`EnIshi` documentation pass, and `gameplay_field_keep` assets labeled (#1794)

* Ishi: some docs

* Ishi: more docs

* Ishi: more docs

* Ishi: field_keep assets labeled

* Ishi: format

* Ishi: minor docs/fixes

* Ishi: requested changes

* Spawn and Dust Funcs

* Ishi: only us version

* Ishi/Bombiwa: more requested changes

* Ishi: format

* Apply suggestions from code review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Ishi: back to matching

* Ishi: a value got inverted somehow

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Isghj 2025-02-21 16:31:45 -08:00 committed by GitHub
parent 4780abbfd8
commit 6f626d9186
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7 changed files with 414 additions and 346 deletions

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@ -32,12 +32,12 @@
<Texture Name="gameplay_field_keep_Tex_004400" OutName="tex_004400" Format="rgba16" Width="16" Height="16" Offset="0x4400" /> <Texture Name="gameplay_field_keep_Tex_004400" OutName="tex_004400" Format="rgba16" Width="16" Height="16" Offset="0x4400" />
<Texture Name="gameplay_field_keep_Tex_004600" OutName="tex_004600" Format="rgba16" Width="16" Height="16" Offset="0x4600" /> <Texture Name="gameplay_field_keep_Tex_004600" OutName="tex_004600" Format="rgba16" Width="16" Height="16" Offset="0x4600" />
<Texture Name="gFieldWoodDoorTex" OutName="wood_door" Format="i4" Width="64" Height="128" Offset="0x4800" /> <Texture Name="gFieldWoodDoorTex" OutName="wood_door" Format="i4" Width="64" Height="128" Offset="0x4800" />
<Texture Name="gameplay_field_keep_TLUT_005800" OutName="tlut_005800" Format="rgba16" Width="4" Height="4" Offset="0x5800" /> <Texture Name="gFieldSilverBoulderTLUT" OutName="silver_boulder_tlut" Format="rgba16" Width="4" Height="4" Offset="0x5800" />
<Texture Name="gameplay_field_keep_Tex_005828" OutName="tex_005828" Format="ci4" Width="64" Height="64" Offset="0x5828" /> <Texture Name="gFieldSilverBoulderTex" OutName="silver_boulder" Format="ci4" Width="64" Height="64" Offset="0x5828" />
<DList Name="gameplay_field_keep_DL_0061E8" Offset="0x61E8" /> <!-- Original name is "obj_ginbure_model" --> <DList Name="gFieldSilverBoulderDL" Offset="0x61E8" /> <!-- Original name is "obj_ginbure_model" -->
<DList Name="gameplay_field_keep_DL_006420" Offset="0x6420" /> <!-- Original name is "obj_ginbure_h_model" --> <DList Name="gFieldSilverBoulderDebrisDL" Offset="0x6420" /> <!-- Original name is "obj_ginbure_h_model" -->
<DList Name="gameplay_field_keep_DL_0066B0" Offset="0x66B0" /> <!-- Original name is "obj_isi01_model" --> <DList Name="gFieldSmallRockOpaDL" Offset="0x66B0" /> <!-- Original name is "obj_isi01_model" -->
<DList Name="gameplay_field_keep_DL_006760" Offset="0x6760" /> <!-- Original name is "obj_isi01_xlu_model" --> <DList Name="gFieldSmallRockXluDL" Offset="0x6760" /> <!-- Original name is "obj_isi01_xlu_model" -->
<Texture Name="gameplay_field_keep_Tex_006810" OutName="tex_006810" Format="rgba16" Width="32" Height="32" Offset="0x6810" /> <Texture Name="gameplay_field_keep_Tex_006810" OutName="tex_006810" Format="rgba16" Width="32" Height="32" Offset="0x6810" />
<Texture Name="gameplay_field_keep_Tex_007010" OutName="tex_007010" Format="rgba16" Width="32" Height="32" Offset="0x7010" /> <Texture Name="gameplay_field_keep_Tex_007010" OutName="tex_007010" Format="rgba16" Width="32" Height="32" Offset="0x7010" />

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@ -18,30 +18,29 @@ void EnIshi_Init(Actor* thisx, PlayState* play);
void EnIshi_Destroy(Actor* thisx, PlayState* play2); void EnIshi_Destroy(Actor* thisx, PlayState* play2);
void EnIshi_Update(Actor* thisx, PlayState* play); void EnIshi_Update(Actor* thisx, PlayState* play);
void func_8095D804(Actor* thisx, PlayState* play); void EnIshi_SpawnDebrisSmallRock(Actor* thisx, PlayState* play);
void func_8095DABC(Actor* thisx, PlayState* play); void EnIshi_SpawnDebrisBoulder(Actor* thisx, PlayState* play);
void func_8095DDA8(EnIshi* this, PlayState* play); void EnIshi_SpawnDustSmallRock(Actor* thisx, PlayState* play);
void func_8095DE9C(EnIshi* this, PlayState* play); void EnIshi_SpawnDustBoulder(Actor* thisx, PlayState* play);
void func_8095E5AC(EnIshi* this); void EnIshi_SetupWaitForObject(EnIshi* this);
void func_8095E5C0(EnIshi* this, PlayState* play); void EnIshi_WaitForObject(EnIshi* this, PlayState* play);
void func_8095E64C(EnIshi* this); void EnIshi_SetupIdle(EnIshi* this);
void func_8095E660(EnIshi* this, PlayState* play); void EnIshi_Idle(EnIshi* this, PlayState* play);
void func_8095E934(EnIshi* this); void EnIshi_SetupHeldByPlayer(EnIshi* this);
void func_8095E95C(EnIshi* this, PlayState* play); void EnIshi_HeldByPlayer(EnIshi* this, PlayState* play);
void func_8095EA70(EnIshi* this); void EnIshi_SetupThrown(EnIshi* this);
void func_8095EBDC(EnIshi* this, PlayState* play); void EnIshi_Thrown(EnIshi* this, PlayState* play);
void func_8095F060(EnIshi* this); void EnIshi_SetupCutsceneExplode(EnIshi* this);
void func_8095F0A4(EnIshi* this, PlayState* play); void EnIshi_CutsceneExplode(EnIshi* this, PlayState* play);
void func_8095F180(EnIshi* this); void EnIshi_SetupKill(EnIshi* this);
void func_8095F194(EnIshi* this, PlayState* play); void EnIshi_Kill(EnIshi* this, PlayState* play);
void func_8095F210(EnIshi* this, PlayState* play); void EnIshi_DrawGameplayKeepSmallRock(EnIshi* this, PlayState* play);
void func_8095F36C(EnIshi* this, PlayState* play); void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play);
void func_8095F61C(Actor* thisx, PlayState* play); void EnIshi_DrawGameplayKeepObject(Actor* thisx, PlayState* play);
void func_8095F654(Actor* thisx, PlayState* play); void EnIshi_DrawIshiObject(Actor* thisx, PlayState* play);
static s16 D_8095F690 = 0; static s16 sIshiThrownXRotationVel = 0;
static s16 sIshiThrownYRotationVel = 0;
static s16 D_8095F694 = 0;
ActorProfile En_Ishi_Profile = { ActorProfile En_Ishi_Profile = {
/**/ ACTOR_EN_ISHI, /**/ ACTOR_EN_ISHI,
@ -55,19 +54,22 @@ ActorProfile En_Ishi_Profile = {
/**/ NULL, /**/ NULL,
}; };
static f32 D_8095F6B8[] = { 0.1f, 0.4f }; static f32 sIshiSizes[] = { 0.1f, 0.4f };
static f32 D_8095F6C0[] = { 58.0f, 80.0f }; static f32 sIshiShapeYOffsets[] = { 58.0f, 80.0f };
static f32 D_8095F6C8[] = { 0.0f, 0.005f }; static f32 sIshiVelocities[] = { 0.0f, 0.005f };
static u16 D_8095F6D0[] = { NA_SE_EV_ROCK_BROKEN, NA_SE_EV_WALL_BROKEN }; static u16 sCutsceneSfxId[] = { NA_SE_EV_ROCK_BROKEN, NA_SE_EV_WALL_BROKEN };
static u8 D_8095F6D4[] = { 25, 40 }; static u8 sCutsceneSfxDuration[] = { 25, 40 };
static EnIshiUnkFunc2 D_8095F6D8[] = { func_8095D804, func_8095DABC }; static EnIshiSpawnFunc sIshiSpawnDebrisFuncs[] = { EnIshi_SpawnDebrisSmallRock, EnIshi_SpawnDebrisBoulder };
static EnIshiUnkFunc D_8095F6E0[] = { func_8095DDA8, func_8095DE9C }; static EnIshiSpawnFunc sIshiSpawnDustFuncs[] = {
EnIshi_SpawnDustSmallRock,
EnIshi_SpawnDustBoulder,
};
static s16 sObjectIds[] = { GAMEPLAY_FIELD_KEEP, OBJECT_ISHI }; static s16 sObjectIds[] = { GAMEPLAY_FIELD_KEEP, OBJECT_ISHI };
@ -114,13 +116,16 @@ static ColliderCylinderInit sCylinderInit[] = {
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE }; static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
static s16 D_8095F74C[] = { 16, 13, 11, 9, 7, 5 }; static s16 sIshiSmallRockDebrisScales[] = { 16, 13, 11, 9, 7, 5 };
static s16 D_8095F758[] = { 145, 135, 120, 100, 70, 50, 45, 40, 35 }; static s16 sIshiBoulderDebrisScales[] = { 145, 135, 120, 100, 70, 50, 45, 40, 35 };
static s16 D_8095F76C[] = { -1, 1, 2, 20, 8, 0 }; static s16 sIshiItemDrops[] = {
ITEM00_NO_DROP, ITEM00_RUPEE_BLUE, ITEM00_RUPEE_RED, ITEM00_RUPEE_PURPLE, ITEM00_ARROWS_30, ITEM00_RUPEE_GREEN,
};
static Vec3f D_8095F778 = { 0.0f, 1.0f, 0.0f }; // used for spawning the collectable item drops
static Vec3f sUnitVecY = { 0.0f, 1.0f, 0.0f };
static InitChainEntry sInitChain[][5] = { static InitChainEntry sInitChain[][5] = {
{ {
@ -139,215 +144,239 @@ static InitChainEntry sInitChain[][5] = {
}, },
}; };
static u16 D_8095F7AC[] = { NA_SE_PL_PULL_UP_ROCK, NA_SE_PL_PULL_UP_BIGROCK }; static u16 sIshiPullRockSfx[] = { NA_SE_PL_PULL_UP_ROCK, NA_SE_PL_PULL_UP_BIGROCK };
static EnIshiUnkFunc D_8095F7B0[] = { func_8095F210, func_8095F36C }; static EnIshiDrawFunc sIshiGameplayKeepObjectDrawFuncs[] = {
EnIshi_DrawGameplayKeepSmallRock,
EnIshi_DrawGameplayKeepBoulder,
};
void func_8095D6E0(Actor* thisx, PlayState* play) { void EnIshi_InitCollider(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx; EnIshi* this = (EnIshi*)thisx;
Collider_InitCylinder(play, &this->collider); Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit[ENISHI_GET_1(&this->actor)]); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit[ENISHI_GET_SIZE_FLAG(&this->actor)]);
Collider_UpdateCylinder(&this->actor, &this->collider); Collider_UpdateCylinder(&this->actor, &this->collider);
} }
s32 func_8095D758(EnIshi* this, PlayState* play, f32 arg2) { // Return true/false if the rock is able to snap to the floor and is above BGCHECK_Y_MIN.
Vec3f sp24; s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 yOffset) {
Vec3f pos;
s32 bgId; s32 bgId;
sp24.x = this->actor.world.pos.x; pos.x = this->actor.world.pos.x;
sp24.y = this->actor.world.pos.y + 30.0f; pos.y = this->actor.world.pos.y + 30.0f;
sp24.z = this->actor.world.pos.z; pos.z = this->actor.world.pos.z;
this->actor.floorHeight = this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &sp24); BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
if (this->actor.floorHeight > BGCHECK_Y_MIN) { if (this->actor.floorHeight > BGCHECK_Y_MIN) {
this->actor.world.pos.y = this->actor.floorHeight + arg2; this->actor.world.pos.y = this->actor.floorHeight + yOffset;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos); Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true; return true;
} else {
return false;
} }
return false;
} }
void func_8095D804(Actor* thisx, PlayState* play) { void EnIshi_SpawnDebrisSmallRock(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx; EnIshi* this = (EnIshi*)thisx;
s32 i; s32 i;
s16 objectId; s16 objectId;
Gfx* phi_s4; Gfx* debrisModel;
Vec3f spC4; Vec3f velocity;
Vec3f spB8; Vec3f pos;
if (!ENISHI_GET_8(&this->actor)) { if (!ENISHI_GET_USE_OBJECT(&this->actor)) {
phi_s4 = gameplay_field_keep_DL_0066B0; debrisModel = gFieldSmallRockOpaDL; // same dl in gameplay keep
} else { } else {
phi_s4 = gSmallRockDL; debrisModel = gSmallRockDL;
} }
objectId = sObjectIds[ENISHI_GET_8(&this->actor)]; objectId = sObjectIds[ENISHI_GET_USE_OBJECT(&this->actor)];
for (i = 0; i < ARRAY_COUNT(D_8095F74C); i++) { for (i = 0; i < ARRAY_COUNT(sIshiSmallRockDebrisScales); i++) {
spB8.x = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.x; pos.x = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.x;
spB8.y = (Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y + 5.0f; pos.y = (Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y + 5.0f;
spB8.z = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.z; pos.z = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.z;
Math_Vec3f_Copy(&spC4, &this->actor.velocity); Math_Vec3f_Copy(&velocity, &this->actor.velocity);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
spC4.x *= 0.6f; velocity.x *= 0.6f;
spC4.y *= -0.3f; velocity.y *= -0.3f;
spC4.z *= 0.6f; velocity.z *= 0.6f;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { } else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
spC4.x *= -0.5f; velocity.x *= -0.5f;
spC4.y *= 0.5f; velocity.y *= 0.5f;
spC4.z *= -0.5f; velocity.z *= -0.5f;
} }
spC4.x += (Rand_ZeroOne() - 0.5f) * 11.0f; velocity.x += (Rand_ZeroOne() - 0.5f) * 11.0f;
spC4.y += (Rand_ZeroOne() * 7.0f) + 6.0f; velocity.y += (Rand_ZeroOne() * 7.0f) + 6.0f;
spC4.z += (Rand_ZeroOne() - 0.5f) * 11.0f; velocity.z += (Rand_ZeroOne() - 0.5f) * 11.0f;
EffectSsKakera_Spawn(play, &spB8, &spC4, &spB8, -420, ((s32)Rand_Next() > 0) ? 65 : 33, 30, 5, 0, D_8095F74C[i], // -420: gravity
3, 10, 40, -1, objectId, phi_s4); // 40:life
EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -420, ((s32)Rand_Next() > 0) ? 65 : 33, 30, 5, 0,
sIshiSmallRockDebrisScales[i], 3, 10, 40, -1, objectId, debrisModel);
} }
} }
void func_8095DABC(Actor* thisx, PlayState* play) { // Spawn fragments after the boulder breaks apart.
void EnIshi_SpawnDebrisBoulder(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx; EnIshi* this = (EnIshi*)thisx;
Vec3f spD8; Vec3f velocity;
Vec3f spCC; Vec3f pos;
f32 temp_f20; f32 randMagnitude;
s16 temp_s1 = 0x1000; s16 angle = 0x1000;
s32 i; s32 i;
s16 phi_v0; s16 arg5;
s16 phi_v1; s16 gravity;
for (i = 0; i < ARRAY_COUNT(D_8095F758); i++) { for (i = 0; i < ARRAY_COUNT(sIshiBoulderDebrisScales); i++) {
temp_s1 += 0x4E20; angle += 0x4E20;
temp_f20 = Rand_ZeroOne() * 10.0f; randMagnitude = Rand_ZeroOne() * 10.0f;
spCC.x = (Math_SinS(temp_s1) * temp_f20) + this->actor.world.pos.x; pos.x = (Math_SinS(angle) * randMagnitude) + this->actor.world.pos.x;
spCC.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f; pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
spCC.z = (Math_CosS(temp_s1) * temp_f20) + this->actor.world.pos.z; pos.z = (Math_CosS(angle) * randMagnitude) + this->actor.world.pos.z;
Math_Vec3f_Copy(&spD8, &this->actor.velocity); Math_Vec3f_Copy(&velocity, &this->actor.velocity);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
spD8.x *= 0.9f; velocity.x *= 0.9f;
spD8.y *= -0.8f; velocity.y *= -0.8f;
spD8.z *= 0.9f; velocity.z *= 0.9f;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { } else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
spD8.x *= -0.9f; velocity.x *= -0.9f;
spD8.y *= 0.8f; velocity.y *= 0.8f;
spD8.z *= -0.9f; velocity.z *= -0.9f;
} }
temp_f20 = Rand_ZeroOne() * 10.0f; randMagnitude = Rand_ZeroOne() * 10.0f;
spD8.x += temp_f20 * Math_SinS(temp_s1); velocity.x += randMagnitude * Math_SinS(angle);
spD8.y += (Rand_ZeroOne() * 4.0f) + (Rand_ZeroOne() * i * 0.7f); velocity.y += (Rand_ZeroOne() * 4.0f) + (Rand_ZeroOne() * i * 0.7f);
spD8.z += temp_f20 * Math_CosS(temp_s1); velocity.z += randMagnitude * Math_CosS(angle);
if (i == 0) { if (i == 0) {
phi_v0 = 41; arg5 = 41;
phi_v1 = -450; gravity = -450;
} else if (i < 4) { } else if (i < 4) {
phi_v0 = 37; arg5 = 37;
phi_v1 = -380; gravity = -380;
} else { } else {
phi_v0 = 69; arg5 = 69;
phi_v1 = -320; gravity = -320;
} }
EffectSsKakera_Spawn(play, &spCC, &spD8, &this->actor.world.pos, phi_v1, phi_v0, 30, 5, 0, D_8095F758[i], 5, 2, EffectSsKakera_Spawn(play, &pos, &velocity, &this->actor.world.pos, gravity, arg5, 30, 5, 0,
70, 0, GAMEPLAY_FIELD_KEEP, gameplay_field_keep_DL_006420); sIshiBoulderDebrisScales[i], 5, 2, 70, 0, GAMEPLAY_FIELD_KEEP,
gFieldSilverBoulderDebrisDL);
} }
} }
void func_8095DDA8(EnIshi* this, PlayState* play) { void EnIshi_SpawnDustSmallRock(Actor* thisx, PlayState* play) {
Vec3f sp2C; Vec3f pos;
Math_Vec3f_Copy(&sp2C, &this->actor.world.pos); Math_Vec3f_Copy(&pos, &thisx->world.pos);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
sp2C.x += 2.0f * this->actor.velocity.x; pos.x += 2.0f * thisx->velocity.x;
sp2C.y -= 2.0f * this->actor.velocity.y; pos.y -= 2.0f * thisx->velocity.y;
sp2C.z += 2.0f * this->actor.velocity.z; pos.z += 2.0f * thisx->velocity.z;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { } else if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
sp2C.x -= 2.0f * this->actor.velocity.x; pos.x -= 2.0f * thisx->velocity.x;
sp2C.y += 2.0f * this->actor.velocity.y; pos.y += 2.0f * thisx->velocity.y;
sp2C.z -= 2.0f * this->actor.velocity.z; pos.z -= 2.0f * thisx->velocity.z;
} }
func_800BBFB0(play, &sp2C, 60.0f, 3, 80, 60, 1);
// 60: distance from center
// 3: count of particle
// 80: scale multiplier
// 60: scale scale step,
func_800BBFB0(play, &pos, 60.0f, 3, 80, 60, true);
} }
void func_8095DE9C(EnIshi* this, PlayState* play) { void EnIshi_SpawnDustBoulder(Actor* thisx, PlayState* play) {
Vec3f sp2C; Vec3f pos;
Math_Vec3f_Copy(&sp2C, &this->actor.world.pos); Math_Vec3f_Copy(&pos, &thisx->world.pos);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
sp2C.x += 2.0f * this->actor.velocity.x; pos.x += 2.0f * thisx->velocity.x;
sp2C.y -= 2.0f * this->actor.velocity.y; pos.y -= 2.0f * thisx->velocity.y;
sp2C.z += 2.0f * this->actor.velocity.z; pos.z += 2.0f * thisx->velocity.z;
} else if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { } else if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
sp2C.x -= 2.0f * this->actor.velocity.x; pos.x -= 2.0f * thisx->velocity.x;
sp2C.y += 2.0f * this->actor.velocity.y; pos.y += 2.0f * thisx->velocity.y;
sp2C.z -= 2.0f * this->actor.velocity.z; pos.z -= 2.0f * thisx->velocity.z;
} }
func_800BBFB0(play, &sp2C, 140.0f, 10, 180, 90, 1);
// 140: distance from center
// 10: count of particle
// 180: scale multiplier
// 90: scale scale step,
func_800BBFB0(play, &pos, 140.0f, 10, 180, 90, true);
} }
void func_8095DF90(EnIshi* this, PlayState* play) { void EnIshi_DropItem(EnIshi* this, PlayState* play) {
if (!ENISHI_GET_1(&this->actor) && !ENISHI_GET_100(&this->actor)) { if ((ENISHI_GET_SIZE_FLAG(&this->actor) == ISHI_SIZE_SMALL_ROCK) &&
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, ENISHI_GET_F0(&this->actor) * 0x10); !ENISHI_GET_IGNORE_DROP_TABLE_FLAG(&this->actor)) {
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, ENISHI_GET_DROP_TABLE(&this->actor) * 0x10);
} }
} }
void func_8095DFF0(EnIshi* this, PlayState* play) { void EnIshi_DropCollectable(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
s32 temp = D_8095F76C[ENISHI_GET_70(&this->actor)]; s32 collectableItem00Id = sIshiItemDrops[ENISHI_GET_COLLECTABLE_ID(&this->actor)];
Actor* sp3C; Actor* item;
Vec3f sp30; Vec3f sp30;
f32 sp2C; f32 cosResult;
f32 temp_f2; f32 verticalVelMagnitude;
s16 temp_v1_2; s16 temp_v1_2;
if (temp >= 0) { if (collectableItem00Id >= ITEM00_RUPEE_GREEN) { // not ITEM00_NO_DROP, the 0 index of the list
sp3C = Item_DropCollectible(play, &this->actor.world.pos, temp | (ENISHI_GET_FLAG(&this->actor) << 8)); item = Item_DropCollectible(play, &this->actor.world.pos,
if (sp3C != NULL) { collectableItem00Id | (ENISHI_GET_COLLECTABLE_FLAG(&this->actor) << 8));
if (item != NULL) {
// random direction/rotation calculations?
// none of the other Item_DropCollectible rotation changes are similar enough
// kinda looks like ObjSwitch_IsEyeSwitchHit code
Matrix_Push(); Matrix_Push();
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_NEW); Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_NEW);
Matrix_RotateXS(this->actor.shape.rot.x, MTXMODE_APPLY); Matrix_RotateXS(this->actor.shape.rot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->actor.shape.rot.z, MTXMODE_APPLY); Matrix_RotateZS(this->actor.shape.rot.z, MTXMODE_APPLY);
Matrix_MultVecY(1.0f, &sp30); Matrix_MultVecY(1.0f, &sp30);
sp2C = Math3D_Cos(&sp30, &D_8095F778); cosResult = Math3D_Cos(&sp30, &sUnitVecY);
if (sp2C < 0.707f) { if (cosResult < 0.707f) {
temp_v1_2 = Math_Atan2S_XY(sp30.z, sp30.x) - sp3C->world.rot.y; temp_v1_2 = Math_Atan2S_XY(sp30.z, sp30.x) - item->world.rot.y;
if (ABS_ALT(temp_v1_2) > 0x4000) { if (ABS_ALT(temp_v1_2) > 0x4000) {
sp3C->world.rot.y = BINANG_ROT180(sp3C->world.rot.y); item->world.rot.y = BINANG_ROT180(item->world.rot.y);
} }
temp_f2 = sp2C + 0.5f; verticalVelMagnitude = cosResult + 0.5f;
if (temp_f2 < 0.5f) { if (verticalVelMagnitude < 0.5f) {
temp_f2 = 0.5f; verticalVelMagnitude = 0.5f;
} }
sp3C->velocity.y *= temp_f2; item->velocity.y *= verticalVelMagnitude;
} }
Matrix_Pop(); Matrix_Pop();
} }
} }
} }
void func_8095E14C(EnIshi* this) { void EnIshi_ApplyGravity(EnIshi* this) {
this->actor.velocity.y += this->actor.gravity; this->actor.velocity.y += this->actor.gravity;
if (this->actor.velocity.y < this->actor.terminalVelocity) { if (this->actor.velocity.y < this->actor.terminalVelocity) {
this->actor.velocity.y = this->actor.terminalVelocity; this->actor.velocity.y = this->actor.terminalVelocity;
} }
} }
void func_8095E180(Vec3f* arg0, f32 arg1) { void EnIshi_SetVelocity(Vec3f* velocity, f32 scale) {
arg1 += ((Rand_ZeroOne() * 0.2f) - 0.1f) * arg1; scale += ((Rand_ZeroOne() * 0.2f) - 0.1f) * scale;
arg0->x -= arg0->x * arg1; velocity->x -= velocity->x * scale;
arg0->y -= arg0->y * arg1; velocity->y -= velocity->y * scale;
arg0->z -= arg0->z * arg1; velocity->z -= velocity->z * scale;
} }
void func_8095E204(EnIshi* this, PlayState* play) { void EnIshi_SpawnBugs(EnIshi* this, PlayState* play) {
s32 i; s32 i;
for (i = 0; i < 3; i++) { for (i = 0; i < 3; i++) {
@ -370,41 +399,42 @@ s32 EnIshi_IsUnderwater(EnIshi* this, PlayState* play) {
&waterBox, &bgId) && &waterBox, &bgId) &&
(this->actor.world.pos.y < waterSurface)) { (this->actor.world.pos.y < waterSurface)) {
return true; return true;
} else {
return false;
} }
return false;
} }
void EnIshi_Init(Actor* thisx, PlayState* play) { void EnIshi_Init(Actor* thisx, PlayState* play) {
s32 pad; s32 pad;
EnIshi* this = (EnIshi*)thisx; EnIshi* this = (EnIshi*)thisx;
s32 sp34 = ENISHI_GET_1(&this->actor); s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s32 sp30 = ENISHI_GET_4(&this->actor); s32 ignoreSnapToFloor = ENISHI_GET_LEVITATE_FLAG(&this->actor);
if ((sp34 == 0) && (sp30 != 0)) { if ((rockSize == ISHI_SIZE_SMALL_ROCK) && ignoreSnapToFloor) {
this->unk_197 |= 2; this->flags |= ISHI_FLAG_CUTSCENE_ROCK;
} }
Actor_ProcessInitChain(&this->actor, sInitChain[sp34]); Actor_ProcessInitChain(&this->actor, sInitChain[rockSize]);
if (play->csCtx.state != CS_STATE_IDLE) { if (play->csCtx.state != CS_STATE_IDLE) {
this->actor.cullingVolumeDistance += 1000.0f; this->actor.cullingVolumeDistance += 1000.0f;
} }
if ((this->actor.shape.rot.y == 0) && !(this->unk_197 & 2)) { if ((this->actor.shape.rot.y == ISHI_RANDOM_ROTATION_FLAG) && !(this->flags & ISHI_FLAG_CUTSCENE_ROCK)) {
this->actor.shape.rot.y = this->actor.world.rot.y = Rand_Next() >> 0x10; this->actor.shape.rot.y = this->actor.world.rot.y = Rand_Next() >> 0x10;
} }
Actor_SetScale(&this->actor, D_8095F6B8[sp34]); Actor_SetScale(&this->actor, sIshiSizes[rockSize]);
func_8095D6E0(&this->actor, play); EnIshi_InitCollider(&this->actor, play);
if ((sp34 == 1) && Flags_GetSwitch(play, ENISHI_GET_FLAG(&this->actor))) { if ((rockSize == ISHI_SIZE_SILVER_BOULDER) && Flags_GetSwitch(play, ENISHI_GET_SWITCH_FLAG(&this->actor))) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
return; return;
} }
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
if (sp34 == 1) { if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle; this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.shape.shadowScale = 2.3f; this->actor.shape.shadowScale = 2.3f;
} else { } else {
@ -412,24 +442,24 @@ void EnIshi_Init(Actor* thisx, PlayState* play) {
this->actor.shape.shadowAlpha = 160; this->actor.shape.shadowAlpha = 160;
} }
this->actor.shape.yOffset = D_8095F6C0[sp34]; this->actor.shape.yOffset = sIshiShapeYOffsets[rockSize];
if ((sp30 == 0) && !func_8095D758(this, play, 0)) { if (!ignoreSnapToFloor && !EnIshi_SnapToFloor(this, play, 0)) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
return; return;
} }
if (EnIshi_IsUnderwater(this, play)) { if (EnIshi_IsUnderwater(this, play)) {
this->unk_197 |= 1; this->flags |= ISHI_FLAG_UNDERWATER;
} }
this->objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[ENISHI_GET_8(&this->actor)]); this->objectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[ENISHI_GET_USE_OBJECT(&this->actor)]);
if (this->objectSlot <= OBJECT_SLOT_NONE) { if (this->objectSlot <= OBJECT_SLOT_NONE) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
return; return;
} }
func_8095E5AC(this); EnIshi_SetupWaitForObject(this);
} }
void EnIshi_Destroy(Actor* thisx, PlayState* play2) { void EnIshi_Destroy(Actor* thisx, PlayState* play2) {
@ -439,70 +469,72 @@ void EnIshi_Destroy(Actor* thisx, PlayState* play2) {
Collider_DestroyCylinder(play, &this->collider); Collider_DestroyCylinder(play, &this->collider);
} }
void func_8095E5AC(EnIshi* this) { void EnIshi_SetupWaitForObject(EnIshi* this) {
this->actionFunc = func_8095E5C0; this->actionFunc = EnIshi_WaitForObject;
} }
void func_8095E5C0(EnIshi* this, PlayState* play) { void EnIshi_WaitForObject(EnIshi* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objectSlot)) { if (Object_IsLoaded(&play->objectCtx, this->objectSlot)) {
this->actor.objectSlot = this->objectSlot; this->actor.objectSlot = this->objectSlot;
this->actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED; this->actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (!ENISHI_GET_8(&this->actor)) { if (!ENISHI_GET_USE_OBJECT(&this->actor)) {
this->actor.draw = func_8095F61C; this->actor.draw = EnIshi_DrawGameplayKeepObject;
} else { } else {
this->actor.draw = func_8095F654; this->actor.draw = EnIshi_DrawIshiObject;
} }
func_8095E64C(this); EnIshi_SetupIdle(this);
} }
} }
void func_8095E64C(EnIshi* this) { void EnIshi_SetupIdle(EnIshi* this) {
this->actionFunc = func_8095E660; this->actionFunc = EnIshi_Idle;
} }
void func_8095E660(EnIshi* this, PlayState* play) { void EnIshi_Idle(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
s32 sp38 = ENISHI_GET_1(&this->actor); s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s32 sp34 = (this->collider.base.acFlags & AC_HIT) != 0; s32 colliderACHit = (this->collider.base.acFlags & AC_HIT) != 0;
s32 sp30 = this->unk_197 & 2; s32 cutsceneRock = this->flags & ISHI_FLAG_CUTSCENE_ROCK;
if (sp34) { if (colliderACHit) {
this->collider.base.acFlags &= ~AC_HIT; this->collider.base.acFlags &= ~AC_HIT;
} }
if (Actor_HasParent(&this->actor, play)) { if (Actor_HasParent(&this->actor, play)) { // has been picked up by player
func_8095E934(this); EnIshi_SetupHeldByPlayer(this);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, D_8095F7AC[sp38]); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, sIshiPullRockSfx[rockSize]);
if (ENISHI_GET_2(&this->actor)) { if (ENISHI_GET_SPAWN_BUGS_FLAG(&this->actor)) {
func_8095E204(this, play); EnIshi_SpawnBugs(this, play);
} }
this->actor.shape.shadowDraw = ActorShadow_DrawCircle; this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
return; return;
} }
if (sp34 && (sp38 == 0) && (this->collider.elem.acHitElem->atDmgInfo.dmgFlags & 0x508)) { if (colliderACHit && (rockSize == ISHI_SIZE_SMALL_ROCK) &&
if (sp30 != 0) { (this->collider.elem.acHitElem->atDmgInfo.dmgFlags & 0x508)) {
func_8095DFF0(this, play); if (cutsceneRock) {
func_8095F060(this); EnIshi_DropCollectable(this, play);
EnIshi_SetupCutsceneExplode(this);
return; return;
} }
func_8095DF90(this, play); EnIshi_DropItem(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp38], D_8095F6D0[sp38]); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
D_8095F6D8[sp38](&this->actor, play); sCutsceneSfxId[rockSize]);
D_8095F6E0[sp38](this, play); sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
return; return;
} }
if (sp34) { if (colliderACHit) {
this->unk_195 = 5; this->hitTimer = 5;
} }
if ((this->actor.xzDistToPlayer < 600.0f) || (sp30 != 0)) { if ((this->actor.xzDistToPlayer < 600.0f) || cutsceneRock) {
if (this->unk_195 > 0) { if (this->hitTimer > 0) {
this->unk_195--; this->hitTimer--;
if (this->unk_195 == 0) { if (this->hitTimer == 0) {
this->collider.base.colMaterial = sCylinderInit[sp38].base.colMaterial; this->collider.base.colMaterial = sCylinderInit[rockSize].base.colMaterial;
} else { } else {
this->collider.base.colMaterial = COL_MATERIAL_NONE; this->collider.base.colMaterial = COL_MATERIAL_NONE;
} }
@ -511,8 +543,10 @@ void func_8095E660(EnIshi* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if ((this->actor.xzDistToPlayer < 90.0f) && (sp30 == 0)) { // pick up mechanic
if (sp38 == 1) { if ((this->actor.xzDistToPlayer < 90.0f) && !cutsceneRock) {
if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
// Silver can only be picked up by goron form
Actor_OfferGetItem(&this->actor, play, GI_NONE, 80.0f, 20.0f); Actor_OfferGetItem(&this->actor, play, GI_NONE, 80.0f, 20.0f);
} else { } else {
Actor_OfferGetItem(&this->actor, play, GI_NONE, 50.0f, 10.0f); Actor_OfferGetItem(&this->actor, play, GI_NONE, 50.0f, 10.0f);
@ -521,82 +555,88 @@ void func_8095E660(EnIshi* this, PlayState* play) {
} }
} }
void func_8095E934(EnIshi* this) { void EnIshi_SetupHeldByPlayer(EnIshi* this) {
this->actionFunc = func_8095E95C; this->actionFunc = EnIshi_HeldByPlayer;
this->actor.room = -1; this->actor.room = -1;
// huh? is there someplace in the game where the camera can gain enough distance
// where the player is in camera view, in the distance, far enough to make it cull?
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
} }
void func_8095E95C(EnIshi* this, PlayState* play) { void EnIshi_HeldByPlayer(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
Vec3f sp30; Vec3f pos;
s32 bgId; s32 bgId;
if (Actor_HasNoParent(&this->actor, play)) { if (Actor_HasNoParent(&this->actor, play)) { // player has tossed us
this->actor.room = play->roomCtx.curRoom.num; this->actor.room = play->roomCtx.curRoom.num;
if (ENISHI_GET_1(&this->actor) == 1) { if (ENISHI_GET_SIZE_FLAG(&this->actor) == ISHI_SIZE_SILVER_BOULDER) {
Flags_SetSwitch(play, ENISHI_GET_FLAG(&this->actor)); Flags_SetSwitch(play, ENISHI_GET_SWITCH_FLAG(&this->actor));
} }
func_8095EA70(this); EnIshi_SetupThrown(this);
func_8095E14C(this); EnIshi_ApplyGravity(this);
func_8095E180(&this->actor.velocity, D_8095F6C8[ENISHI_GET_1(&this->actor)]); EnIshi_SetVelocity(&this->actor.velocity, sIshiVelocities[ENISHI_GET_SIZE_FLAG(&this->actor)]);
Actor_UpdatePos(&this->actor); Actor_UpdatePos(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 |
UPDBGCHECKINFO_FLAG_80); UPDBGCHECKINFO_FLAG_80);
} else { } else { // still being held, follow player
sp30.x = this->actor.world.pos.x; pos.x = this->actor.world.pos.x;
sp30.y = this->actor.world.pos.y + 20.0f; pos.y = this->actor.world.pos.y + 20.0f;
sp30.z = this->actor.world.pos.z; pos.z = this->actor.world.pos.z;
// why does it track floor height? it uses bgcollision to detect floor hit in Thrown
this->actor.floorHeight = this->actor.floorHeight =
BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &sp30); BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
} }
} }
void func_8095EA70(EnIshi* this) { void EnIshi_SetupThrown(EnIshi* this) {
f32 sp24; f32 randomStart;
this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speed; this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speed;
this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speed; this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speed;
if (!ENISHI_GET_1(&this->actor)) { if (!ENISHI_GET_SIZE_FLAG(&this->actor)) {
sp24 = Rand_ZeroOne() - 0.9f; randomStart = Rand_ZeroOne() - 0.9f;
D_8095F690 = sp24 * 11000.0f; sIshiThrownXRotationVel = randomStart * 11000.0f;
D_8095F694 = ((Rand_ZeroOne() - 0.5f) * 3000.0f) * (fabsf(sp24) + 0.1f); sIshiThrownYRotationVel = ((Rand_ZeroOne() - 0.5f) * 3000.0f) * (fabsf(randomStart) + 0.1f);
} else { } else {
sp24 = Rand_ZeroOne() - 0.5f; randomStart = Rand_ZeroOne() - 0.5f;
D_8095F690 = sp24 * 6000.0f; sIshiThrownXRotationVel = randomStart * 6000.0f;
D_8095F694 = ((Rand_ZeroOne() - 0.5f) * 1200.0f) * (fabsf(sp24) + 0.5f); sIshiThrownYRotationVel = ((Rand_ZeroOne() - 0.5f) * 1200.0f) * (fabsf(randomStart) + 0.5f);
} }
this->actor.colChkInfo.mass = 200; this->actor.colChkInfo.mass = 200;
this->unk_194 = 100; this->thrownTimer = 100;
this->actionFunc = func_8095EBDC; this->actionFunc = EnIshi_Thrown;
} }
void func_8095EBDC(EnIshi* this, PlayState* play) { void EnIshi_Thrown(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
s32 sp70 = ENISHI_GET_1(&this->actor); s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
s16 temp_s0; s16 pad2;
s32 i; s32 i;
s16 phi_s0; s16 spashAngle;
Vec3f sp58; Vec3f pos;
s32 temp_v0 = (this->collider.base.atFlags & AT_HIT) != 0; s32 colliderATHit = (this->collider.base.atFlags & AT_HIT) != 0;
if (temp_v0) { if (colliderATHit) {
this->collider.base.atFlags &= ~AT_HIT; this->collider.base.atFlags &= ~AT_HIT;
} }
this->unk_194--; this->thrownTimer--;
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || temp_v0 || (this->unk_194 <= 0)) { if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || colliderATHit ||
func_8095DF90(this, play); (this->thrownTimer <= 0)) {
D_8095F6D8[sp70](&this->actor, play); EnIshi_DropItem(this, play);
sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) { if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp70], D_8095F6D0[sp70]); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
D_8095F6E0[sp70](this, play); sCutsceneSfxId[rockSize]);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
} }
if (sp70 == 1) { if (rockSize == ISHI_SIZE_SILVER_BOULDER) {
s16 quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3); s16 quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 17232); Quake_SetSpeed(quakeIndex, 17232);
@ -611,24 +651,24 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
} }
if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) { if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
if (sp70 == 0) { if (rockSize == ISHI_SIZE_SMALL_ROCK) {
sp58.x = this->actor.world.pos.x; pos.x = this->actor.world.pos.x;
sp58.y = this->actor.world.pos.y + this->actor.depthInWater; pos.y = this->actor.world.pos.y + this->actor.depthInWater;
sp58.z = this->actor.world.pos.z; pos.z = this->actor.world.pos.z;
EffectSsGSplash_Spawn(play, &sp58, NULL, NULL, 0, 350); EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 350);
EffectSsGRipple_Spawn(play, &sp58, 150, 650, 0); EffectSsGRipple_Spawn(play, &pos, 150, 650, 0);
} else { } else {
sp58.y = this->actor.world.pos.y + this->actor.depthInWater; pos.y = this->actor.world.pos.y + this->actor.depthInWater;
for (phi_s0 = 0, i = 0; i < 11; i++, phi_s0 += 0x1746) { for (spashAngle = 0, i = 0; i < 11; i++, spashAngle += 0x1746) {
sp58.x = this->actor.world.pos.x + (Math_SinS((s32)(Rand_ZeroOne() * 2000.0f) + phi_s0) * 50.0f); pos.x = this->actor.world.pos.x + (Math_SinS((s32)(Rand_ZeroOne() * 2000.0f) + spashAngle) * 50.0f);
sp58.z = this->actor.world.pos.z + (Math_CosS((s32)(Rand_ZeroOne() * 2000.0f) + phi_s0) * 50.0f); pos.z = this->actor.world.pos.z + (Math_CosS((s32)(Rand_ZeroOne() * 2000.0f) + spashAngle) * 50.0f);
EffectSsGSplash_Spawn(play, &sp58, NULL, NULL, 0, 350); EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 350);
} }
sp58.x = this->actor.world.pos.x; pos.x = this->actor.world.pos.x;
sp58.z = this->actor.world.pos.z; pos.z = this->actor.world.pos.z;
EffectSsGRipple_Spawn(play, &sp58, 500, 900, 4); EffectSsGRipple_Spawn(play, &pos, 500, 900, 4);
} }
this->actor.terminalVelocity = -6.0f; this->actor.terminalVelocity = -6.0f;
@ -637,19 +677,19 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
this->actor.velocity.z *= 0.12f; this->actor.velocity.z *= 0.12f;
this->actor.gravity *= 0.5f; this->actor.gravity *= 0.5f;
D_8095F690 >>= 2; sIshiThrownXRotationVel >>= 2;
D_8095F694 >>= 2; sIshiThrownYRotationVel >>= 2;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L);
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH; this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
} }
Math_StepToF(&this->actor.shape.yOffset, 0.0f, 2.0f); Math_StepToF(&this->actor.shape.yOffset, 0.0f, 2.0f);
func_8095E14C(this); EnIshi_ApplyGravity(this);
func_8095E180(&this->actor.velocity, D_8095F6C8[sp70]); EnIshi_SetVelocity(&this->actor.velocity, sIshiVelocities[rockSize]);
Actor_UpdatePos(&this->actor); Actor_UpdatePos(&this->actor);
this->actor.shape.rot.x += D_8095F690; this->actor.shape.rot.x += sIshiThrownXRotationVel;
this->actor.shape.rot.y += D_8095F694; this->actor.shape.rot.y += sIshiThrownYRotationVel;
Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40 |
UPDBGCHECKINFO_FLAG_80); UPDBGCHECKINFO_FLAG_80);
@ -658,33 +698,38 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
} }
void func_8095F060(EnIshi* this) { // This should trigger cutscenes, but I couldnt get it to trigger in testing
// and this should trigger for all wall rocks in TF
void EnIshi_SetupCutsceneExplode(EnIshi* this) {
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
CutsceneManager_Queue(this->actor.csId); CutsceneManager_Queue(this->actor.csId);
this->actionFunc = func_8095F0A4; this->actionFunc = EnIshi_CutsceneExplode;
} }
void func_8095F0A4(EnIshi* this, PlayState* play) { void EnIshi_CutsceneExplode(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
s32 sp28 = ENISHI_GET_1(&this->actor); // Weirdly, you shouldnt be able to get here as silver boulder,
// it's explicitly ignored in EnIshi_Idle, the only path here
s32 rockSize = ENISHI_GET_SIZE_FLAG(&this->actor);
if (CutsceneManager_IsNext(this->actor.csId)) { if (CutsceneManager_IsNext(this->actor.csId)) {
CutsceneManager_StartWithPlayerCs(this->actor.csId, &this->actor); CutsceneManager_StartWithPlayerCs(this->actor.csId, &this->actor);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, D_8095F6D4[sp28], D_8095F6D0[sp28]); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sCutsceneSfxDuration[rockSize],
D_8095F6D8[sp28](&this->actor, play); sCutsceneSfxId[rockSize]);
D_8095F6E0[sp28](this, play); sIshiSpawnDebrisFuncs[rockSize](&this->actor, play);
sIshiSpawnDustFuncs[rockSize](&this->actor, play);
this->actor.draw = NULL; this->actor.draw = NULL;
func_8095F180(this); EnIshi_SetupKill(this);
} else { } else {
CutsceneManager_Queue(this->actor.csId); CutsceneManager_Queue(this->actor.csId);
} }
} }
void func_8095F180(EnIshi* this) { void EnIshi_SetupKill(EnIshi* this) {
this->actionFunc = func_8095F194; this->actionFunc = EnIshi_Kill;
} }
void func_8095F194(EnIshi* this, PlayState* play) { void EnIshi_Kill(EnIshi* this, PlayState* play) {
if (this->actor.csId <= CS_ID_NONE) { if (this->actor.csId <= CS_ID_NONE) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
} else if (CutsceneManager_GetCurrentCsId() != this->actor.csId) { } else if (CutsceneManager_GetCurrentCsId() != this->actor.csId) {
@ -698,12 +743,13 @@ void EnIshi_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play); this->actionFunc(this, play);
} }
void func_8095F210(EnIshi* this, PlayState* play) { void EnIshi_DrawGameplayKeepSmallRock(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
s32 sp28; s32 alpha;
if ((this->actor.projectedPos.z <= 1200.0f) || ((this->unk_197 & 1) && (this->actor.projectedPos.z < 1300.0f))) { if ((this->actor.projectedPos.z <= 1200.0f) ||
Gfx_DrawDListOpa(play, gameplay_field_keep_DL_0066B0); ((this->flags & ISHI_FLAG_UNDERWATER) && (this->actor.projectedPos.z < 1300.0f))) {
Gfx_DrawDListOpa(play, gFieldSmallRockOpaDL);
return; return;
} }
@ -712,41 +758,44 @@ void func_8095F210(EnIshi* this, PlayState* play) {
Gfx_SetupDL25_Xlu(play->state.gfxCtx); Gfx_SetupDL25_Xlu(play->state.gfxCtx);
sp28 = (1300.0f - this->actor.projectedPos.z) * 2.55f; alpha = (1300.0f - this->actor.projectedPos.z) * 2.55f; // lower alpha as the object falls toward the core
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)sp28); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)alpha);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_006760); gSPDisplayList(POLY_XLU_DISP++, gFieldSmallRockXluDL);
CLOSE_DISPS(play->state.gfxCtx); CLOSE_DISPS(play->state.gfxCtx);
} }
} }
void func_8095F36C(EnIshi* this, PlayState* play) { void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play) {
s32 pad; s32 pad;
OPEN_DISPS(play->state.gfxCtx); OPEN_DISPS(play->state.gfxCtx);
if ((this->actor.projectedPos.z <= 2150.0f) || ((this->unk_197 & 1) && (this->actor.projectedPos.z < 2250.0f))) { if ((this->actor.projectedPos.z <= 2150.0f) ||
((this->flags & ISHI_FLAG_UNDERWATER) && (this->actor.projectedPos.z < 2250.0f))) {
this->actor.shape.shadowAlpha = 160; this->actor.shape.shadowAlpha = 160;
Gfx_SetupDL25_Opa(play->state.gfxCtx); Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0); gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0); // empty displaylist
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_field_keep_DL_0061E8); gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
} else if (this->actor.projectedPos.z < 2250.0f) {
f32 sp20 = (2250.0f - this->actor.projectedPos.z) * 2.55f;
this->actor.shape.shadowAlpha = sp20 * 0.627451f; } else if (this->actor.projectedPos.z < 2250.0f) { // falling after breaking
f32 alpha = (2250.0f - this->actor.projectedPos.z) * 2.55f;
this->actor.shape.shadowAlpha = alpha * (160.0f / 255.0f);
Gfx_SetupDL25_Xlu(play->state.gfxCtx); Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88); gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88); // in z_actor, transparency dl I think
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)sp20); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)alpha);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_0061E8); gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
} else { } else {
this->actor.shape.shadowAlpha = 0; this->actor.shape.shadowAlpha = 0;
} }
@ -754,12 +803,12 @@ void func_8095F36C(EnIshi* this, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx); CLOSE_DISPS(play->state.gfxCtx);
} }
void func_8095F61C(Actor* thisx, PlayState* play) { void EnIshi_DrawGameplayKeepObject(Actor* thisx, PlayState* play) {
EnIshi* this = (EnIshi*)thisx; EnIshi* this = (EnIshi*)thisx;
D_8095F7B0[ENISHI_GET_1(&this->actor)](this, play); sIshiGameplayKeepObjectDrawFuncs[ENISHI_GET_SIZE_FLAG(&this->actor)](this, play);
} }
void func_8095F654(Actor* thisx, PlayState* play) { void EnIshi_DrawIshiObject(Actor* thisx, PlayState* play) {
Gfx_DrawDListOpa(play, gSmallRockDL); Gfx_DrawDListOpa(play, gSmallRockDL);
} }

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@ -6,26 +6,44 @@
struct EnIshi; struct EnIshi;
typedef void (*EnIshiActionFunc)(struct EnIshi*, PlayState*); typedef void (*EnIshiActionFunc)(struct EnIshi*, PlayState*);
typedef void (*EnIshiUnkFunc)(struct EnIshi*, PlayState*); typedef void (*EnIshiDrawFunc)(struct EnIshi*, PlayState*);
typedef void (*EnIshiUnkFunc2)(Actor*, PlayState*); typedef void (*EnIshiSpawnFunc)(Actor*, PlayState*);
#define ENISHI_GET_1(thisx) ((thisx)->params & 1) // silver boulder instead of small rock
#define ENISHI_GET_2(thisx) (((thisx)->params >> 1) & 1) #define ENISHI_GET_SIZE_FLAG(thisx) ((thisx)->params & 1)
#define ENISHI_GET_4(thisx) (((thisx)->params >> 2) & 1) #define ENISHI_GET_SPAWN_BUGS_FLAG(thisx) (((thisx)->params >> 1) & 1)
#define ENISHI_GET_8(thisx) (((thisx)->params >> 3) & 1) // for sitting still on rock/dirt cliffs in TF/Ikana Graveyard
#define ENISHI_GET_70(thisx) (((thisx)->params >> 4) & 7) #define ENISHI_GET_LEVITATE_FLAG(thisx) (((thisx)->params >> 2) & 1)
#define ENISHI_GET_F0(thisx) (((thisx)->params >> 4) & 0xF) // dual objects: this actor can use field_keep or object_ishi
#define ENISHI_GET_100(thisx) (((thisx)->params >> 8) & 1) // the only place its used in the US version is the swamp spiderhouse, which uses dangeon_keep
#define ENISHI_GET_FLAG(thisx) (((thisx)->params >> 9) & 0x7F) #define ENISHI_GET_USE_OBJECT(thisx) (((thisx)->params >> 3) & 1)
// index of a collectable item list in .data
#define ENISHI_GET_COLLECTABLE_ID(thisx) (((thisx)->params >> 4) & 7)
#define ENISHI_GET_DROP_TABLE(thisx) (((thisx)->params >> 4) & 0xF)
#define ENISHI_GET_IGNORE_DROP_TABLE_FLAG(thisx) (((thisx)->params >> 8) & 1)
// these two are the same, but are used by different subtypes
#define ENISHI_GET_COLLECTABLE_FLAG(thisx) (((thisx)->params >> 9) & 0x7F)
#define ENISHI_GET_SWITCH_FLAG(thisx) (((thisx)->params >> 9) & 0x7F)
#define ISHI_FLAG_UNDERWATER (1 << 0)
#define ISHI_FLAG_CUTSCENE_ROCK (1 << 1)
typedef enum IshiSize {
/* 0 */ ISHI_SIZE_SMALL_ROCK,
/* 1 */ ISHI_SIZE_SILVER_BOULDER
} IshiSize;
// if yRot is zero, y rotation gets randomized
#define ISHI_RANDOM_ROTATION_FLAG 0
typedef struct EnIshi { typedef struct EnIshi {
/* 0x000 */ Actor actor; /* 0x000 */ Actor actor;
/* 0x144 */ ColliderCylinder collider; /* 0x144 */ ColliderCylinder collider;
/* 0x190 */ EnIshiActionFunc actionFunc; /* 0x190 */ EnIshiActionFunc actionFunc;
/* 0x194 */ s8 unk_194; /* 0x194 */ s8 thrownTimer;
/* 0x195 */ s8 unk_195; /* 0x195 */ s8 hitTimer;
/* 0x196 */ s8 objectSlot; /* 0x196 */ s8 objectSlot;
/* 0x197 */ u8 unk_197; /* 0x197 */ u8 flags;
} EnIshi; // size = 0x198 } EnIshi; // size = 0x198
#endif // Z_EN_ISHI_H #endif // Z_EN_ISHI_H

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@ -462,7 +462,7 @@ void func_8093A418(Actor* thisx, PlayState* play) {
sp28 = (2300.0f - this->actor.projectedPos.z) * 2.55f; sp28 = (2300.0f - this->actor.projectedPos.z) * 2.55f;
this->actor.shape.shadowAlpha = sp28 * (32.0f / 51); this->actor.shape.shadowAlpha = sp28 * (160.0f / 255.0f);
Gfx_SetupDL25_Xlu(play->state.gfxCtx); Gfx_SetupDL25_Xlu(play->state.gfxCtx);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);

View File

@ -124,7 +124,7 @@ void func_809A10F4(ObjHamishi* this, PlayState* play) {
} }
EffectSsKakera_Spawn(play, &spBC, &spC8, &this->actor.world.pos, gravity, phi_v0, 30, 5, 0, D_809A1AD4[i], 3, 0, EffectSsKakera_Spawn(play, &spBC, &spC8, &this->actor.world.pos, gravity, phi_v0, 30, 5, 0, D_809A1AD4[i], 3, 0,
70, 1, GAMEPLAY_FIELD_KEEP, gameplay_field_keep_DL_006420); 70, 1, GAMEPLAY_FIELD_KEEP, gFieldSilverBoulderDebrisDL);
} }
func_800BBFB0(play, &this->actor.world.pos, 140.0f, 6, 180, 90, 1); func_800BBFB0(play, &this->actor.world.pos, 140.0f, 6, 180, 90, 1);
@ -270,7 +270,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0); gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
gSPDisplayList(POLY_OPA_DISP++, gameplay_field_keep_DL_0061E8); gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
} else if (thisx->projectedPos.z < 2250.0f) { } else if (thisx->projectedPos.z < 2250.0f) {
f32 sp20 = (2250.0f - thisx->projectedPos.z) * 2.55f; f32 sp20 = (2250.0f - thisx->projectedPos.z) * 2.55f;
@ -280,7 +280,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88); gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 170, 130, (s32)sp20); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 170, 130, (s32)sp20);
gSPDisplayList(POLY_XLU_DISP++, gameplay_field_keep_DL_0061E8); gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
} else { } else {
thisx->shape.shadowAlpha = 0; thisx->shape.shadowAlpha = 0;
} }

View File

@ -7279,7 +7279,8 @@ void func_808379C0(PlayState* play, Player* this) {
Actor* interactRangeActor = this->interactRangeActor; Actor* interactRangeActor = this->interactRangeActor;
PlayerAnimationHeader* anim; PlayerAnimationHeader* anim;
if ((interactRangeActor->id == ACTOR_EN_ISHI) && (ENISHI_GET_1(interactRangeActor) != 0)) { if ((interactRangeActor->id == ACTOR_EN_ISHI) &&
(ENISHI_GET_SIZE_FLAG(interactRangeActor) != ISHI_SIZE_SMALL_ROCK)) {
Player_SetAction(play, this, Player_Action_38, 0); Player_SetAction(play, this, Player_Action_38, 0);
anim = &gPlayerAnim_link_silver_carry; anim = &gPlayerAnim_link_silver_carry;
} else if (((interactRangeActor->id == ACTOR_EN_BOMBF) || (interactRangeActor->id == ACTOR_EN_KUSA) || } else if (((interactRangeActor->id == ACTOR_EN_BOMBF) || (interactRangeActor->id == ACTOR_EN_KUSA) ||

View File

@ -7759,37 +7759,37 @@
0x8095CFC8:("EnOwl_Draw",), 0x8095CFC8:("EnOwl_Draw",),
0x8095D074:("func_8095D074",), 0x8095D074:("func_8095D074",),
0x8095D24C:("EnOwl_ChangeMode",), 0x8095D24C:("EnOwl_ChangeMode",),
0x8095D6E0:("func_8095D6E0",), 0x8095D6E0:("EnIshi_InitCollider",),
0x8095D758:("func_8095D758",), 0x8095D758:("EnIshi_SnapToFloor",),
0x8095D804:("func_8095D804",), 0x8095D804:("EnIshi_SpawnDebrisSmallRock",),
0x8095DABC:("func_8095DABC",), 0x8095DABC:("EnIshi_SpawnDebrisBoulder",),
0x8095DDA8:("func_8095DDA8",), 0x8095DDA8:("EnIshi_SpawnDustSmallRock",),
0x8095DE9C:("func_8095DE9C",), 0x8095DE9C:("EnIshi_SpawnDustBoulder",),
0x8095DF90:("func_8095DF90",), 0x8095DF90:("EnIshi_DropItem",),
0x8095DFF0:("func_8095DFF0",), 0x8095DFF0:("EnIshi_DropCollectable",),
0x8095E14C:("func_8095E14C",), 0x8095E14C:("EnIshi_ApplyGravity",),
0x8095E180:("func_8095E180",), 0x8095E180:("EnIshi_SetVelocity",),
0x8095E204:("func_8095E204",), 0x8095E204:("EnIshi_SpawnBugs",),
0x8095E2B0:("EnIshi_IsUnderwater",), 0x8095E2B0:("EnIshi_IsUnderwater",),
0x8095E328:("EnIshi_Init",), 0x8095E328:("EnIshi_Init",),
0x8095E580:("EnIshi_Destroy",), 0x8095E580:("EnIshi_Destroy",),
0x8095E5AC:("func_8095E5AC",), 0x8095E5AC:("EnIshi_SetupWaitForObject",),
0x8095E5C0:("func_8095E5C0",), 0x8095E5C0:("EnIshi_WaitForObject",),
0x8095E64C:("func_8095E64C",), 0x8095E64C:("EnIshi_SetupIdle",),
0x8095E660:("func_8095E660",), 0x8095E660:("EnIshi_Idle",),
0x8095E934:("func_8095E934",), 0x8095E934:("EnIshi_SetupHeldByPlayer",),
0x8095E95C:("func_8095E95C",), 0x8095E95C:("EnIshi_HeldByPlayer",),
0x8095EA70:("func_8095EA70",), 0x8095EA70:("EnIshi_SetupThrown",),
0x8095EBDC:("func_8095EBDC",), 0x8095EBDC:("EnIshi_Thrown",),
0x8095F060:("func_8095F060",), 0x8095F060:("EnIshi_SetupCutsceneExplode",),
0x8095F0A4:("func_8095F0A4",), 0x8095F0A4:("EnIshi_CutsceneExplode",),
0x8095F180:("func_8095F180",), 0x8095F180:("EnIshi_SetupKill",),
0x8095F194:("func_8095F194",), 0x8095F194:("EnIshi_Kill",),
0x8095F1EC:("EnIshi_Update",), 0x8095F1EC:("EnIshi_Update",),
0x8095F210:("func_8095F210",), 0x8095F210:("EnIshi_DrawIshiObject",),
0x8095F36C:("func_8095F36C",), 0x8095F36C:("EnIshi_DrawGameplayKeepBoulder",),
0x8095F61C:("func_8095F61C",), 0x8095F61C:("EnIshi_DrawGameplayKeepObject",),
0x8095F654:("func_8095F654",), 0x8095F654:("EnIshi_DrawIshiObject",),
0x8095FB10:("ObjHana_Init",), 0x8095FB10:("ObjHana_Init",),
0x8095FB38:("ObjHana_Destroy",), 0x8095FB38:("ObjHana_Destroy",),
0x8095FB48:("ObjHana_Update",), 0x8095FB48:("ObjHana_Update",),