mirror of https://github.com/zeldaret/mm.git
Obj_Hariko (#766)
* Initial decompilation of hariko * Documented and touched up on ObjHariko header * Documented Hariko assets and added review suggestions * Added file comment, shuffled function order * Added DL suffix to hariko dlists * Updated hariko body out name to hariko_body
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@ -1,8 +1,9 @@
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<Root>
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<Root>
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<!-- Object for the Clock Town cow statues -->
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<File Name="object_hariko" Segment="6">
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<File Name="object_hariko" Segment="6">
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<DList Name="object_hariko_DL_000080" Offset="0x80" />
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<DList Name="gHarikoBodyDL" Offset="0x80" />
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<DList Name="object_hariko_DL_000110" Offset="0x110" />
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<DList Name="gHarikoFaceDL" Offset="0x110" />
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<Texture Name="object_hariko_Tex_0001A0" OutName="tex_0001A0" Format="rgba16" Width="8" Height="8" Offset="0x1A0" />
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<Texture Name="gHarikoBodyTex" OutName="hariko_body" Format="rgba16" Width="8" Height="8" Offset="0x1A0" />
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<Texture Name="object_hariko_Tex_000220" OutName="tex_000220" Format="rgba16" Width="16" Height="16" Offset="0x220" />
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<Texture Name="gHarikoFaceTex" OutName="hariko_face" Format="rgba16" Width="16" Height="16" Offset="0x220" />
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</File>
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</File>
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</Root>
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</Root>
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3
spec
3
spec
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@ -4092,8 +4092,7 @@ beginseg
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name "ovl_Obj_Hariko"
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name "ovl_Obj_Hariko"
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compress
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compress
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include "build/src/overlays/actors/ovl_Obj_Hariko/z_obj_hariko.o"
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include "build/src/overlays/actors/ovl_Obj_Hariko/z_obj_hariko.o"
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include "build/data/ovl_Obj_Hariko/ovl_Obj_Hariko.data.o"
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include "build/src/overlays/actors/ovl_Obj_Hariko/ovl_Obj_Hariko_reloc.o"
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include "build/data/ovl_Obj_Hariko/ovl_Obj_Hariko.reloc.o"
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endseg
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endseg
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beginseg
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beginseg
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@ -5,6 +5,7 @@
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*/
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*/
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#include "z_obj_hariko.h"
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#include "z_obj_hariko.h"
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#include "assets/objects/object_hariko/object_hariko.h"
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#define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
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#define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
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@ -15,10 +16,12 @@ void ObjHariko_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ObjHariko_Update(Actor* thisx, GlobalContext* globalCtx);
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void ObjHariko_Update(Actor* thisx, GlobalContext* globalCtx);
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void ObjHariko_Draw(Actor* thisx, GlobalContext* globalCtx);
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void ObjHariko_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80B66A90(ObjHariko* this, GlobalContext* globalCtx);
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void ObjHariko_SetupWait(ObjHariko* this);
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void func_80B66AC4(ObjHariko* this, GlobalContext* globalCtx);
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void ObjHariko_Wait(ObjHariko* this, GlobalContext* globalCtx);
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void ObjHariko_SetupBobHead(ObjHariko* this);
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void ObjHariko_BobHead(ObjHariko* this, GlobalContext* globalCtx);
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void ObjHariko_CheckForQuakes(ObjHariko* this);
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#if 0
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const ActorInit Obj_Hariko_InitVars = {
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const ActorInit Obj_Hariko_InitVars = {
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ACTOR_OBJ_HARIKO,
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ACTOR_OBJ_HARIKO,
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ACTORCAT_PROP,
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ACTORCAT_PROP,
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@ -31,24 +34,71 @@ const ActorInit Obj_Hariko_InitVars = {
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(ActorFunc)ObjHariko_Draw,
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(ActorFunc)ObjHariko_Draw,
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};
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};
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#endif
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void ObjHariko_Init(Actor* thisx, GlobalContext* globalCtx) {
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ObjHariko* this = THIS;
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extern UNK_TYPE D_06000080;
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Actor_SetScale(&this->actor, 0.1f);
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this->headRotation.x = 0;
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this->headRotation.y = 0;
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this->headRotation.z = 0;
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this->headOffset = 0;
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this->bobbleStep = 0.0f;
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ObjHariko_SetupWait(this);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/ObjHariko_Init.s")
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void ObjHariko_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/ObjHariko_Destroy.s")
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void ObjHariko_SetupWait(ObjHariko* this) {
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this->actionFunc = ObjHariko_Wait;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/func_80B66A7C.s")
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void ObjHariko_Wait(ObjHariko* this, GlobalContext* globalCtx) {
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/func_80B66A90.s")
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void ObjHariko_SetupBobHead(ObjHariko* this) {
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this->bobbleStep = 2730.0f;
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this->unk154 = 0;
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this->actionFunc = ObjHariko_BobHead;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/func_80B66AA0.s")
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void ObjHariko_BobHead(ObjHariko* this, GlobalContext* globalCtx) {
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this->headOffset += 0x1555;
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this->headRotation.x = Math_SinS(this->headOffset) * this->bobbleStep;
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this->headRotation.y = Math_CosS(this->headOffset) * this->bobbleStep;
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Math_SmoothStepToF(&this->bobbleStep, 0, 0.5f, 18.0f, 18.0f);
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if (this->bobbleStep < 182.0f) {
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ObjHariko_SetupWait(this);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/func_80B66AC4.s")
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void ObjHariko_CheckForQuakes(ObjHariko* this) {
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if (Quake_NumActiveQuakes() != 0) {
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ObjHariko_SetupBobHead(this);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/func_80B66B78.s")
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void ObjHariko_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjHariko* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/ObjHariko_Update.s")
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this->actionFunc(this, globalCtx);
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ObjHariko_CheckForQuakes(this);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Obj_Hariko/ObjHariko_Draw.s")
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void ObjHariko_Draw(Actor* thisx, GlobalContext* globalCtx) {
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ObjHariko* this = THIS;
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_8012C28C(globalCtx->state.gfxCtx);
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Matrix_StatePush();
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Matrix_InsertXRotation_s(this->headRotation.x, MTXMODE_APPLY);
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Matrix_RotateY(this->headRotation.y, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gHarikoBodyDL);
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gSPDisplayList(POLY_OPA_DISP++, gHarikoFaceDL);
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Matrix_StatePop();
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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@ -10,7 +10,10 @@ typedef void (*ObjHarikoActionFunc)(struct ObjHariko*, GlobalContext*);
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typedef struct ObjHariko {
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typedef struct ObjHariko {
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/* 0x0000 */ Actor actor;
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/* 0x0000 */ Actor actor;
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/* 0x0144 */ ObjHarikoActionFunc actionFunc;
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/* 0x0144 */ ObjHarikoActionFunc actionFunc;
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/* 0x0148 */ char unk_148[0x10];
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/* 0x0148 */ f32 bobbleStep;
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/* 0x014C */ Vec3s headRotation;
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/* 0x0152 */ s16 headOffset;
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/* 0x0154 */ s16 unk154; // Set but not used
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} ObjHariko; // size = 0x158
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} ObjHariko; // size = 0x158
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extern const ActorInit Obj_Hariko_InitVars;
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extern const ActorInit Obj_Hariko_InitVars;
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D_06003FD0 = 0x06003FD0;
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D_06003FD0 = 0x06003FD0;
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D_06004160 = 0x06004160;
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D_06004160 = 0x06004160;
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// ovl_Obj_Hariko
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D_06000080 = 0x06000080;
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D_06000110 = 0x06000110;
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// ovl_Obj_Jgame_Light
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// ovl_Obj_Jgame_Light
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D_060003A0 = 0x060003A0;
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D_060003A0 = 0x060003A0;
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