defaultColliderQuadDim;
|
||||
*dim = sDefaultColliderQuadDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -3313,11 +3313,11 @@ void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt) {
|
|||
* Initializes CollisionCheckInfo to default values
|
||||
*/
|
||||
void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
|
||||
static CollisionCheckInfo defaultColChkInfo = {
|
||||
static CollisionCheckInfo sDefaultColChkInfo = {
|
||||
NULL, { 0.0f, 0.0f, 0.0f }, 10, 10, 0, MASS_IMMOVABLE, 8, 0, 0, 0, 0,
|
||||
};
|
||||
|
||||
*info = defaultColChkInfo;
|
||||
*info = sDefaultColChkInfo;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -3872,7 +3872,7 @@ void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v) {
|
|||
* Spawns streaks of light from hits against solid objects
|
||||
*/
|
||||
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
|
||||
static EffectShieldParticleInit shieldParticleInitMetal = {
|
||||
static EffectShieldParticleInit sShieldParticleInitMetal = {
|
||||
16,
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 200, 255, 255 },
|
||||
|
@ -3890,14 +3890,14 @@ void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
|
|||
};
|
||||
s32 effectIndex;
|
||||
|
||||
shieldParticleInitMetal.position.x = v->x;
|
||||
shieldParticleInitMetal.position.y = v->y;
|
||||
shieldParticleInitMetal.position.z = v->z;
|
||||
shieldParticleInitMetal.lightPoint.x = shieldParticleInitMetal.position.x;
|
||||
shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y;
|
||||
shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z;
|
||||
sShieldParticleInitMetal.position.x = v->x;
|
||||
sShieldParticleInitMetal.position.y = v->y;
|
||||
sShieldParticleInitMetal.position.z = v->z;
|
||||
sShieldParticleInitMetal.lightPoint.x = sShieldParticleInitMetal.position.x;
|
||||
sShieldParticleInitMetal.lightPoint.y = sShieldParticleInitMetal.position.y;
|
||||
sShieldParticleInitMetal.lightPoint.z = sShieldParticleInitMetal.position.z;
|
||||
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitMetal);
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitMetal);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -3927,7 +3927,7 @@ void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v)
|
|||
* Spawns streaks of light and makes a wooden sound
|
||||
*/
|
||||
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* pos) {
|
||||
static EffectShieldParticleInit shieldParticleInitWood = {
|
||||
static EffectShieldParticleInit sShieldParticleInitWood = {
|
||||
16,
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 200, 255, 255 },
|
||||
|
@ -3945,14 +3945,14 @@ void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, V
|
|||
};
|
||||
s32 effectIndex;
|
||||
|
||||
shieldParticleInitWood.position.x = v->x;
|
||||
shieldParticleInitWood.position.y = v->y;
|
||||
shieldParticleInitWood.position.z = v->z;
|
||||
shieldParticleInitWood.lightPoint.x = shieldParticleInitWood.position.x;
|
||||
shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y;
|
||||
shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
|
||||
sShieldParticleInitWood.position.x = v->x;
|
||||
sShieldParticleInitWood.position.y = v->y;
|
||||
sShieldParticleInitWood.position.z = v->z;
|
||||
sShieldParticleInitWood.lightPoint.x = sShieldParticleInitWood.position.x;
|
||||
sShieldParticleInitWood.lightPoint.y = sShieldParticleInitWood.position.y;
|
||||
sShieldParticleInitWood.lightPoint.z = sShieldParticleInitWood.position.z;
|
||||
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitWood);
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitWood);
|
||||
Audio_PlaySfx_AtPos(pos, NA_SE_IT_REFLECTION_WOOD);
|
||||
}
|
||||
|
||||
|
|
|
@ -362,15 +362,15 @@ void func_8095E204(EnIshi* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 func_8095E2B0(EnIshi* this, PlayState* play) {
|
||||
s32 EnIshi_IsUnderwater(EnIshi* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 sp2C;
|
||||
s32 sp28;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp2C, &waterBox,
|
||||
&sp28) &&
|
||||
(this->actor.world.pos.y < sp2C)) {
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface,
|
||||
&waterBox, &bgId) &&
|
||||
(this->actor.world.pos.y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -421,7 +421,7 @@ void EnIshi_Init(Actor* thisx, PlayState* play) {
|
|||
return;
|
||||
}
|
||||
|
||||
if (func_8095E2B0(this, play)) {
|
||||
if (EnIshi_IsUnderwater(this, play)) {
|
||||
this->unk_197 |= 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ void EnKusa_DropCollectible(EnKusa* this, PlayState* play);
|
|||
void EnKusa_UpdateVelY(EnKusa* this);
|
||||
void EnKusa_RandScaleVecToZero(Vec3f* vec, f32 scaleFactor);
|
||||
void EnKusa_SetScaleSmall(EnKusa* this);
|
||||
s32 EnKusa_GetWaterBox(EnKusa* this, PlayState* play);
|
||||
s32 EnKusa_IsUnderwater(EnKusa* this, PlayState* play);
|
||||
void EnKusa_SetupWaitObject(EnKusa* this);
|
||||
void EnKusa_WaitObject(EnKusa* this, PlayState* play);
|
||||
void EnKusa_WaitForInteract(EnKusa* this, PlayState* play);
|
||||
|
@ -338,15 +338,15 @@ void EnKusa_SpawnBugs(EnKusa* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 EnKusa_GetWaterBox(EnKusa* this, PlayState* play) {
|
||||
s32 EnKusa_IsUnderwater(EnKusa* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 ySurface;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &ySurface,
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface,
|
||||
&waterBox, &bgId) &&
|
||||
(this->actor.world.pos.y < ySurface)) {
|
||||
(this->actor.world.pos.y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -390,7 +390,7 @@ void EnKusa_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
if (EnKusa_GetWaterBox(this, play)) {
|
||||
if (EnKusa_IsUnderwater(this, play)) {
|
||||
this->isInWater |= 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -676,7 +676,7 @@ void func_80A69D3C(EnMushi2* this) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 func_80A69EE4(EnMushi2* this, PlayState* play) {
|
||||
s32 EnMushi2_IsUnderwater(EnMushi2* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 waterSurface;
|
||||
|
@ -757,7 +757,7 @@ void EnMushi2_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
|
||||
func_80A68808(this);
|
||||
this->actor.colChkInfo.mass = 30;
|
||||
sp3C = func_80A69EE4(this, play);
|
||||
sp3C = EnMushi2_IsUnderwater(this, play);
|
||||
|
||||
if ((sp3C == 0) && func_80A68860(this, play) && func_80A68910(this, play) &&
|
||||
(ENMUSHI2_GET_3(&this->actor) == ENMUSHI2_0)) {
|
||||
|
|
|
@ -126,15 +126,15 @@ void func_80ACBA10(ObjAqua* this) {
|
|||
Matrix_MtxFToYXZRot(&sp2C, &this->actor.shape.rot, false);
|
||||
}
|
||||
|
||||
s32 func_80ACBA60(ObjAqua* this, PlayState* play) {
|
||||
s32 ObjAqua_IsUnderwater(ObjAqua* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 ySurface;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &ySurface,
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface,
|
||||
&waterBox, &bgId) &&
|
||||
(this->actor.world.pos.y < ySurface)) {
|
||||
(this->actor.world.pos.y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -157,7 +157,7 @@ void ObjAqua_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->actor.shape.shadowAlpha = 140;
|
||||
this->alpha = 255;
|
||||
if (func_80ACBA60(this, play)) {
|
||||
if (ObjAqua_IsUnderwater(this, play)) {
|
||||
for (i = 0; i < 8; i++) {
|
||||
EffectSsBubble_Spawn(play, &this->actor.world.pos, -4.0f, 4.0f, 4.0f, (Rand_ZeroOne() * 0.09f) + 0.03f);
|
||||
}
|
||||
|
|
|
@ -146,15 +146,15 @@ s32 func_80939470(Actor* thisx) {
|
|||
return false;
|
||||
}
|
||||
|
||||
s32 func_8093951C(ObjBombiwa* this, PlayState* play) {
|
||||
s32 ObjBombiwa_IsUnderwater(ObjBombiwa* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 sp2C;
|
||||
s32 sp28;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp2C, &waterBox,
|
||||
&sp28) &&
|
||||
(this->actor.world.pos.y < sp2C)) {
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface,
|
||||
&waterBox, &bgId) &&
|
||||
(this->actor.world.pos.y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -200,7 +200,7 @@ void ObjBombiwa_Init(Actor* thisx, PlayState* play) {
|
|||
ActorShape_Init(&this->actor.shape, -200.0f, D_8093A998[sp34].unk_04, 9.8f);
|
||||
this->actor.world.pos.y = this->actor.home.pos.y + 20.0f;
|
||||
this->actor.draw = D_8093A998[sp34].unk_08;
|
||||
if (func_8093951C(this, play)) {
|
||||
if (ObjBombiwa_IsUnderwater(this, play)) {
|
||||
this->unk_203 |= 1;
|
||||
}
|
||||
func_80939EE0(this);
|
||||
|
|
|
@ -91,11 +91,11 @@ s32 ObjGrassUnit_SpawnObjGrassCarry1(Actor* this, PlayState* play) {
|
|||
|
||||
s32 ObjGrassUnit_IsUnderwater(PlayState* play, Vec3f* pos) {
|
||||
WaterBox* waterBox;
|
||||
f32 ySurface;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, pos->x, pos->z, &ySurface, &waterBox, &bgId) &&
|
||||
(pos->y < ySurface)) {
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, pos->x, pos->z, &waterSurface, &waterBox, &bgId) &&
|
||||
(pos->y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -146,15 +146,15 @@ void func_809A13A0(ObjHamishi* this, PlayState* play) {
|
|||
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &sp24, &this->actor, &sp28);
|
||||
}
|
||||
|
||||
s32 func_809A1408(ObjHamishi* this, PlayState* play) {
|
||||
s32 ObjHamishi_IsUnderwater(ObjHamishi* this, PlayState* play) {
|
||||
s32 pad;
|
||||
WaterBox* waterBox;
|
||||
f32 sp2C;
|
||||
s32 sp28;
|
||||
f32 waterSurface;
|
||||
s32 bgId;
|
||||
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp2C, &waterBox,
|
||||
&sp28) &&
|
||||
(this->actor.world.pos.y < sp2C)) {
|
||||
if (WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface,
|
||||
&waterBox, &bgId) &&
|
||||
(this->actor.world.pos.y < waterSurface)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -187,7 +187,7 @@ void ObjHamishi_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->actor.shape.yOffset = 80.0f;
|
||||
|
||||
if (func_809A1408(this, play)) {
|
||||
if (ObjHamishi_IsUnderwater(this, play)) {
|
||||
this->unk_1A2 |= 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7260,7 +7260,7 @@
|
|||
0x8093517C:("EnKusa_SetScaleSmall",),
|
||||
0x809351A0:("EnKusa_SpawnFragments",),
|
||||
0x809354F8:("EnKusa_SpawnBugs",),
|
||||
0x809355A4:("EnKusa_GetWaterBox",),
|
||||
0x809355A4:("EnKusa_IsUnderwater",),
|
||||
0x8093561C:("EnKusa_InitCollider",),
|
||||
0x80935674:("EnKusa_Init",),
|
||||
0x80935898:("EnKusa_Destroy",),
|
||||
|
@ -7347,7 +7347,7 @@
|
|||
0x80938F50:("func_80938F50",),
|
||||
0x809393B0:("func_809393B0",),
|
||||
0x80939470:("func_80939470",),
|
||||
0x8093951C:("func_8093951C",),
|
||||
0x8093951C:("ObjBombiwa_IsUnderwater",),
|
||||
0x80939594:("func_80939594",),
|
||||
0x809395FC:("ObjBombiwa_Init",),
|
||||
0x80939768:("ObjBombiwa_Destroy",),
|
||||
|
@ -7770,7 +7770,7 @@
|
|||
0x8095E14C:("func_8095E14C",),
|
||||
0x8095E180:("func_8095E180",),
|
||||
0x8095E204:("func_8095E204",),
|
||||
0x8095E2B0:("func_8095E2B0",),
|
||||
0x8095E2B0:("EnIshi_IsUnderwater",),
|
||||
0x8095E328:("EnIshi_Init",),
|
||||
0x8095E580:("EnIshi_Destroy",),
|
||||
0x8095E5AC:("func_8095E5AC",),
|
||||
|
@ -8660,7 +8660,7 @@
|
|||
0x809A0F78:("func_809A0F78",),
|
||||
0x809A10F4:("func_809A10F4",),
|
||||
0x809A13A0:("func_809A13A0",),
|
||||
0x809A1408:("func_809A1408",),
|
||||
0x809A1408:("ObjHamishi_IsUnderwater",),
|
||||
0x809A1480:("ObjHamishi_Init",),
|
||||
0x809A15A0:("ObjHamishi_Destroy",),
|
||||
0x809A15CC:("ObjHamishi_Update",),
|
||||
|
@ -10883,7 +10883,7 @@
|
|||
0x80A69ADC:("func_80A69ADC",),
|
||||
0x80A69CE0:("func_80A69CE0",),
|
||||
0x80A69D3C:("func_80A69D3C",),
|
||||
0x80A69EE4:("func_80A69EE4",),
|
||||
0x80A69EE4:("EnMushi2_IsUnderwater",),
|
||||
0x80A69F5C:("func_80A69F5C",),
|
||||
0x80A6A024:("func_80A6A024",),
|
||||
0x80A6A058:("func_80A6A058",),
|
||||
|
@ -12060,7 +12060,7 @@
|
|||
0x80ACB7F4:("func_80ACB7F4",),
|
||||
0x80ACB940:("func_80ACB940",),
|
||||
0x80ACBA10:("func_80ACBA10",),
|
||||
0x80ACBA60:("func_80ACBA60",),
|
||||
0x80ACBA60:("ObjAqua_IsUnderwater",),
|
||||
0x80ACBAD8:("ObjAqua_Init",),
|
||||
0x80ACBC44:("ObjAqua_Destroy",),
|
||||
0x80ACBC70:("func_80ACBC70",),
|
||||
|
|
Loading…
Reference in New Issue