diff --git a/assets/xml/objects/object_an1.xml b/assets/xml/objects/object_an1.xml
index d0f5f73c54..927fa848aa 100644
--- a/assets/xml/objects/object_an1.xml
+++ b/assets/xml/objects/object_an1.xml
@@ -1,88 +1,107 @@
+
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
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diff --git a/assets/xml/objects/object_an2.xml b/assets/xml/objects/object_an2.xml
index a1785e5dd8..f56be1431c 100644
--- a/assets/xml/objects/object_an2.xml
+++ b/assets/xml/objects/object_an2.xml
@@ -1,12 +1,18 @@
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
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diff --git a/assets/xml/objects/object_an3.xml b/assets/xml/objects/object_an3.xml
index 2fa21dadc2..a5268448c7 100644
--- a/assets/xml/objects/object_an3.xml
+++ b/assets/xml/objects/object_an3.xml
@@ -1,12 +1,18 @@
+
-
-
-
-
-
-
-
-
+
+
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+
+
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+
+
+
+
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+
diff --git a/assets/xml/objects/object_an4.xml b/assets/xml/objects/object_an4.xml
index a6bb94e37d..d159c3dd5f 100644
--- a/assets/xml/objects/object_an4.xml
+++ b/assets/xml/objects/object_an4.xml
@@ -1,15 +1,22 @@
+
-
-
-
-
-
-
-
-
-
-
-
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diff --git a/assets/xml/objects/object_mask_kerfay.xml b/assets/xml/objects/object_mask_kerfay.xml
index 282aa8029f..d80b8eaf07 100644
--- a/assets/xml/objects/object_mask_kerfay.xml
+++ b/assets/xml/objects/object_mask_kerfay.xml
@@ -1,10 +1,12 @@
+
-
-
-
-
-
-
+
+
+
+
+
+
+
diff --git a/include/z64cutscene.h b/include/z64cutscene.h
index af427d1a7e..69cc5ce50c 100644
--- a/include/z64cutscene.h
+++ b/include/z64cutscene.h
@@ -482,7 +482,7 @@ typedef enum {
/* 0x22A */ CS_CMD_ACTOR_CUE_554,
/* 0x22B */ CS_CMD_ACTOR_CUE_555,
/* 0x22C */ CS_CMD_ACTOR_CUE_556,
- /* 0x22D */ CS_CMD_ACTOR_CUE_557,
+ /* 0x22D */ CS_CMD_ACTOR_CUE_557, // Couple's Mask cs, Anju cues
/* 0x22E */ CS_CMD_ACTOR_CUE_558,
/* 0x22F */ CS_CMD_ACTOR_CUE_559,
/* 0x230 */ CS_CMD_ACTOR_CUE_560,
diff --git a/include/z64save.h b/include/z64save.h
index 333953a761..0b68210384 100644
--- a/include/z64save.h
+++ b/include/z64save.h
@@ -1017,7 +1017,7 @@ typedef enum {
#define WEEKEVENTREG_51_08 PACK_WEEKEVENTREG_FLAG(51, 0x08)
#define WEEKEVENTREG_51_10 PACK_WEEKEVENTREG_FLAG(51, 0x10)
#define WEEKEVENTREG_ESCAPED_SAKONS_HIDEOUT PACK_WEEKEVENTREG_FLAG(51, 0x20)
-#define WEEKEVENTREG_51_40 PACK_WEEKEVENTREG_FLAG(51, 0x40)
+#define WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED PACK_WEEKEVENTREG_FLAG(51, 0x40)
#define WEEKEVENTREG_51_80 PACK_WEEKEVENTREG_FLAG(51, 0x80)
// Protected Cremia
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 3a5d69a346..6c33a5565b 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -2515,7 +2515,7 @@ u8 D_801C0B1C[] = {
Gfx* D_801C0B20[] = {
object_mask_truth_DL_0001A0, // PLAYER_MASK_TRUTH
- object_mask_kerfay_DL_000D40, // PLAYER_MASK_KAFEIS_MASK
+ gKafeisMaskDL, // PLAYER_MASK_KAFEIS_MASK
object_mask_yofukasi_DL_000490, // PLAYER_MASK_ALL_NIGHT
object_mask_rabit_DL_000610, // PLAYER_MASK_BUNNY
object_mask_ki_tan_DL_0004A0, // PLAYER_MASK_KEATON
diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.c b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
index 3b05c6e562..090360dd7f 100644
--- a/src/overlays/actors/ovl_Dm_An/z_dm_an.c
+++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
@@ -16,10 +16,10 @@ void DmAn_Init(Actor* thisx, PlayState* play);
void DmAn_Destroy(Actor* thisx, PlayState* play);
void DmAn_Update(Actor* thisx, PlayState* play);
-void func_80C1C958(DmAn* this, PlayState* play);
-void DmAn_HandleCutscene(DmAn* this, PlayState* play);
+void DmAn_WaitForObject(DmAn* this, PlayState* play);
+void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play);
void DmAn_DoNothing(DmAn* this, PlayState* play);
-void func_80C1D0B0(Actor* thisx, PlayState* play);
+void DmAn_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_An_InitVars = {
ACTOR_DM_AN,
@@ -33,40 +33,51 @@ ActorInit Dm_An_InitVars = {
(ActorFunc)NULL,
};
-typedef enum {
- /* -1 */ DMAN_ANIM_NONE = -1,
- /* 0x0 */ DMAN_ANIM_0,
- /* 0x1 */ DMAN_ANIM_1,
- /* 0x2 */ DMAN_ANIM_2,
- /* 0x3 */ DMAN_ANIM_3,
- /* 0x4 */ DMAN_ANIM_4,
- /* 0x5 */ DMAN_ANIM_5,
- /* 0x6 */ DMAN_ANIM_6,
- /* 0x7 */ DMAN_ANIM_7,
- /* 0x8 */ DMAN_ANIM_8,
- /* 0x9 */ DMAN_ANIM_9,
- /* 0xA */ DMAN_ANIM_10,
- /* 0xB */ DMAN_ANIM_11,
- /* 0xC */ DMAN_ANIM_12,
- /* 0xD */ DMAN_ANIM_13,
- /* 0xE */ DMAN_ANIM_MAX
+/**
+ * Anju stores her animations across different objects and the ones used by this actor are put together right next to
+ * each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
+ * index ranges. To make this a bit easier to read, this enum includes `DMAN_ANIMOBJ_*` values that mark when a range of
+ * animations of a certain object start
+ */
+typedef enum DmAnAnimation {
+ /* -1 */ DMAN_ANIM_NONE = -1,
+ /* 0 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 1 */ DMAN_ANIM_SIT,
+
+ /* 2 */ DMAN_ANIMOBJ_AN4,
+ /* 2 */ DMAN_ANIM_MASK_STAND_LOOP = DMAN_ANIMOBJ_AN4,
+ /* 3 */ DMAN_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
+ /* 4 */ DMAN_ANIM_MASK_KNEEL,
+ /* 5 */ DMAN_ANIM_MASK_KNEEL_LOOP,
+ /* 6 */ DMAN_ANIM_HUG,
+ /* 7 */ DMAN_ANIM_HUG_LOOP,
+ /* 8 */ DMAN_ANIM_HUG_RELEASE,
+ /* 9 */ DMAN_ANIM_HUG_RELEASE_LOOP,
+ /* 10 */ DMAN_ANIM_COMBINE_MASKS_1,
+ /* 11 */ DMAN_ANIM_COMBINE_MASKS_2,
+ /* 12 */ DMAN_ANIM_LOOK_UP,
+ /* 13 */ DMAN_ANIM_LOOK_UP_LOOP,
+ /* 14 */ DMAN_ANIM_MAX
} DmAnAnimation;
static AnimationInfoS sAnimationInfo[DMAN_ANIM_MAX] = {
- { &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_0
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_1
- { &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_2
- { &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_3
- { &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_4
- { &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_5
- { &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_6
- { &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_7
- { &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_8
- { &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_9
- { &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_10
- { &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_11
- { &object_an4_Anim_004A78, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_12
- { &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_13
+ { &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SITTING_IN_DISBELIEF
+ { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SIT
+
+ // DMAN_ANIMOBJ_AN4
+ { &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_STAND_LOOP
+ //! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
+ { &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HOLD_HANDS
+ { &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_MASK_KNEEL
+ { &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_KNEEL_LOOP
+ { &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG
+ { &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_LOOP
+ { &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG_RELEASE
+ { &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_RELEASE_LOOP
+ { &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_1
+ { &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_2
+ { &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_LOOK_UP
+ { &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_LOOK_UP_LOOP
};
s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
s8 objectSlot2;
s32 isAnimFinished = false;
- if (this->animIndex <= DMAN_ANIM_1) {
+ if (this->animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
- if (objectSlot2 >= 0) {
+ if (objectSlot2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
return isAnimFinished;
}
-s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
+s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, DmAnAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectSlot2;
s32 didAnimChange = false;
- if (animIndex <= DMAN_ANIM_1) {
+ if (animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
- if ((objectSlot2 >= 0) && (this->animIndex != animIndex)) {
+ if ((objectSlot2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
-void func_80C1C5B4(DmAn* this) {
- if (DECR(this->unk_2BA) == 0) {
- this->unk_2B8++;
- if (this->unk_2B8 >= 4) {
- this->unk_2BA = Rand_S16Offset(30, 30);
- this->unk_2B8 = 0;
+typedef enum DmAnEyes {
+ /* 0 */ DMAN_EYES_OPEN,
+ /* 1 */ DMAN_EYES_HALF1,
+ /* 2 */ DMAN_EYES_CLOSED,
+ /* 3 */ DMAN_EYES_HALF2,
+ /* 4 */ DMAN_EYES_COMFORT,
+ /* 5 */ DMAN_EYES_SAD,
+ /* 6 */ DMAN_EYES_RELIEVED_CLOSED,
+ /* 7 */ DMAN_EYES_MAX
+} DmAnEyes;
+
+typedef enum DmAnMouth {
+ /* 0 */ DMAN_MOUTH_CLOSED,
+ /* 1 */ DMAN_MOUTH_HAPPY,
+ /* 2 */ DMAN_MOUTH_OPEN,
+ /* 3 */ DMAN_MOUTH_MAX
+} DmAnMouth;
+
+void DmAn_Blink(DmAn* this) {
+ if (DECR(this->eyeTimer) == 0) {
+ this->eyeTexIndex++;
+ if (this->eyeTexIndex > DMAN_EYES_HALF2) {
+ this->eyeTimer = Rand_S16Offset(30, 30);
+ this->eyeTexIndex = 0;
}
}
}
-s32 func_80C1C62C(DmAn* this, PlayState* play) {
+s32 DmAn_UpdateHeadRot(DmAn* this, PlayState* play) {
s32 pad;
- Vec3f sp40;
- Vec3f sp34;
- s16 sp32;
+ Vec3f lookAtActorPos;
+ Vec3f pos;
+ s16 yaw;
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
- Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
- sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
+ Math_Vec3f_Copy(&pos, &this->actor.world.pos);
+ yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
- Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
+ Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
- Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
+ Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
- if (this->unk_2B4->id == ACTOR_PLAYER) {
- sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
+ if (this->lookAtActor->id == ACTOR_PLAYER) {
+ lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
- Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
- Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
- this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
+ Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
+ Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
+ this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
+
+ Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
+ this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
- Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
- this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
-s32 func_80C1C83C(DmAn* this, PlayState* play) {
- if (this->unk_2B4 != NULL) {
- func_80C1C62C(this, play);
- this->unk_2AE &= ~1;
- this->unk_2AE |= 2;
- } else if (this->unk_2AE & 2) {
- this->unk_2AE &= ~2;
- this->unk_2BE = 0;
- this->unk_2C0 = 0;
- this->unk_2C2 = 0;
- this->unk_2C4 = 0;
- this->unk_2BC = 20;
- } else if (DECR(this->unk_2BC) == 0) {
- this->unk_2AE |= 1;
+s32 DmAn_UpdateAttention(DmAn* this, PlayState* play) {
+ if (this->lookAtActor != NULL) {
+ DmAn_UpdateHeadRot(this, play);
+ this->stateFlags &= ~DMAN_STATE_LOST_ATTENTION;
+ this->stateFlags |= DMAN_STATE_FACE_TARGET;
+ } else if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
+ this->stateFlags &= ~DMAN_STATE_FACE_TARGET;
+ this->headRotZ = 0;
+ this->headRotY = 0;
+ this->torsoRotZ = 0;
+ this->torsoRotY = 0;
+ this->loseAttentionTimer = 20;
+ } else if (DECR(this->loseAttentionTimer) == 0) {
+ this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
}
return true;
}
-Actor* func_80C1C8E8(PlayState* play) {
+Actor* DmAn_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,34 +220,42 @@ Actor* func_80C1C8E8(PlayState* play) {
return foundActor;
}
-void func_80C1C958(DmAn* this, PlayState* play) {
+void DmAn_WaitForObject(DmAn* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
- SkelAnime_InitFlex(play, &this->skelAnime, &object_an1_Skel_012618, NULL, this->jointTable, this->morphTable,
- OBJECT_AN1_LIMB_MAX);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gAnju1Skel, NULL, this->jointTable, this->morphTable,
+ ANJU1_LIMB_MAX);
this->animIndex = DMAN_ANIM_NONE;
- DmAn_ChangeAnim(this, play, DMAN_ANIM_0);
+ DmAn_ChangeAnim(this, play, DMAN_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
- this->unk_2AE |= 1;
- this->actor.draw = func_80C1D0B0;
+ this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
+ this->actor.draw = DmAn_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
- this->unk_2B4 = func_80C1C8E8(play);
- DmAn_ChangeAnim(this, play, DMAN_ANIM_1);
+ this->lookAtActor = DmAn_FindAnjusMotherActor(play);
+ DmAn_ChangeAnim(this, play, DMAN_ANIM_SIT);
this->actionFunc = DmAn_DoNothing;
} else {
- this->actionFunc = DmAn_HandleCutscene;
+ this->actionFunc = DmAn_HandleCouplesMaskCs;
}
}
}
-void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
+void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play) {
s32 csAnimIndex[] = {
- DMAN_ANIM_0, DMAN_ANIM_0, DMAN_ANIM_12, DMAN_ANIM_2, DMAN_ANIM_4,
- DMAN_ANIM_6, DMAN_ANIM_8, DMAN_ANIM_10, DMAN_ANIM_11, DMAN_ANIM_3,
+ /* 0 */ 0, // no cue
+ /* 1 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 2 */ DMAN_ANIM_LOOK_UP,
+ /* 3 */ DMAN_ANIM_MASK_STAND_LOOP,
+ /* 4 */ DMAN_ANIM_MASK_KNEEL,
+ /* 5 */ DMAN_ANIM_HUG,
+ /* 6 */ DMAN_ANIM_HUG_RELEASE,
+ /* 7 */ DMAN_ANIM_COMBINE_MASKS_1,
+ /* 8 */ DMAN_ANIM_COMBINE_MASKS_2,
+ /* 9 */ DMAN_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
case 6:
case 7:
case 8:
- if ((this->animIndex == DMAN_ANIM_12) || (this->animIndex == DMAN_ANIM_4) ||
- (this->animIndex == DMAN_ANIM_6) || (this->animIndex == DMAN_ANIM_8)) {
+ if ((this->animIndex == DMAN_ANIM_LOOK_UP) || (this->animIndex == DMAN_ANIM_MASK_KNEEL) ||
+ (this->animIndex == DMAN_ANIM_HUG) || (this->animIndex == DMAN_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmAn_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmAn_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
- this->actionFunc = func_80C1C958;
+ this->actionFunc = DmAn_WaitForObject;
}
void DmAn_Destroy(Actor* thisx, PlayState* play) {
@@ -286,26 +324,25 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
- func_80C1C83C(this, play);
+ DmAn_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmAn_UpdateSkelAnime(this, play);
- func_80C1C5B4(this);
+ DmAn_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
-Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
-Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
-Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
-
-void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
+void DmAn_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmAn* this = THIS;
s8 objectSlot = this->actor.objectSlot;
s8 msmoObjectSlot = this->msmoObjectSlot;
- if ((limbIndex == OBJECT_AN1_LIMB_05) && this->didAnimChangeInCs) {
+ if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
+ static Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
+ static Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
+
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
@@ -321,19 +358,21 @@ void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto
CLOSE_DISPS(play->state.gfxCtx);
}
- if (limbIndex == OBJECT_AN1_LIMB_09) {
+ if (limbIndex == ANJU1_LIMB_HEAD) {
+ static Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
+
Matrix_MultVec3f(&D_80C1D2DC, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
}
-void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
+void DmAn_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmAn* this = THIS;
s16 stepRot;
s16 overrideRot;
- if (!(this->unk_2AE & 1)) {
- if (this->unk_2AE & 2) {
+ if (!(this->stateFlags & DMAN_STATE_LOST_ATTENTION)) {
+ if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -344,53 +383,57 @@ void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
overrideRot = false;
}
- if (limbIndex == OBJECT_AN1_LIMB_09) {
- SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
- this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
- &this->unk_1A4, stepRot, overrideRot);
+ if (limbIndex == ANJU1_LIMB_HEAD) {
+ SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
+ this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
+ &this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
+ Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
- } else if (limbIndex == OBJECT_AN1_LIMB_02) {
- SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
- &this->unk_1AA, stepRot, overrideRot);
+ } else if (limbIndex == ANJU1_LIMB_TORSO) {
+ SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
+ &this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
+ Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
-TexturePtr D_80C1D2E8[] = {
- object_an1_Tex_00E6E0,
- object_an1_Tex_00F7A0,
- object_an1_Tex_0101A0,
-};
-
-TexturePtr D_80C1D2F4[] = {
- object_an1_Tex_00E1E0, object_an1_Tex_00EFA0, object_an1_Tex_00F3A0, object_an1_Tex_00EFA0,
- object_an1_Tex_00FDA0, object_an1_Tex_00F9A0, object_an1_Tex_0103A0,
-};
-
-void func_80C1D0B0(Actor* thisx, PlayState* play) {
+void DmAn_Draw(Actor* thisx, PlayState* play) {
+ static TexturePtr sMouthTextures[DMAN_MOUTH_MAX] = {
+ gAnju1MouthClosedTex, // DMAN_MOUTH_CLOSED
+ gAnju1MouthHappyTex, // DMAN_MOUTH_HAPPY
+ gAnju1MouthOpenTex, // DMAN_MOUTH_OPEN
+ };
+ static TexturePtr sEyeTextures[DMAN_EYES_MAX] = {
+ gAnju1EyeOpenTex, // DMAN_EYES_OPEN
+ gAnju1EyeHalfTex, // DMAN_EYES_HALF1
+ gAnju1EyeClosedTex, // DMAN_EYES_CLOSED
+ gAnju1EyeHalfTex, // DMAN_EYES_HALF2
+ gAnju1EyeComfortTex, // DMAN_EYES_COMFORT
+ gAnju1EyeSadTex, // DMAN_EYES_SAD
+ gAnju1EyeRelievedClosedTex, // DMAN_EYES_RELIEVED_CLOSED
+ };
DmAn* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
- gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C1D2F4[this->unk_2B8]));
- gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C1D2E8[0]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMAN_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
- this->skelAnime.dListCount, NULL, func_80C1CD80, func_80C1CEFC, &this->actor);
+ this->skelAnime.dListCount, NULL, DmAn_PostLimbDraw, DmAn_TransformLimbDraw,
+ &this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}
diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.h b/src/overlays/actors/ovl_Dm_An/z_dm_an.h
index 00931d731b..7ead44b266 100644
--- a/src/overlays/actors/ovl_Dm_An/z_dm_an.h
+++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.h
@@ -8,28 +8,31 @@ struct DmAn;
typedef void (*DmAnActionFunc)(struct DmAn*, PlayState*);
+#define DMAN_STATE_LOST_ATTENTION (1 << 0)
+#define DMAN_STATE_FACE_TARGET (1 << 1)
+
typedef struct DmAn {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmAnActionFunc actionFunc;
- /* 0x18C */ Vec3f unk_18C;
- /* 0x18C */ Vec3f unk_194;
- /* 0x1A4 */ Vec3s unk_1A4;
- /* 0x1A4 */ Vec3s unk_1AA;
- /* 0x1B0 */ Vec3s jointTable[OBJECT_AN1_LIMB_MAX];
- /* 0x22E */ Vec3s morphTable[OBJECT_AN1_LIMB_MAX];
+ /* 0x18C */ Vec3f headComputedPos;
+ /* 0x18C */ Vec3f torsoComputedPos;
+ /* 0x1A4 */ Vec3s headComputedRot;
+ /* 0x1A4 */ Vec3s torsoComputedRot;
+ /* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
+ /* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
- /* 0x2AE */ u16 unk_2AE;
+ /* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
- /* 0x2B4 */ Actor* unk_2B4;
- /* 0x2B8 */ s16 unk_2B8;
- /* 0x2BA */ s16 unk_2BA;
- /* 0x2BC */ s16 unk_2BC;
- /* 0x2BE */ s16 unk_2BE;
- /* 0x2C0 */ s16 unk_2C0;
- /* 0x2C2 */ s16 unk_2C2;
- /* 0x2C4 */ s16 unk_2C4;
+ /* 0x2B4 */ Actor* lookAtActor;
+ /* 0x2B8 */ s16 eyeTexIndex;
+ /* 0x2BA */ s16 eyeTimer;
+ /* 0x2BC */ s16 loseAttentionTimer;
+ /* 0x2BE */ s16 headRotZ;
+ /* 0x2C0 */ s16 headRotY;
+ /* 0x2C2 */ s16 torsoRotZ;
+ /* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
index 3994c8fcec..458b51193d 100644
--- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
+++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
@@ -16,10 +16,10 @@ void DmGm_Init(Actor* thisx, PlayState* play);
void DmGm_Destroy(Actor* thisx, PlayState* play);
void DmGm_Update(Actor* thisx, PlayState* play);
-void func_80C248A8(DmGm* this, PlayState* play);
-void DmGm_HandleCutscene(DmGm* this, PlayState* play);
+void DmGm_WaitForObject(DmGm* this, PlayState* play);
+void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play);
void DmGm_DoNothing(DmGm* this, PlayState* play);
-void func_80C25000(Actor* thisx, PlayState* play);
+void DmGm_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_Gm_InitVars = {
ACTOR_DM_GM,
@@ -33,40 +33,51 @@ ActorInit Dm_Gm_InitVars = {
(ActorFunc)NULL,
};
-typedef enum {
- /* -1 */ DMGM_ANIM_NONE = -1,
- /* 0x0 */ DMGM_ANIM_0,
- /* 0x1 */ DMGM_ANIM_1,
- /* 0x2 */ DMGM_ANIM_2,
- /* 0x3 */ DMGM_ANIM_3,
- /* 0x4 */ DMGM_ANIM_4,
- /* 0x5 */ DMGM_ANIM_5,
- /* 0x6 */ DMGM_ANIM_6,
- /* 0x7 */ DMGM_ANIM_7,
- /* 0x8 */ DMGM_ANIM_8,
- /* 0x9 */ DMGM_ANIM_9,
- /* 0xA */ DMGM_ANIM_10,
- /* 0xB */ DMGM_ANIM_11,
- /* 0xC */ DMGM_ANIM_12,
- /* 0xD */ DMGM_ANIM_13,
- /* 0xE */ DMGM_ANIM_MAX
+/**
+ * Anju stores her animations across different objects and the ones used by this actor are put together right next to
+ * each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
+ * index ranges. To make this a bit easier to read, this enum includes `DMGM_ANIMOBJ_*` values that mark when a range of
+ * animations of a certain object start
+ */
+typedef enum DmGmAnimation {
+ /* -1 */ DMGM_ANIM_NONE = -1,
+ /* 0 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
+ /* 1 */ DMGM_ANIM_SIT,
+
+ /* 2 */ DMGM_ANIMOBJ_AN4,
+ /* 2 */ DMGM_ANIM_MASK_STAND_LOOP = DMGM_ANIMOBJ_AN4,
+ /* 3 */ DMGM_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
+ /* 4 */ DMGM_ANIM_MASK_KNEEL,
+ /* 5 */ DMGM_ANIM_MASK_KNEEL_LOOP,
+ /* 6 */ DMGM_ANIM_HUG,
+ /* 7 */ DMGM_ANIM_HUG_LOOP,
+ /* 8 */ DMGM_ANIM_HUG_RELEASE,
+ /* 9 */ DMGM_ANIM_HUG_RELEASE_LOOP,
+ /* 10 */ DMGM_ANIM_COMBINE_MASKS_1,
+ /* 11 */ DMGM_ANIM_COMBINE_MASKS_2,
+ /* 12 */ DMGM_ANIM_LOOK_UP,
+ /* 13 */ DMGM_ANIM_LOOK_UP_LOOP,
+ /* 14 */ DMGM_ANIM_MAX
} DmGmAnimation;
static AnimationInfoS sAnimationInfo[DMGM_ANIM_MAX] = {
- { &object_an1_Anim_007E08, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_0
- { &object_an1_Anim_0071E8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_1
- { &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_2
- { &object_an1_Anim_013E1C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_3
- { &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_4
- { &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_5
- { &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_6
- { &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_7
- { &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_8
- { &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_9
- { &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_10
- { &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_11
- { &object_an4_Anim_004A78, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_12
- { &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_13
+ { &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SITTING_IN_DISBELIEF
+ { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SIT
+
+ // DMGM_ANIMOBJ_AN4
+ { &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_MASK_STAND_LOOP
+ //! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
+ { &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_HOLD_HANDS
+ { &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_MASK_KNEEL
+ { &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_MASK_KNEEL_LOOP
+ { &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG
+ { &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_LOOP
+ { &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG_RELEASE
+ { &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_RELEASE_LOOP
+ { &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_1
+ { &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_2
+ { &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_LOOK_UP
+ { &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_LOOK_UP_LOOP
};
s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
s8 objectIndex2;
s32 isAnimFinished = false;
- if (this->animIndex <= DMGM_ANIM_1) {
+ if (this->animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
- if (objectIndex2 >= 0) {
+ if (objectIndex2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
return isAnimFinished;
}
-s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
+s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, DmGmAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectIndex2;
s32 didAnimChange = false;
- if (animIndex <= DMGM_ANIM_1) {
+ if (animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
- if ((objectIndex2 >= 0) && (this->animIndex != animIndex)) {
+ if ((objectIndex2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
-void func_80C24504(DmGm* this) {
- if (DECR(this->unk_2BA) == 0) {
- this->unk_2B8++;
- if (this->unk_2B8 >= 4) {
- this->unk_2BA = Rand_S16Offset(30, 30);
- this->unk_2B8 = 0;
+typedef enum DmGmEyes {
+ /* 0 */ DMGM_EYES_OPEN,
+ /* 1 */ DMGM_EYES_HALF1,
+ /* 2 */ DMGM_EYES_CLOSED,
+ /* 3 */ DMGM_EYES_HALF2,
+ /* 4 */ DMGM_EYES_COMFORT,
+ /* 5 */ DMGM_EYES_SAD,
+ /* 6 */ DMGM_EYES_RELIEVED_CLOSED,
+ /* 7 */ DMGM_EYES_MAX
+} DmGmEyes;
+
+typedef enum DmGmMouth {
+ /* 0 */ DMGM_MOUTH_CLOSED,
+ /* 1 */ DMGM_MOUTH_HAPPY,
+ /* 2 */ DMGM_MOUTH_OPEN,
+ /* 3 */ DMGM_MOUTH_MAX
+} DmGmMouth;
+
+void DmGm_Blink(DmGm* this) {
+ if (DECR(this->eyeTimer) == 0) {
+ this->eyeTexIndex++;
+ if (this->eyeTexIndex > DMGM_EYES_HALF2) {
+ this->eyeTimer = Rand_S16Offset(30, 30);
+ this->eyeTexIndex = 0;
}
}
}
-s32 func_80C2457C(DmGm* this, PlayState* play) {
+s32 DmGm_UpdateHeadRot(DmGm* this, PlayState* play) {
s32 pad;
- Vec3f sp40;
- Vec3f sp34;
- s16 sp32;
+ Vec3f lookAtActorPos;
+ Vec3f pos;
+ s16 yaw;
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
- Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
- sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
+ Math_Vec3f_Copy(&pos, &this->actor.world.pos);
+ yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
- Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
+ Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
- Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
+ Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
- if (this->unk_2B4->id == ACTOR_PLAYER) {
- sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
+ if (this->lookAtActor->id == ACTOR_PLAYER) {
+ lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
- Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
- Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
- this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
+ Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
+ Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
+ this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
+
+ Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
+ this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
- Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
- this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
-s32 func_80C2478C(DmGm* this, PlayState* play) {
- if (this->unk_2B4 != NULL) {
- func_80C2457C(this, play);
- this->unk_2AE &= ~1;
- this->unk_2AE |= 2;
- } else if (this->unk_2AE & 2) {
- this->unk_2AE &= ~2;
- this->unk_2BE = 0;
- this->unk_2C0 = 0;
- this->unk_2C2 = 0;
- this->unk_2C4 = 0;
- this->unk_2BC = 20;
- } else if (DECR(this->unk_2BC) == 0) {
- this->unk_2AE |= 1;
+s32 DmGm_UpdateAttention(DmGm* this, PlayState* play) {
+ if (this->lookAtActor != NULL) {
+ DmGm_UpdateHeadRot(this, play);
+ this->stateFlags &= ~DMGM_STATE_LOST_ATTENTION;
+ this->stateFlags |= DMGM_STATE_FACE_TARGET;
+ } else if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
+ this->stateFlags &= ~DMGM_STATE_FACE_TARGET;
+ this->headRotZ = 0;
+ this->headRotY = 0;
+ this->torsoRotZ = 0;
+ this->torsoRotY = 0;
+ this->loseAttentionTimer = 20;
+ } else if (DECR(this->loseAttentionTimer) == 0) {
+ this->stateFlags |= DMGM_STATE_LOST_ATTENTION;
}
return true;
}
-Actor* func_80C24838(PlayState* play) {
+Actor* DmGm_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,34 +220,42 @@ Actor* func_80C24838(PlayState* play) {
return foundActor;
}
-void func_80C248A8(DmGm* this, PlayState* play) {
+void DmGm_WaitForObject(DmGm* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
- SkelAnime_InitFlex(play, &this->skelAnime, &object_an1_Skel_012618, NULL, this->jointTable, this->morphTable,
- OBJECT_AN1_LIMB_MAX);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gAnju1Skel, NULL, this->jointTable, this->morphTable,
+ ANJU1_LIMB_MAX);
this->animIndex = DMGM_ANIM_NONE;
- DmGm_ChangeAnim(this, play, DMGM_ANIM_0);
+ DmGm_ChangeAnim(this, play, DMGM_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
- this->unk_2AE |= 1;
- this->actor.draw = func_80C25000;
+ this->stateFlags |= 1;
+ this->actor.draw = DmGm_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
- this->unk_2B4 = func_80C24838(play);
- DmGm_ChangeAnim(this, play, DMGM_ANIM_1);
+ this->lookAtActor = DmGm_FindAnjusMotherActor(play);
+ DmGm_ChangeAnim(this, play, DMGM_ANIM_SIT);
this->actionFunc = DmGm_DoNothing;
} else {
- this->actionFunc = DmGm_HandleCutscene;
+ this->actionFunc = DmGm_HandleCouplesMaskCs;
}
}
}
-void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
+void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play) {
s32 csAnimIndex[] = {
- DMGM_ANIM_0, DMGM_ANIM_0, DMGM_ANIM_12, DMGM_ANIM_2, DMGM_ANIM_4,
- DMGM_ANIM_6, DMGM_ANIM_8, DMGM_ANIM_10, DMGM_ANIM_11, DMGM_ANIM_3,
+ /* 0 */ 0, // no cue
+ /* 1 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
+ /* 2 */ DMGM_ANIM_LOOK_UP,
+ /* 3 */ DMGM_ANIM_MASK_STAND_LOOP,
+ /* 4 */ DMGM_ANIM_MASK_KNEEL,
+ /* 5 */ DMGM_ANIM_HUG,
+ /* 6 */ DMGM_ANIM_HUG_RELEASE,
+ /* 7 */ DMGM_ANIM_COMBINE_MASKS_1,
+ /* 8 */ DMGM_ANIM_COMBINE_MASKS_2,
+ /* 9 */ DMGM_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
case 6:
case 7:
case 8:
- if ((this->animIndex == DMGM_ANIM_12) || (this->animIndex == DMGM_ANIM_4) ||
- (this->animIndex == DMGM_ANIM_6) || (this->animIndex == DMGM_ANIM_8)) {
+ if ((this->animIndex == DMGM_ANIM_LOOK_UP) || (this->animIndex == DMGM_ANIM_MASK_KNEEL) ||
+ (this->animIndex == DMGM_ANIM_HUG) || (this->animIndex == DMGM_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmGm_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmGm_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
- this->actionFunc = func_80C248A8;
+ this->actionFunc = DmGm_WaitForObject;
}
void DmGm_Destroy(Actor* thisx, PlayState* play) {
@@ -286,42 +324,43 @@ void DmGm_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
- func_80C2478C(this, play);
+ DmGm_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmGm_UpdateSkelAnime(this, play);
- func_80C24504(this);
+ DmGm_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
-Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
-Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
-Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
-
void DmGm_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmGm* this = THIS;
- s8 sp2B = this->actor.objectSlot;
- s8 sp2A = this->msmoObjectSlot;
+ s8 objectSlot = this->actor.objectSlot;
+ s8 msmoObjectSlot = this->msmoObjectSlot;
+
+ if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
+ static Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
+ static Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
- if ((limbIndex == OBJECT_AN1_LIMB_05) && this->didAnimChangeInCs) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_TranslateRotateZYX(&D_80C25218, &D_80C25224);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2A].segment);
+ gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[msmoObjectSlot].segment);
gSPDisplayList(POLY_OPA_DISP++, gMoonMaskDL);
- gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2B].segment);
+ gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
- if (limbIndex == OBJECT_AN1_LIMB_09) {
+ if (limbIndex == ANJU1_LIMB_HEAD) {
+ static Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
+
Matrix_MultVec3f(&D_80C2522C, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
@@ -332,8 +371,8 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
s16 stepRot;
s16 overrideRot;
- if (!(this->unk_2AE & 1)) {
- if (this->unk_2AE & 2) {
+ if (!(this->stateFlags & DMGM_STATE_LOST_ATTENTION)) {
+ if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -344,50 +383,53 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
overrideRot = false;
}
- if (limbIndex == OBJECT_AN1_LIMB_09) {
- SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
- this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
- &this->unk_1A4, stepRot, overrideRot);
+ if (limbIndex == ANJU1_LIMB_HEAD) {
+ SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
+ this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
+ &this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
+ Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
- } else if (limbIndex == OBJECT_AN1_LIMB_02) {
- SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
- &this->unk_1AA, stepRot, overrideRot);
+ } else if (limbIndex == ANJU1_LIMB_TORSO) {
+ SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
+ &this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
+ Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
-TexturePtr D_80C25238[] = {
- object_an1_Tex_00E6E0,
- object_an1_Tex_00F7A0,
- object_an1_Tex_0101A0,
-};
-
-TexturePtr D_80C25244[] = {
- object_an1_Tex_00E1E0, object_an1_Tex_00EFA0, object_an1_Tex_00F3A0, object_an1_Tex_00EFA0,
- object_an1_Tex_00FDA0, object_an1_Tex_00F9A0, object_an1_Tex_0103A0,
-};
-
-void func_80C25000(Actor* thisx, PlayState* play) {
+void DmGm_Draw(Actor* thisx, PlayState* play) {
+ static TexturePtr sMouthTextures[DMGM_MOUTH_MAX] = {
+ gAnju1MouthClosedTex, // DMGM_MOUTH_CLOSED
+ gAnju1MouthHappyTex, // DMGM_MOUTH_HAPPY
+ gAnju1MouthOpenTex, // DMGM_MOUTH_OPEN
+ };
+ static TexturePtr sEyeTextures[DMGM_EYES_MAX] = {
+ gAnju1EyeOpenTex, // DMGM_EYES_OPEN
+ gAnju1EyeHalfTex, // DMGM_EYES_HALF1
+ gAnju1EyeClosedTex, // DMGM_EYES_CLOSED
+ gAnju1EyeHalfTex, // DMGM_EYES_HALF2
+ gAnju1EyeComfortTex, // DMGM_EYES_COMFORT
+ gAnju1EyeSadTex, // DMGM_EYES_SAD
+ gAnju1EyeRelievedClosedTex, // DMGM_EYES_RELIEVED_CLOSED
+ };
DmGm* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
- gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C25244[this->unk_2B8]));
- gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C25238[0]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMGM_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, DmGm_PostLimbDraw, DmGm_TransformLimbDraw,
diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
index 8abcba712f..c04c66a34a 100644
--- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
+++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
@@ -8,28 +8,31 @@ struct DmGm;
typedef void (*DmGmActionFunc)(struct DmGm*, PlayState*);
+#define DMGM_STATE_LOST_ATTENTION (1 << 0)
+#define DMGM_STATE_FACE_TARGET (1 << 1)
+
typedef struct DmGm {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmGmActionFunc actionFunc;
- /* 0x18C */ Vec3f unk_18C;
- /* 0x18C */ Vec3f unk_194;
- /* 0x1A4 */ Vec3s unk_1A4;
- /* 0x1A4 */ Vec3s unk_1AA;
- /* 0x1B0 */ Vec3s jointTable[OBJECT_AN1_LIMB_MAX];
- /* 0x22E */ Vec3s morphTable[OBJECT_AN1_LIMB_MAX];
+ /* 0x18C */ Vec3f headComputedPos;
+ /* 0x18C */ Vec3f torsoComputedPos;
+ /* 0x1A4 */ Vec3s headComputedRot;
+ /* 0x1A4 */ Vec3s torsoComputedRot;
+ /* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
+ /* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
- /* 0x2AE */ u16 unk_2AE;
+ /* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
- /* 0x2B4 */ Actor* unk_2B4;
- /* 0x2B8 */ s16 unk_2B8;
- /* 0x2BA */ s16 unk_2BA;
- /* 0x2BC */ s16 unk_2BC;
- /* 0x2BE */ s16 unk_2BE;
- /* 0x2C0 */ s16 unk_2C0;
- /* 0x2C2 */ s16 unk_2C2;
- /* 0x2C4 */ s16 unk_2C4;
+ /* 0x2B4 */ Actor* lookAtActor;
+ /* 0x2B8 */ s16 eyeTexIndex;
+ /* 0x2BA */ s16 eyeTimer;
+ /* 0x2BC */ s16 loseAttentionTimer;
+ /* 0x2BE */ s16 headRotZ;
+ /* 0x2C0 */ s16 headRotY;
+ /* 0x2C2 */ s16 torsoRotZ;
+ /* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
diff --git a/src/overlays/actors/ovl_En_Test3/z_en_test3.c b/src/overlays/actors/ovl_En_Test3/z_en_test3.c
index d3676daa26..db31d617ee 100644
--- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c
+++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c
@@ -824,7 +824,7 @@ s32 func_80A3FE20(EnTest3* this, PlayState* play) {
s32 func_80A3FF10(EnTest3* this, PlayState* play, struct_80A41828* arg2, ScheduleOutput* scheduleOutput) {
static Vec3f D_80A418BC = { -420.0f, 210.0f, -162.0f };
- if (CHECK_WEEKEVENTREG(WEEKEVENTREG_51_40)) {
+ if (CHECK_WEEKEVENTREG(WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED)) {
D_80A41D68 = 2;
Math_Vec3f_Copy(&this->player.actor.world.pos, &D_80A418BC);
Math_Vec3f_Copy(&this->player.actor.home.pos, &D_80A418BC);
@@ -856,7 +856,7 @@ s32 func_80A3FFD0(EnTest3* this, PlayState* play2) {
D_80A41D68 = 2;
}
} else {
- SET_WEEKEVENTREG(WEEKEVENTREG_51_40);
+ SET_WEEKEVENTREG(WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED);
play->startPlayerCutscene(play, &this->player, PLAYER_CSMODE_110);
}
return false;
diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt
index 323b6a014f..e8d717b458 100644
--- a/tools/disasm/functions.txt
+++ b/tools/disasm/functions.txt
@@ -16941,19 +16941,19 @@
0x80C1C130:("DmAl_Draw",),
0x80C1C410:("DmAn_UpdateSkelAnime",),
0x80C1C4D8:("DmAn_ChangeAnim",),
- 0x80C1C5B4:("func_80C1C5B4",),
- 0x80C1C62C:("func_80C1C62C",),
- 0x80C1C83C:("func_80C1C83C",),
- 0x80C1C8E8:("func_80C1C8E8",),
- 0x80C1C958:("func_80C1C958",),
- 0x80C1CAB0:("DmAn_HandleCutscene",),
+ 0x80C1C5B4:("DmAn_Blink",),
+ 0x80C1C62C:("DmAn_UpdateHeadRot",),
+ 0x80C1C83C:("DmAn_UpdateAttention",),
+ 0x80C1C8E8:("DmAn_FindAnjusMotherActor",),
+ 0x80C1C958:("DmAn_WaitForObject",),
+ 0x80C1CAB0:("DmAn_HandleCouplesMaskCs",),
0x80C1CC80:("DmAn_DoNothing",),
0x80C1CC90:("DmAn_Init",),
0x80C1CCE4:("DmAn_Destroy",),
0x80C1CCF4:("DmAn_Update",),
- 0x80C1CD80:("func_80C1CD80",),
- 0x80C1CEFC:("func_80C1CEFC",),
- 0x80C1D0B0:("func_80C1D0B0",),
+ 0x80C1CD80:("DmAn_PostLimbDraw",),
+ 0x80C1CEFC:("DmAn_TransformLimbDraw",),
+ 0x80C1D0B0:("DmAn_Draw",),
0x80C1D410:("DmAh_ChangeAnim",),
0x80C1D458:("func_80C1D458",),
0x80C1D4D0:("func_80C1D4D0",),
@@ -17102,19 +17102,19 @@
0x80C23F6C:("EnEndingHero6_Draw",),
0x80C24360:("DmGm_UpdateSkelAnime",),
0x80C24428:("DmGm_ChangeAnim",),
- 0x80C24504:("func_80C24504",),
- 0x80C2457C:("func_80C2457C",),
- 0x80C2478C:("func_80C2478C",),
- 0x80C24838:("func_80C24838",),
- 0x80C248A8:("func_80C248A8",),
- 0x80C24A00:("DmGm_HandleCutscene",),
+ 0x80C24504:("DmGm_Blink",),
+ 0x80C2457C:("DmGm_UpdateHeadRot",),
+ 0x80C2478C:("DmGm_UpdateAttention",),
+ 0x80C24838:("DmGm_FindAnjusMotherActor",),
+ 0x80C248A8:("DmGm_WaitForObject",),
+ 0x80C24A00:("DmGm_HandleCouplesMaskCs",),
0x80C24BD0:("DmGm_DoNothing",),
0x80C24BE0:("DmGm_Init",),
0x80C24C34:("DmGm_Destroy",),
0x80C24C44:("DmGm_Update",),
0x80C24CD0:("DmGm_PostLimbDraw",),
0x80C24E4C:("DmGm_TransformLimbDraw",),
- 0x80C25000:("func_80C25000",),
+ 0x80C25000:("DmGm_Draw",),
0x80C25360:("func_80C25360",),
0x80C253D0:("func_80C253D0",),
0x80C255DC:("ObjSwprize_Init",),
diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt
index 2602149cff..fad35390c3 100644
--- a/tools/disasm/variables.txt
+++ b/tools/disasm/variables.txt
@@ -16414,8 +16414,8 @@
0x80C1D2C8:("D_80C1D2C8","UNK_TYPE1","",0x1),
0x80C1D2D4:("D_80C1D2D4","UNK_TYPE1","",0x1),
0x80C1D2DC:("D_80C1D2DC","UNK_TYPE1","",0x1),
- 0x80C1D2E8:("D_80C1D2E8","UNK_TYPE4","",0x4),
- 0x80C1D2F4:("D_80C1D2F4","UNK_TYPE1","",0x1),
+ 0x80C1D2E8:("sMouthTextures","UNK_TYPE4","",0x4),
+ 0x80C1D2F4:("sEyeTextures","UNK_TYPE1","",0x1),
0x80C1D310:("jtbl_80C1D310","UNK_PTR","",0x4),
0x80C1DDC0:("Dm_Ah_InitVars","UNK_TYPE1","",0x1),
0x80C1DDE0:("D_80C1DDE0","UNK_PTR","",0x4),
@@ -16501,8 +16501,8 @@
0x80C25218:("D_80C25218","UNK_TYPE1","",0x1),
0x80C25224:("D_80C25224","UNK_TYPE1","",0x1),
0x80C2522C:("D_80C2522C","UNK_TYPE1","",0x1),
- 0x80C25238:("D_80C25238","UNK_TYPE4","",0x4),
- 0x80C25244:("D_80C25244","UNK_TYPE1","",0x1),
+ 0x80C25238:("sMouthTextures","UNK_TYPE4","",0x4),
+ 0x80C25244:("sEyeTextures","UNK_TYPE1","",0x1),
0x80C25260:("jtbl_80C25260","UNK_PTR","",0x4),
0x80C257D0:("Obj_Swprize_InitVars","UNK_TYPE1","",0x1),
0x80C257F0:("D_80C257F0","UNK_TYPE1","",0x1),
diff --git a/tools/weekeventregconvert.py b/tools/weekeventregconvert.py
index 35757a022f..671407ad19 100755
--- a/tools/weekeventregconvert.py
+++ b/tools/weekeventregconvert.py
@@ -418,7 +418,7 @@ weekEventReg = {
(51 << 8) | 0x08: "WEEKEVENTREG_51_08",
(51 << 8) | 0x10: "WEEKEVENTREG_51_10",
(51 << 8) | 0x20: "WEEKEVENTREG_ESCAPED_SAKONS_HIDEOUT",
- (51 << 8) | 0x40: "WEEKEVENTREG_51_40",
+ (51 << 8) | 0x40: "WEEKEVENTREG_COUPLES_MASK_CUTSCENE_FINISHED",
(51 << 8) | 0x80: "WEEKEVENTREG_51_80",
(52 << 8) | 0x01: "WEEKEVENTREG_ESCORTED_CREMIA",
(52 << 8) | 0x02: "WEEKEVENTREG_52_02",
diff --git a/undefined_syms.txt b/undefined_syms.txt
index 3a630cd3dd..ecae60b8c4 100644
--- a/undefined_syms.txt
+++ b/undefined_syms.txt
@@ -338,21 +338,6 @@ D_06014040 = 0x06014040;
D_06002D30 = 0x06002D30;
D_06011458 = 0x06011458;
-// ovl_Door_Spiral
-
-D_06000590 = 0x06000590;
-D_060007A8 = 0x060007A8;
-D_06000EA0 = 0x06000EA0;
-D_060012C0 = 0x060012C0;
-D_060014C8 = 0x060014C8;
-D_06002110 = 0x06002110;
-D_06004448 = 0x06004448;
-D_060051B8 = 0x060051B8;
-D_06006128 = 0x06006128;
-D_06009278 = 0x06009278;
-D_06012B70 = 0x06012B70;
-D_06013EA8 = 0x06013EA8;
-
// ovl_En_An
D_06000308 = 0x06000308;