Obj_Kibako OK (#169)

* Clean dist.

* ovl_Obj_Kibako OK

* Run clang-format

* Suggested changes.

* Suggested Changes

* Consistency change.

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* PLAYER macro

* Suggested Changes

* Suggested Changes

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Nick 2021-06-09 17:53:36 -05:00 committed by GitHub
parent 3ac21daf26
commit 5110943377
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 393 additions and 24 deletions

View File

@ -2059,9 +2059,9 @@ SECTIONS
ovl_Obj_Kibako : AT(RomLocation)
{
build/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.o(.text)
build/asm/overlays/ovl_Obj_Kibako_data.o(.data)
build/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.o(.data)
build/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.o(.rodata)
build/asm/overlays/ovl_Obj_Kibako_rodata.o(.rodata)
build/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako_overlay.o(.ovl)
}
SegmentEnd = .;
SegmentSize = SegmentEnd - SegmentStart;

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@ -379,3 +379,9 @@ D_04089070 = 0x04089070;
D_06001C60 = 0x06001C60;
D_06000D78 = 0x06000D78;
D_06000C80 = 0x06000C80;
/* z_obj_kibako */
D_05007890 = 0x05007890;
D_05007980 = 0x05007980;
D_06001180 = 0x06001180;
D_06001A70 = 0x06001A70;

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@ -8,7 +8,26 @@ void ObjKibako_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjKibako_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjKibako_Update(Actor* thisx, GlobalContext* globalCtx);
/*
void ObjKibako_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjKibako_SpawnCollectible(ObjKibako* this, GlobalContext* globalCtx);
void func_809262BC(ObjKibako* this);
void func_80926318(ObjKibako* this, GlobalContext* globalCtx);
void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx);
void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx);
void func_80926B40(ObjKibako* this);
void func_80926B54(ObjKibako* this, GlobalContext* globalCtx);
void ObjKibako_SetupIdle(ObjKibako* this);
void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx);
void ObjKibako_SetupHeld(ObjKibako* this);
void ObjKibako_Held(ObjKibako* this, GlobalContext* globalCtx);
void ObjKibako_SetupThrown(ObjKibako* this);
void ObjKibako_Thrown(ObjKibako* this, GlobalContext* globalCtx);
static s16 D_80927380 = 0;
static s16 D_80927384 = 0;
static s16 D_80927388 = 0;
static s16 D_8092738C = 0;
const ActorInit Obj_Kibako_InitVars = {
ACTOR_OBJ_KIBAKO,
ACTORCAT_PROP,
@ -20,42 +39,371 @@ const ActorInit Obj_Kibako_InitVars = {
(ActorFunc)ObjKibako_Update,
(ActorFunc)NULL,
};
*/
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_809261B0.asm")
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00400000, 0x00, 0x02 },
{ 0x058BC79C, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 15, 30, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926224.asm")
static s16 sObjectIdList[] = { GAMEPLAY_DANGEON_KEEP, OBJECT_KIBAKO };
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_809262BC.asm")
static Gfx* sKakeraDisplayLists[] = { D_05007980, D_06001A70 };
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926318.asm")
static Gfx* sDisplayLists[] = { D_05007890, D_06001180 };
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926394.asm")
static InitChainEntry sInitChain[] = {
ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(minVelocityY, -18000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 60, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 60, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/ObjKibako_Init.asm")
void ObjKibako_SpawnCollectible(ObjKibako* this, GlobalContext* globalCtx) {
s32 collectible;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/ObjKibako_Destroy.asm")
if (this->isDropCollected == 0) {
collectible = func_800A8150(this->actor.params & 0x3F);
if (collectible >= 0) {
Item_DropCollectible(globalCtx, &this->actor.world.pos,
collectible | GET_KIBAKO_COLLECTIBLE_ID(this));
this->isDropCollected = 1;
}
}
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_8092650C.asm")
void ObjKibako_SetShadow(ObjKibako* this) {
if ((this->actor.projectedPos.z < 370.0f) && (this->actor.projectedPos.z > -10.0f)) {
this->actor.shape.shadowDraw = func_800B4024;
this->actor.shape.shadowScale = 1.4f;
this->actor.shape.shadowAlpha =
(this->actor.projectedPos.z < 200.0f) ? 100 : (400 - ((s32)this->actor.projectedPos.z)) >> 1;
} else {
this->actor.shape.shadowDraw = NULL;
}
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_809267EC.asm")
void func_809262BC(ObjKibako* this) {
s16 angle = this->actor.world.rot.y;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926B40.asm")
if ((angle & 0x3FFF) != 0) {
angle = Math_ScaledStepToS(&this->actor.world.rot.y, (s16)(angle + 0x2000) & 0xC000, 0x640);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926B54.asm")
void func_80926318(ObjKibako* this, GlobalContext* globalCtx) {
s16 angle;
s32 pad;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926BE0.asm")
if (this->actor.xzDistToPlayer < 100.0f) {
angle = this->actor.yawTowardsPlayer - PLAYER->base.world.rot.y;
if (ABS_ALT(angle) >= 0x5556) {
func_800B8A1C(&this->actor, globalCtx, 0, 36.0f, 30.0f);
}
}
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926BF4.asm")
void func_80926394(ObjKibako* this, GlobalContext* globalCtx) {
if ((this->isDropCollected == 0) && (globalCtx->roomContext.currRoom.num != this->unk199)) {
this->isDropCollected = 1;
}
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926EF4.asm")
void ObjKibako_Init(Actor* thisx, GlobalContext* globalCtx2) {
ObjKibako* this = THIS;
GlobalContext* globalCtx = globalCtx2;
s32 whichBankIndex;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80926F08.asm")
whichBankIndex = (this->actor.params >> 0xF) & 1;
Actor_ProcessInitChain(&this->actor, sInitChain);
Actor_SetScale(&this->actor, 0.15f);
if (whichBankIndex == 0) {
this->actor.uncullZoneForward = 4000.0f;
} else {
this->actor.uncullZoneForward = 800.0f;
}
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->bankIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectIdList[whichBankIndex]);
if (this->bankIndex < 0) {
Actor_MarkForDeath(&this->actor);
return;
}
this->unk199 = this->actor.room;
func_80926B40(this);
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_8092703C.asm")
void ObjKibako_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjKibako* this = THIS;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_809270F8.asm")
Collider_DestroyCylinder(globalCtx, &this->collider);
}
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/ObjKibako_Update.asm")
void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) {
s16 angle;
s32 i;
Vec3f* worldPos = &this->actor.world.pos;
Vec3f pos;
Vec3f velocity;
#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Kibako_0x809261B0/func_80927334.asm")
for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
f32 sn = Math_SinS(angle);
f32 cs = Math_CosS(angle);
f32 temp_rand;
s16 phi_s0;
pos.x = sn * 16.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cs * 16.0f;
velocity.x = pos.x * 0.2f;
velocity.y = (Rand_ZeroOne() * 6.0f) + 2.0f;
velocity.z = pos.z * 0.2f;
pos.x += worldPos->x;
pos.y += worldPos->y;
pos.z += worldPos->z;
temp_rand = Rand_ZeroOne();
if (temp_rand < 0.1f) {
phi_s0 = 0x60;
} else if (temp_rand < 0.7f) {
phi_s0 = 0x40;
} else {
phi_s0 = 0x20;
}
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, worldPos, -200, phi_s0, 20, 0, 0,
(Rand_ZeroOne() * 38.0f) + 10.0f, 0, 0, 60, -1,
sObjectIdList[(this->actor.params >> 0xF) & 1],
sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]);
}
func_800BBFB0(globalCtx, worldPos, 40.0f, 3, 0x32, 0x8C, 1);
func_800BBFB0(globalCtx, worldPos, 40.0f, 2, 0x14, 0x50, 1);
}
void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
s16 angle;
s32 i;
Vec3f* worldPos = &this->actor.world.pos;
Vec3f pos;
Vec3f velocity;
pos.y = worldPos->y + this->actor.yDistToWater;
for (angle = 0, i = 0; i < 5; i++, angle += 0x3333) {
pos.x = (Math_SinS(((s32)(Rand_ZeroOne() * 6000.0f)) + angle) * 15.0f) + worldPos->x;
pos.z = (Math_CosS(((s32)(Rand_ZeroOne() * 6000.0f)) + angle) * 15.0f) + worldPos->z;
EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 350);
}
pos.x = worldPos->x;
pos.z = worldPos->z;
EffectSsGRipple_Spawn(globalCtx, &pos, 200, 600, 0);
for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
f32 sn = Math_SinS(angle);
f32 cs = Math_CosS(angle);
f32 temp_rand;
s16 phi_s0;
pos.x = sn * 16.0f;
pos.y = (Rand_ZeroOne() * 5.0f) + 2.0f;
pos.z = cs * 16.0f;
velocity.x = pos.x * 0.18f;
velocity.y = (Rand_ZeroOne() * 4.0f) + 2.0f;
velocity.z = pos.z * 0.18f;
pos.x += worldPos->x;
pos.y += worldPos->y;
pos.z += worldPos->z;
temp_rand = Rand_ZeroOne();
phi_s0 = (temp_rand < 0.2f) ? 0x40 : 0x20;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, worldPos, -180, phi_s0, 50, 5, 0,
(Rand_ZeroOne() * 35.0f) + 10.0f, 0, 0, 70, -1,
sObjectIdList[(this->actor.params >> 0xF) & 1],
sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]);
}
}
void func_80926B40(ObjKibako* this) {
this->actionFunc = func_80926B54;
}
void func_80926B54(ObjKibako* this, GlobalContext* globalCtx) {
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
func_800B78B8(globalCtx, &this->actor, 18.0f, 15.0f, 0.0f, 0x45);
if (Object_IsLoaded(&globalCtx->objectCtx, this->bankIndex)) {
this->actor.draw = ObjKibako_Draw;
this->actor.objBankIndex = this->bankIndex;
ObjKibako_SetupIdle(this);
}
}
void ObjKibako_SetupIdle(ObjKibako* this) {
this->actionFunc = ObjKibako_Idle;
}
void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
s32 pad;
s32 pad1;
if (Actor_HasParent(&this->actor, globalCtx)) {
ObjKibako_SetupHeld(this);
this->actor.room = -1;
this->actor.colChkInfo.mass = 0x78;
if (func_800A817C(this->actor.params & 0x3F)) {
ObjKibako_SpawnCollectible(this, globalCtx);
}
func_800B8E58(this, 0x878);
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) {
ObjKibako_WaterBreak(this, globalCtx);
ObjKibako_SpawnCollectible(this, globalCtx);
func_800F0568(globalCtx, &this->actor.world.pos, 20, 0x28AA); // NA_SE_EV_WOODBOX_BREAK
func_800F0568(globalCtx, &this->actor.world.pos, 40, 0x28C5);
Actor_MarkForDeath(&this->actor);
} else if (this->collider.base.acFlags & 2) {
ObjKibako_AirBreak(this, globalCtx);
ObjKibako_SpawnCollectible(this, globalCtx);
func_800F0568(globalCtx, &this->actor.world.pos, 0x14, 0x28AA); // NA_SE_EV_WOODBOX_BREAK
Actor_MarkForDeath(&this->actor);
} else {
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
func_809262BC(this);
func_800B78B8(globalCtx, &this->actor, 18.0f, 15.0f, 0.0f, 0x45);
if (!(this->collider.base.ocFlags1 & 8) && (this->actor.xzDistToPlayer > 28.0f)) {
this->collider.base.ocFlags1 |= 8;
}
if ((this->actor.colChkInfo.mass != MASS_IMMOVABLE) &&
(Math3D_DistanceSquared(&this->actor.world.pos, &this->actor.prevPos) < 0.01f)) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
}
this->collider.base.acFlags &= ~2;
if ((this->actor.params >> 7) & 1) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
if (this->actor.xzDistToPlayer < 800.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
func_80926318(this, globalCtx);
}
} else {
if (this->actor.xzDistToPlayer < 800.0f) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
if (this->actor.xzDistToPlayer < 180.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
func_80926318(this, globalCtx);
}
}
}
}
}
void ObjKibako_SetupHeld(ObjKibako* this) {
this->actionFunc = ObjKibako_Held;
}
void ObjKibako_Held(ObjKibako* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f pos;
s32 sp2C;
func_80926394(this, globalCtx);
if (func_800B8BFC(&this->actor, globalCtx)) {
this->actor.room = globalCtx->roomContext.currRoom.num;
if (fabsf(this->actor.speedXZ) < 0.1f) {
ObjKibako_SetupIdle(this);
this->collider.base.ocFlags1 &= ~8;
Audio_PlayActorSound2(&this->actor, 0x28AB); // NA_SE_EV_PUT_DOWN_WOODBOX
} else {
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
ObjKibako_SetupThrown(this);
this->actor.flags &= ~0x4000000;
}
func_800B78B8(globalCtx, &this->actor, 18.0f, 15.0f, 0.0f, 0x45);
} else {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
this->actor.floorHeight = func_800C411C(&globalCtx->colCtx, &this->actor.floorPoly, &sp2C, &this->actor, &pos);
}
}
void ObjKibako_SetupThrown(ObjKibako* this) {
f32 temp;
D_80927380 = 0;
temp = (Rand_ZeroOne() - 0.5f) * 1000.0f;
D_80927388 = temp;
D_80927384 = (Rand_ZeroOne() - 2.0f) * 1500.0f;
D_8092738C = temp * 3.0f;
this->timer = 80;
this->actionFunc = ObjKibako_Thrown;
}
void ObjKibako_Thrown(ObjKibako* this, GlobalContext* globalCtx) {
void* pad;
void* pad2;
s32 atHit;
atHit = (this->collider.base.atFlags & 2) != 0;
if (atHit) {
this->collider.base.atFlags &= ~2;
}
func_80926394(this, globalCtx);
if (this->timer > 0) {
this->timer--;
}
if ((this->actor.bgCheckFlags & 0xB) || (atHit) || (this->timer <= 0)) {
ObjKibako_AirBreak(this, globalCtx);
ObjKibako_SpawnCollectible(this, globalCtx);
func_800F0568(globalCtx, &this->actor.world.pos, 20, 0x28AA); // NA_SE_EV_WOODBOX_BREAK
Actor_MarkForDeath(&this->actor);
} else {
if (this->actor.bgCheckFlags & 0x40) {
ObjKibako_WaterBreak(this, globalCtx);
ObjKibako_SpawnCollectible(this, globalCtx);
func_800F0568(globalCtx, &this->actor.world.pos, 20, 0x28AA); // NA_SE_EV_WOODBOX_BREAK
func_800F0568(globalCtx, &this->actor.world.pos, 40, 0x28C5);
Actor_MarkForDeath(&this->actor);
} else {
if (this->actor.velocity.y < -0.05f) {
this->actor.gravity = -2.3f;
}
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
Math_StepToS(&D_80927384, D_80927380, 0xA0);
Math_StepToS(&D_8092738C, D_80927388, 0xA0);
this->actor.shape.rot.x = (s16)(this->actor.shape.rot.x + D_80927384);
this->actor.shape.rot.y = (s16)(this->actor.shape.rot.y + D_8092738C);
func_800B78B8(globalCtx, &this->actor, 18.0f, 15.0f, 0.0f, 0x45);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
}
}
}
void ObjKibako_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjKibako* this = THIS;
this->actionFunc(this, globalCtx);
ObjKibako_SetShadow(this);
}
void ObjKibako_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_800BDFC0(globalCtx, sDisplayLists[((thisx->params >> 0xF) & 1)]);
}

View File

@ -3,13 +3,28 @@
#include <global.h>
#define GET_KIBAKO_COLLECTIBLE_ID(x) (((x->actor.params >> 0x8) & 0x7F) << 8)
#define D_05007890 0x05007890
#define D_05007980 0x05007980
#define D_06001180 0x06001180
#define D_06001A70 0x06001A70
struct ObjKibako;
typedef void (*ObjKibakoActionFunc)(struct ObjKibako*, GlobalContext*);
typedef struct ObjKibako {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x58];
/* 0x144 */ ObjKibakoActionFunc actionFunc;
/* 0x148 */ ColliderCylinder collider;
/* 0x194 */ s16 timer;
/* 0x196 */ s16 bankIndex;
/* 0x198 */ s8 isDropCollected;
/* 0x199 */ s8 unk199; /* room? */
} ObjKibako; // size = 0x19C
extern const ActorInit Obj_Kibako_InitVars;
#endif // Z_OBJ_KIBAKO_H