mirror of https://github.com/zeldaret/mm.git
[Object] Bigpo object documentation (+ some gameplay_keep) (#525)
* Bigpo: object documentation starts and already issues * Bigpo: almost all named * Bigpo: done with object except ubused blobs * Bigpo: added flame docs to gameplay_keep and minor cleaning, format pass * Bigpo: forgot to remove sym and replace everywhere, with formater pass * Bigpo: forgot about actorfixer * Bigpo: disasm cant find asset xml values, have to put this undefined sym back for now * Bigpo: warnings * Bigpo: remove extern for gameplay_keep display list reference from aqua * EnBigpo: suggested fixes to header calls and function name Co-authored-by: Isghj8 <isghj8@gmail.com> Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
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@ -1324,11 +1324,11 @@
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<DList Name="gameplay_keep_DL_07D260" Offset="0x7D260" />
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<DList Name="gameplay_keep_DL_07D260" Offset="0x7D260" />
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<DList Name="gameplay_keep_DL_07D348" Offset="0x7D348" />
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<DList Name="gameplay_keep_DL_07D348" Offset="0x7D348" />
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<Texture Name="gameplay_keep_Tex_07D350" OutName="tex_07D350" Format="i8" Width="16" Height="32" Offset="0x7D350" />
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<Texture Name="gameplay_keep_Tex_07D350" OutName="tex_07D350" Format="i8" Width="16" Height="32" Offset="0x7D350" />
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<DList Name="gameplay_keep_DL_07D590" Offset="0x7D590" />
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<DList Name="gGameplayKeepDrawFlameDL" Offset="0x7D590" />
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<DList Name="gameplay_keep_DL_07D650" Offset="0x7D650" />
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<DList Name="gameplay_keep_DL_07D650" Offset="0x7D650" />
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<Texture Name="gameplay_keep_Tex_07D710" OutName="tex_07D710" Format="i4" Width="32" Height="64" Offset="0x7D710" />
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<Texture Name="gGameplayKeepFlameRippleTex" OutName="gameplay_keep_flame_ripple" Format="i4" Width="32" Height="64" Offset="0x7D710" />
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<Texture Name="gameplay_keep_Tex_07DB10" OutName="tex_07DB10" Format="i4" Width="32" Height="64" Offset="0x7DB10" />
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<Texture Name="gameplay_keep_Tex_07DB10" OutName="tex_07DB10" Format="i4" Width="32" Height="64" Offset="0x7DB10" />
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<Texture Name="gameplay_keep_Tex_07DF10" OutName="tex_07DF10" Format="i8" Width="32" Height="64" Offset="0x7DF10" />
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<Texture Name="gGameplayKeepFlameOutlineTex" OutName="gameplay_keep_flame_outline" Format="i8" Width="32" Height="64" Offset="0x7DF10" />
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<DList Name="gameplay_keep_DL_07E8C0" Offset="0x7E8C0" />
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<DList Name="gameplay_keep_DL_07E8C0" Offset="0x7E8C0" />
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<Texture Name="gameplay_keep_Tex_07EA08" OutName="tex_07EA08" Format="i8" Width="32" Height="64" Offset="0x7EA08" />
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<Texture Name="gameplay_keep_Tex_07EA08" OutName="tex_07EA08" Format="i8" Width="32" Height="64" Offset="0x7EA08" />
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<TextureAnimation Name="gameplay_keep_Matanimheader_07F218" Offset="0x7F218" />
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<TextureAnimation Name="gameplay_keep_Matanimheader_07F218" Offset="0x7F218" />
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@ -1,46 +1,46 @@
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<Root>
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<Root>
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<File Name="object_bigpo" Segment="6">
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<File Name="object_bigpo" Segment="6">
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<Animation Name="object_bigpo_Anim_000158" Offset="0x158" />
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<Animation Name="gBigpoSwingLampAttackAnim" Offset="0x158" />
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<Animation Name="object_bigpo_Anim_000454" Offset="0x454" />
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<Animation Name="gBigpoShockAnim" Offset="0x454" />
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<Animation Name="object_bigpo_Anim_000608" Offset="0x608" />
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<Animation Name="gBigpoBackpeddleAnim" Offset="0x608" />
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<Animation Name="object_bigpo_Anim_000924" Offset="0x924" />
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<Animation Name="gBigpoFloatAnim" Offset="0x924" />
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<Animation Name="object_bigpo_Anim_000F9C" Offset="0xF9C" />
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<Animation Name="gBigpoAwakenSpawnAnim" Offset="0xF9C" />
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<Animation Name="object_bigpo_Anim_001360" Offset="0x1360" />
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<Animation Name="gBigpoAwakenStretchAnim" Offset="0x1360" />
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<Texture Name="object_bigpo_Tex_001370" OutName="tex_001370" Format="i8" Width="32" Height="64" Offset="0x1370" />
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<Texture Name="gBigpoSoulFace" OutName="bigpo_soul_face" Format="i8" Width="32" Height="64" Offset="0x1370" />
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<DList Name="object_bigpo_DL_001BB0" Offset="0x1BB0" />
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<DList Name="gBigpoDrawSoulDL" Offset="0x1BB0" />
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<Texture Name="object_bigpo_Tex_001C70" OutName="tex_001C70" Format="rgba16" Width="16" Height="16" Offset="0x1C70" />
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<Texture Name="gBigpoNecklaceSkullHalfTex" OutName="bigpo_skull_necklace" Format="rgba16" Width="16" Height="16" Offset="0x1C70" />
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<Texture Name="object_bigpo_Tex_001E70" OutName="tex_001E70" Format="rgba16" Width="16" Height="16" Offset="0x1E70" />
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<Texture Name="gBigpoLanternGlassTex" OutName="bigpo_lantern_glass" Format="rgba16" Width="16" Height="16" Offset="0x1E70" />
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<Texture Name="object_bigpo_Tex_002070" OutName="tex_002070" Format="rgba16" Width="32" Height="32" Offset="0x2070" />
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<Texture Name="gBigpoTornRobeTex" OutName="bigpo_torn_robe" Format="rgba16" Width="32" Height="32" Offset="0x2070" />
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<Texture Name="object_bigpo_Tex_002870" OutName="tex_002870" Format="rgba16" Width="16" Height="16" Offset="0x2870" />
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<Texture Name="gBigpoArmSectionTex" OutName="bigpo_arm_section" Format="rgba16" Width="16" Height="16" Offset="0x2870" />
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<Texture Name="object_bigpo_Tex_002A70" OutName="tex_002A70" Format="rgba16" Width="8" Height="8" Offset="0x2A70" />
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<Texture Name="gBigpoHoodEdge" OutName="bigpo_hood_edge" Format="rgba16" Width="8" Height="8" Offset="0x2A70" />
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<Texture Name="object_bigpo_Tex_002AF0" OutName="tex_002AF0" Format="rgba16" Width="16" Height="8" Offset="0x2AF0" />
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<Texture Name="gBigpoNecklaceBeadsTex" OutName="bigpo_necklace_beads" Format="rgba16" Width="16" Height="8" Offset="0x2AF0" />
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<Texture Name="object_bigpo_Tex_002BF0" OutName="tex_002BF0" Format="rgba16" Width="16" Height="16" Offset="0x2BF0" />
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<Texture Name="gBigpoShawlTex" OutName="bigpo_shawl" Format="rgba16" Width="16" Height="16" Offset="0x2BF0" />
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<Texture Name="object_bigpo_Tex_002DF0" OutName="tex_002DF0" Format="rgba16" Width="16" Height="16" Offset="0x2DF0" />
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<Texture Name="gBigpoGlowingEyeTex" OutName="bigpo_glowing_eye" Format="rgba16" Width="16" Height="16" Offset="0x2DF0" />
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<!-- <Blob Name="object_bigpo_Blob_003200" Size="0x350" Offset="0x3200" /> -->
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<!-- <Blob Name="object_bigpo_Blob_003200" Size="0x350" Offset="0x3200" /> -->
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<!-- <Blob Name="object_bigpo_Blob_003790" Size="0x370" Offset="0x3790" /> -->
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<!-- <Blob Name="object_bigpo_Blob_003790" Size="0x370" Offset="0x3790" /> -->
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<DList Name="object_bigpo_DL_0041A0" Offset="0x41A0" />
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<DList Name="gBigpoDrawLanternFallingDL" Offset="0x41A0" />
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<DList Name="object_bigpo_DL_0042C8" Offset="0x42C8" />
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<DList Name="gBigpoDrawLanternMainDL" Offset="0x42C8" />
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<DList Name="object_bigpo_DL_0043F8" Offset="0x43F8" />
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<DList Name="gBigpoDrawLanternPurpleTopDL" Offset="0x43F8" />
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<DList Name="object_bigpo_DL_004488" Offset="0x4488" />
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<DList Name="gBigpoDrawHandDL" Offset="0x4488" />
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<DList Name="object_bigpo_DL_004538" Offset="0x4538" />
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<DList Name="gBigpoDrawSmallArmDL" Offset="0x4538" />
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<DList Name="object_bigpo_DL_0045D8" Offset="0x45D8" />
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<DList Name="gBigpoDrawBigArmDL" Offset="0x45D8" />
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<DList Name="object_bigpo_DL_004680" Offset="0x4680" />
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<DList Name="gBigpoDrawArmAndGrowthDL" Offset="0x4680" />
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<DList Name="object_bigpo_DL_004768" Offset="0x4768" />
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<DList Name="gBigpoDrawMediumArmDL" Offset="0x4768" />
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<DList Name="object_bigpo_DL_004808" Offset="0x4808" />
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<DList Name="gBigpoDrawNecklaceHoodShawlDL" Offset="0x4808" />
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<DList Name="object_bigpo_DL_004AE8" Offset="0x4AE8" />
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<DList Name="gBigpoDrawFaceDL" Offset="0x4AE8" />
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<DList Name="object_bigpo_DL_004BD8" Offset="0x4BD8" />
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<DList Name="gBigpoDrawLowerRobeDL" Offset="0x4BD8" />
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<Texture Name="object_bigpo_Tex_004C98" OutName="tex_004C98" Format="rgba16" Width="16" Height="16" Offset="0x4C98" />
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<Texture Name="gBigpoCrispyPiecesTex" OutName="bigpo_crispy_pieces" Format="rgba16" Width="16" Height="16" Offset="0x4C98" />
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<Texture Name="object_bigpo_Tex_004E98" OutName="tex_004E98" Format="rgba16" Width="8" Height="8" Offset="0x4E98" />
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<Texture Name="gBigpoCrispyEyesTex" OutName="bigpo_crispy_eyes" Format="rgba16" Width="8" Height="8" Offset="0x4E98" />
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<DList Name="object_bigpo_DL_0058B8" Offset="0x58B8" />
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<DList Name="gBigpoDrawCrispyBodyDL" Offset="0x58B8" />
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<Limb Name="object_bigpo_Standardlimb_005B88" Type="Standard" Offset="0x5B88" />
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<Limb Name="gBigpoFaceLimb" Type="Standard" Offset="0x5B88" />
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<Limb Name="object_bigpo_Standardlimb_005B94" Type="Standard" Offset="0x5B94" />
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<Limb Name="gBigpoLeftArmUpperLimb" Type="Standard" Offset="0x5B94" />
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<Limb Name="object_bigpo_Standardlimb_005BA0" Type="Standard" Offset="0x5BA0" />
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<Limb Name="gBigpoLeftForarmLimb" Type="Standard" Offset="0x5BA0" />
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<Limb Name="object_bigpo_Standardlimb_005BAC" Type="Standard" Offset="0x5BAC" />
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<Limb Name="gBigpoRightArmUpperLimb" Type="Standard" Offset="0x5BAC" />
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<Limb Name="object_bigpo_Standardlimb_005BB8" Type="Standard" Offset="0x5BB8" />
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<Limb Name="gBigpoRightForarmLimb" Type="Standard" Offset="0x5BB8" />
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<Limb Name="object_bigpo_Standardlimb_005BC4" Type="Standard" Offset="0x5BC4" />
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<Limb Name="gBigpoRightHandLimb" Type="Standard" Offset="0x5BC4" />
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<Limb Name="object_bigpo_Standardlimb_005BD0" Type="Standard" Offset="0x5BD0" />
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<Limb Name="gBigpoLanternLimb" Type="Standard" Offset="0x5BD0" />
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<Limb Name="object_bigpo_Standardlimb_005BDC" Type="Standard" Offset="0x5BDC" />
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<Limb Name="gBigpoHatAndCloakLimb" Type="Standard" Offset="0x5BDC" />
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<Limb Name="object_bigpo_Standardlimb_005BE8" Type="Standard" Offset="0x5BE8" />
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<Limb Name="gBigpoLowerRobe" Type="Standard" Offset="0x5BE8" />
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<Skeleton Name="object_bigpo_Skel_005C18" Type="Normal" LimbType="Standard" Offset="0x5C18" />
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<Skeleton Name="gBigpoSkeleton" Type="Normal" LimbType="Standard" Offset="0x5C18" />
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</File>
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</File>
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</Root>
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</Root>
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@ -3991,7 +3991,7 @@ extern UNK_TYPE D_04079B10;
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extern Gfx D_0407AB10[]; // sun (sparkles when small) displaylist
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extern Gfx D_0407AB10[]; // sun (sparkles when small) displaylist
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extern Gfx D_0407AB58[];
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extern Gfx D_0407AB58[];
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extern UNK_TYPE D_0407AFB0;
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extern UNK_TYPE D_0407AFB0;
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extern Gfx D_0407D590[];
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extern Gfx gGameplayKeepDrawFlameDL[];
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extern UNK_TYPE D_0407D650;
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extern UNK_TYPE D_0407D650;
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extern UNK_TYPE D_0407F218;
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extern UNK_TYPE D_0407F218;
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extern UNK_TYPE D_040815D0;
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extern UNK_TYPE D_040815D0;
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@ -1,5 +1,6 @@
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#include "global.h"
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#include "global.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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typedef enum {
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typedef enum {
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FIRE_STATE_0,
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FIRE_STATE_0,
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@ -162,7 +163,7 @@ void FireObj_Draw(GlobalContext* globalCtx, FireObj* fire) {
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Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY);
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Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, D_0407D590);
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gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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}
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}
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}
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@ -5,6 +5,8 @@
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*/
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*/
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#include "z_en_bigpo.h"
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#include "z_en_bigpo.h"
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#include "objects/object_bigpo/object_bigpo.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x00001215
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#define FLAGS 0x00001215
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void EnBigpo_SpawnCutsceneStage7(EnBigpo* this);
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void EnBigpo_SpawnCutsceneStage7(EnBigpo* this);
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void EnBigpo_SpawnCutsceneStage8(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SpawnCutsceneStage8(EnBigpo* this, GlobalContext* globalCtx);
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s32 EnBigpo_ApplyDamage(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_WellWaitForProximity(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_WellWaitForProximity(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_WaitCutsceneQueue(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_WaitCutsceneQueue(EnBigpo* this, GlobalContext* globalCtx);
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@ -48,7 +51,6 @@ void EnBigpo_SpinAttack(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SetupSpinDown(EnBigpo* this);
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void EnBigpo_SetupSpinDown(EnBigpo* this);
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void EnBigpo_SpinningDown(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SpinningDown(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_CheckHealth(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_CheckHealth(EnBigpo* this, GlobalContext* globalCtx);
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s32 EnBigpo_ApplyDamage(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SetupDeath(EnBigpo* this);
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void EnBigpo_SetupDeath(EnBigpo* this);
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void EnBigpo_BurnAwayDeath(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_BurnAwayDeath(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SetupLanternDrop(EnBigpo* this, GlobalContext* globalCtx);
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void EnBigpo_SetupLanternDrop(EnBigpo* this, GlobalContext* globalCtx);
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@ -80,17 +82,6 @@ void EnBigpo_DrawLantern(Actor* thisx, GlobalContext* globalCtx);
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void EnBigpo_DrawCircleFlames(Actor* thisx, GlobalContext* globalCtx);
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void EnBigpo_DrawCircleFlames(Actor* thisx, GlobalContext* globalCtx);
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void EnBigpo_RevealedFire(Actor* thisx, GlobalContext* globalCtx);
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void EnBigpo_RevealedFire(Actor* thisx, GlobalContext* globalCtx);
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extern AnimationHeader D_06001360;
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extern SkeletonHeader D_06005C18;
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extern AnimationHeader D_06000924;
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extern AnimationHeader D_06000924;
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extern AnimationHeader D_06000454;
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extern Gfx D_060041A0;
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extern Gfx D_06001BB0;
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extern Gfx D_060058B8;
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extern Gfx D_060042C8;
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extern Gfx D_060043F8;
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extern const ActorInit En_Bigpo_InitVars;
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extern const ActorInit En_Bigpo_InitVars;
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const ActorInit En_Bigpo_InitVars = {
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const ActorInit En_Bigpo_InitVars = {
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@ -203,7 +194,7 @@ void EnBigpo_Init(Actor* thisx, GlobalContext* globalCtx2) {
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return;
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return;
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}
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}
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06005C18, &D_06000924, this->jointTable, this->morphTable,
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SkelAnime_Init(globalCtx, &this->skelAnime, &gBigpoSkeleton, &gBigpoFloatAnim, this->jointTable, this->morphTable,
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ENBIGPO_LIMBCOUNT);
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ENBIGPO_LIMBCOUNT);
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Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
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@ -244,7 +235,7 @@ void EnBigpo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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if ((this->actor.params != ENBIGPO_POSSIBLEFIRE) && (this->actor.params != ENBIGPO_CHOSENFIRE) &&
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if ((this->actor.params != ENBIGPO_POSSIBLEFIRE) && (this->actor.params != ENBIGPO_CHOSENFIRE) &&
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(this->actor.params != ENBIGPO_REVEALEDFIRE) && (this->actor.params != ENBIGPO_UNK5)) {
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(this->actor.params != ENBIGPO_REVEALEDFIRE) && (this->actor.params != ENBIGPO_UNK5)) {
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// if NOT a fire type, *ENBIGPO_REGULAR and ENBIGPO_SUMMONED combat types only)
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// if NOT a fire type, *ENBIGPO_REGULAR and ENBIGPO_SUMMONED (combat types only)
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if (1) {}
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if (1) {}
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globalCtx2 = globalCtx;
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globalCtx2 = globalCtx;
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for (fireCount = 0; fireCount < ARRAY_COUNT(this->fires); fireCount++) {
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for (fireCount = 0; fireCount < ARRAY_COUNT(this->fires); fireCount++) {
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@ -254,7 +245,7 @@ void EnBigpo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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}
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}
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void func_80B61914(EnBigpo* this) {
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void EnBigpo_RotateSpawnCutsceneFires(EnBigpo* this) {
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EnBigpoFireEffect* firePtr;
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EnBigpoFireEffect* firePtr;
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s32 i;
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s32 i;
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@ -275,7 +266,9 @@ void EnBigpo_UpdateSpin(EnBigpo* this) {
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}
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}
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}
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}
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// Lowers the position/eye of the camera during the Big Poe spawn cutscene
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/*
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||||||
|
* Lowers the position/eye of the camera during the Big Poe spawn cutscene
|
||||||
|
*/
|
||||||
void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, GlobalContext* globalContext) {
|
void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, GlobalContext* globalContext) {
|
||||||
Camera* subCam;
|
Camera* subCam;
|
||||||
|
|
||||||
|
@ -330,7 +323,7 @@ void EnBigpo_SpawnCutsceneStage1(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
|
|
||||||
this->actor.draw = EnBigpo_DrawCircleFlames;
|
this->actor.draw = EnBigpo_DrawCircleFlames;
|
||||||
this->actor.shape.rot.y = BINANG_ROT180(this->actor.yawTowardsPlayer);
|
this->actor.shape.rot.y = BINANG_ROT180(this->actor.yawTowardsPlayer);
|
||||||
func_80B61914(this);
|
EnBigpo_RotateSpawnCutsceneFires(this);
|
||||||
|
|
||||||
for (i = 0; i < ARRAY_COUNT(this->fires); i++) {
|
for (i = 0; i < ARRAY_COUNT(this->fires); i++) {
|
||||||
this->fires[i].pos.y = this->actor.world.pos.y;
|
this->fires[i].pos.y = this->actor.world.pos.y;
|
||||||
|
@ -383,7 +376,7 @@ void EnBigpo_SpawnCutsceneStage4(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
this->actor.velocity.y += 0.25f;
|
this->actor.velocity.y += 0.25f;
|
||||||
}
|
}
|
||||||
this->actor.shape.rot.y += this->rotVelocity;
|
this->actor.shape.rot.y += this->rotVelocity;
|
||||||
func_80B61914(this);
|
EnBigpo_RotateSpawnCutsceneFires(this);
|
||||||
|
|
||||||
if (1) {}
|
if (1) {}
|
||||||
for (i = 0; i < ARRAY_COUNT(this->fires); i++) {
|
for (i = 0; i < ARRAY_COUNT(this->fires); i++) {
|
||||||
|
@ -402,7 +395,7 @@ void EnBigpo_SpawnCutsceneStage4(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
* big poe starts to visibly appear
|
* big poe starts to visibly appear
|
||||||
*/
|
*/
|
||||||
void EnBigpo_SpawnCutsceneStage5(EnBigpo* this) {
|
void EnBigpo_SpawnCutsceneStage5(EnBigpo* this) {
|
||||||
Animation_PlayLoop(&this->skelAnime, &D_06001360);
|
Animation_PlayLoop(&this->skelAnime, &gBigpoAwakenStretchAnim);
|
||||||
this->actor.draw = EnBigpo_DrawMainBigpo;
|
this->actor.draw = EnBigpo_DrawMainBigpo;
|
||||||
Actor_SetScale(&this->actor, 0.014f);
|
Actor_SetScale(&this->actor, 0.014f);
|
||||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||||
|
@ -420,7 +413,7 @@ void EnBigpo_SpawnCutsceneStage6(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
SkelAnime_Update(&this->skelAnime);
|
SkelAnime_Update(&this->skelAnime);
|
||||||
this->actor.shape.rot.y += this->rotVelocity;
|
this->actor.shape.rot.y += this->rotVelocity;
|
||||||
alphaPlus = this->mainColor.a + 10; // decrease transparency
|
alphaPlus = this->mainColor.a + 10; // decrease transparency
|
||||||
func_80B61914(this);
|
EnBigpo_RotateSpawnCutsceneFires(this);
|
||||||
if (alphaPlus >= 90) {
|
if (alphaPlus >= 90) {
|
||||||
this->rotVelocity -= 0x80;
|
this->rotVelocity -= 0x80;
|
||||||
this->actor.velocity.y -= 0.25f;
|
this->actor.velocity.y -= 0.25f;
|
||||||
|
@ -516,7 +509,7 @@ void EnBigpo_SetupWarpIn(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
s16 randomYaw = (Rand_Next() >> 0x14) + this->actor.yawTowardsPlayer;
|
s16 randomYaw = (Rand_Next() >> 0x14) + this->actor.yawTowardsPlayer;
|
||||||
|
|
||||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||||
Animation_PlayLoop(&this->skelAnime, &D_06001360);
|
Animation_PlayLoop(&this->skelAnime, &gBigpoAwakenStretchAnim);
|
||||||
this->rotVelocity = 0x2000;
|
this->rotVelocity = 0x2000;
|
||||||
this->actor.world.pos.x = (Math_SinS(randomYaw) * distance) + player->actor.world.pos.x;
|
this->actor.world.pos.x = (Math_SinS(randomYaw) * distance) + player->actor.world.pos.x;
|
||||||
this->actor.world.pos.z = (Math_CosS(randomYaw) * distance) + player->actor.world.pos.z;
|
this->actor.world.pos.z = (Math_CosS(randomYaw) * distance) + player->actor.world.pos.z;
|
||||||
|
@ -543,7 +536,7 @@ void EnBigpo_WarpingIn(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnBigpo_SetupIdleFlying(EnBigpo* this) {
|
void EnBigpo_SetupIdleFlying(EnBigpo* this) {
|
||||||
Animation_MorphToLoop(&this->skelAnime, &D_06000924, -5.0f);
|
Animation_MorphToLoop(&this->skelAnime, &gBigpoFloatAnim, -5.0f);
|
||||||
// if poe missed attack, idle 4 seconds, otherwise its reappearing: attack immediately
|
// if poe missed attack, idle 4 seconds, otherwise its reappearing: attack immediately
|
||||||
this->idleTimer = (this->actionFunc == EnBigpo_SpinningDown) ? 80 : 0;
|
this->idleTimer = (this->actionFunc == EnBigpo_SpinningDown) ? 80 : 0;
|
||||||
this->hoverHeightCycleTimer = 40;
|
this->hoverHeightCycleTimer = 40;
|
||||||
|
@ -654,7 +647,7 @@ void EnBigpo_SpinningDown(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
* called by EnBigpo_ApplyDamage
|
* called by EnBigpo_ApplyDamage
|
||||||
*/
|
*/
|
||||||
void EnBigpo_HitStun(EnBigpo* this) {
|
void EnBigpo_HitStun(EnBigpo* this) {
|
||||||
Animation_MorphToPlayOnce(&this->skelAnime, &D_06000454, -6.0f);
|
Animation_MorphToPlayOnce(&this->skelAnime, &gBigpoShockAnim, -6.0f);
|
||||||
func_800BCB70(&this->actor, 0x4000, 0xFF, 0, 0x10);
|
func_800BCB70(&this->actor, 0x4000, 0xFF, 0, 0x10);
|
||||||
this->collider.base.acFlags &= ~AC_ON;
|
this->collider.base.acFlags &= ~AC_ON;
|
||||||
func_800BE504(&this->actor, &this->collider);
|
func_800BE504(&this->actor, &this->collider);
|
||||||
|
@ -764,7 +757,8 @@ void EnBigpo_LanternFalling(EnBigpo* this, GlobalContext* globalCtx) {
|
||||||
Actor_SetSwitchFlag(globalCtx, this->switchFlags);
|
Actor_SetSwitchFlag(globalCtx, this->switchFlags);
|
||||||
}
|
}
|
||||||
|
|
||||||
EffectSsHahen_SpawnBurst(globalCtx, &this->actor.world.pos, 6.0f, 0, 1, 1, 15, OBJECT_BIGPO, 10, &D_060041A0);
|
EffectSsHahen_SpawnBurst(globalCtx, &this->actor.world.pos, 6.0f, 0, 1, 1, 15, OBJECT_BIGPO, 10,
|
||||||
|
gBigpoDrawLanternFallingDL);
|
||||||
EnBigpo_SpawnScoopSoul(this);
|
EnBigpo_SpawnScoopSoul(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1252,7 +1246,7 @@ void EnBigpo_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
||||||
|
|
||||||
if ((this->actionFunc == EnBigpo_BurnAwayDeath) && (this->idleTimer >= 2) && (limbIndex == 8)) {
|
if ((this->actionFunc == EnBigpo_BurnAwayDeath) && (this->idleTimer >= 2) && (limbIndex == 8)) {
|
||||||
gSPMatrix((*gfx)++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix((*gfx)++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
gSPDisplayList((*gfx)++, &D_060058B8);
|
gSPDisplayList((*gfx)++, &gBigpoDrawCrispyBodyDL);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (limbIndex == 7) {
|
if (limbIndex == 7) {
|
||||||
|
@ -1305,7 +1299,7 @@ void EnBigpo_DrawMainBigpo(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
// fully visible OR fully transparent
|
// fully visible OR fully transparent
|
||||||
dispHead = POLY_OPA_DISP;
|
dispHead = POLY_OPA_DISP;
|
||||||
gSPDisplayList(dispHead, &sSetupDL[6 * 0x19]);
|
gSPDisplayList(dispHead, &sSetupDL[6 * 0x19]);
|
||||||
gSPSegment(&dispHead[1], 0x0C, &D_801AEFA0);
|
gSPSegment(&dispHead[1], 0x0C, &D_801AEFA0); // empty display list for no transparency
|
||||||
gSPSegment(&dispHead[2], 0x08,
|
gSPSegment(&dispHead[2], 0x08,
|
||||||
Gfx_EnvColor(globalCtx->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
|
Gfx_EnvColor(globalCtx->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
|
||||||
this->mainColor.a));
|
this->mainColor.a));
|
||||||
|
@ -1315,7 +1309,7 @@ void EnBigpo_DrawMainBigpo(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
} else {
|
} else {
|
||||||
dispHead = POLY_XLU_DISP;
|
dispHead = POLY_XLU_DISP;
|
||||||
gSPDisplayList(dispHead, &sSetupDL[6 * 0x19]);
|
gSPDisplayList(dispHead, &sSetupDL[6 * 0x19]);
|
||||||
gSPSegment(&dispHead[1], 0x0C, &D_801AEF88);
|
gSPSegment(&dispHead[1], 0x0C, &D_801AEF88); // transparency display list
|
||||||
gSPSegment(&dispHead[2], 0x08,
|
gSPSegment(&dispHead[2], 0x08,
|
||||||
Gfx_EnvColor(globalCtx->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
|
Gfx_EnvColor(globalCtx->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
|
||||||
this->mainColor.a));
|
this->mainColor.a));
|
||||||
|
@ -1360,7 +1354,7 @@ void EnBigpo_DrawScoopSoul(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
|
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
|
|
||||||
gSPDisplayList(POLY_XLU_DISP++, &D_06001BB0);
|
gSPDisplayList(POLY_XLU_DISP++, &gBigpoDrawSoulDL);
|
||||||
|
|
||||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||||
}
|
}
|
||||||
|
@ -1412,9 +1406,9 @@ void EnBigpo_DrawLantern(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
|
|
||||||
gSPMatrix(&dispHead[3], Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(&dispHead[3], Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
|
|
||||||
gSPDisplayList(&dispHead[4], &D_060042C8);
|
gSPDisplayList(&dispHead[4], &gBigpoDrawLanternMainDL);
|
||||||
|
|
||||||
gSPDisplayList(&dispHead[5], &D_060043F8);
|
gSPDisplayList(&dispHead[5], &gBigpoDrawLanternPurpleTopDL);
|
||||||
|
|
||||||
// fully transparent OR fully invisible
|
// fully transparent OR fully invisible
|
||||||
if ((this->mainColor.a == 255) || (this->mainColor.a == 0)) {
|
if ((this->mainColor.a == 255) || (this->mainColor.a == 0)) {
|
||||||
|
@ -1461,7 +1455,7 @@ void EnBigpo_DrawCircleFlames(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
|
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
|
|
||||||
gSPDisplayList(POLY_XLU_DISP++, &D_0407D590); // flame displaylist
|
gSPDisplayList(POLY_XLU_DISP++, &gGameplayKeepDrawFlameDL);
|
||||||
}
|
}
|
||||||
|
|
||||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||||
|
@ -1488,7 +1482,7 @@ void EnBigpo_RevealedFire(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
|
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
|
|
||||||
gSPDisplayList(POLY_XLU_DISP++, &D_0407D590); // flame displaylist
|
gSPDisplayList(POLY_XLU_DISP++, &gGameplayKeepDrawFlameDL);
|
||||||
|
|
||||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
|
|
||||||
#include "z_en_dno.h"
|
#include "z_en_dno.h"
|
||||||
#include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h"
|
#include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h"
|
||||||
|
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||||
|
|
||||||
#define FLAGS 0x00000039
|
#define FLAGS 0x00000039
|
||||||
|
|
||||||
|
@ -1015,7 +1016,7 @@ void EnDno_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
||||||
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 20, 0x20, 0x80));
|
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 20, 0x20, 0x80));
|
||||||
gDPSetPrimColor(&gfxXlu[2], 0x80, 0x80, 255, 255, 0, 255);
|
gDPSetPrimColor(&gfxXlu[2], 0x80, 0x80, 255, 255, 0, 255);
|
||||||
gDPSetEnvColor(&gfxXlu[3], 255, 0, 0, 0);
|
gDPSetEnvColor(&gfxXlu[3], 255, 0, 0, 0);
|
||||||
gSPDisplayList(&gfxXlu[4], D_0407D590);
|
gSPDisplayList(&gfxXlu[4], gGameplayKeepDrawFlameDL);
|
||||||
|
|
||||||
POLY_XLU_DISP = gfxXlu + 5;
|
POLY_XLU_DISP = gfxXlu + 5;
|
||||||
|
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "z_en_po_sisters.h"
|
#include "z_en_po_sisters.h"
|
||||||
|
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||||
|
|
||||||
#define FLAGS 0x00005015
|
#define FLAGS 0x00005015
|
||||||
|
|
||||||
|
@ -1189,7 +1190,7 @@ void EnPoSisters_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
Matrix_Scale(phi_f20, phi_f20, phi_f20, MTXMODE_APPLY);
|
Matrix_Scale(phi_f20, phi_f20, phi_f20, MTXMODE_APPLY);
|
||||||
|
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
gSPDisplayList(POLY_XLU_DISP++, D_0407D590);
|
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
|
||||||
}
|
}
|
||||||
|
|
||||||
func_800BE680(globalCtx, &this->actor, this->unk_28C, ARRAY_COUNT(this->unk_28C),
|
func_800BE680(globalCtx, &this->actor, this->unk_28C, ARRAY_COUNT(this->unk_28C),
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "z_obj_aqua.h"
|
#include "z_obj_aqua.h"
|
||||||
|
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||||
|
|
||||||
#define FLAGS 0x00000010
|
#define FLAGS 0x00000010
|
||||||
|
|
||||||
|
@ -66,8 +67,6 @@ Vec3f D_80ACC308 = { 1.0f / 1000.0f, 7.0f / 10000.0f, 1.0f / 1000.0f };
|
||||||
Vec3f D_80ACC314 = { 8.6f / 1000.0f, 8.0f / 10000.0f, 8.6f / 1000.0f };
|
Vec3f D_80ACC314 = { 8.6f / 1000.0f, 8.0f / 10000.0f, 8.6f / 1000.0f };
|
||||||
Vec3f D_80ACC320 = { 1.0f / 100.0f, 2.6f / 1000.0f, 1.0f / 100.0f };
|
Vec3f D_80ACC320 = { 1.0f / 100.0f, 2.6f / 1000.0f, 1.0f / 100.0f };
|
||||||
|
|
||||||
extern Gfx D_0407D590[];
|
|
||||||
|
|
||||||
void func_80ACB6A0(ObjAqua* this, GlobalContext* globalCtx) {
|
void func_80ACB6A0(ObjAqua* this, GlobalContext* globalCtx) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
Vec3f sp58;
|
Vec3f sp58;
|
||||||
|
@ -292,6 +291,6 @@ void ObjAqua_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
}
|
}
|
||||||
Matrix_RotateY(yaw, MTXMODE_APPLY);
|
Matrix_RotateY(yaw, MTXMODE_APPLY);
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
gSPDisplayList(POLY_XLU_DISP++, D_0407D590);
|
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
|
||||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "z_obj_syokudai.h"
|
#include "z_obj_syokudai.h"
|
||||||
|
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||||
|
|
||||||
#define FLAGS 0x00000410
|
#define FLAGS 0x00000410
|
||||||
|
@ -314,7 +315,7 @@ void ObjSyokudai_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||||
Matrix_RotateY(BINANG_ROT180(func_800DFCDC(GET_ACTIVE_CAM(globalCtx)) - thisx->shape.rot.y), MTXMODE_APPLY);
|
Matrix_RotateY(BINANG_ROT180(func_800DFCDC(GET_ACTIVE_CAM(globalCtx)) - thisx->shape.rot.y), MTXMODE_APPLY);
|
||||||
Matrix_Scale(flameScale, flameScale, flameScale, MTXMODE_APPLY);
|
Matrix_Scale(flameScale, flameScale, flameScale, MTXMODE_APPLY);
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
gSPDisplayList(POLY_XLU_DISP++, D_0407D590);
|
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
|
||||||
}
|
}
|
||||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||||
}
|
}
|
||||||
|
|
|
@ -304,6 +304,7 @@ animdict = {
|
||||||
"func_800A81F0": "EffectBlure_AddVertex",
|
"func_800A81F0": "EffectBlure_AddVertex",
|
||||||
"func_800A8514": "EffectBlure_AddSpace",
|
"func_800A8514": "EffectBlure_AddSpace",
|
||||||
"Effect_GetParams": "Effect_GetByIndex",
|
"Effect_GetParams": "Effect_GetByIndex",
|
||||||
|
"D_0407D590": "gGameplayKeepDrawFlameDL"
|
||||||
|
|
||||||
|
|
||||||
"skelanime.unk03": "skelanime.taper",
|
"skelanime.unk03": "skelanime.taper",
|
||||||
|
|
|
@ -14161,7 +14161,7 @@
|
||||||
0x80B610B8:("ObjDora_Draw",),
|
0x80B610B8:("ObjDora_Draw",),
|
||||||
0x80B615E0:("EnBigpo_Init",),
|
0x80B615E0:("EnBigpo_Init",),
|
||||||
0x80B6186C:("EnBigpo_Destroy",),
|
0x80B6186C:("EnBigpo_Destroy",),
|
||||||
0x80B61914:("func_80B61914",),
|
0x80B61914:("EnBigpo_RotateSpawnCutsceneFires",),
|
||||||
0x80B619B4:("func_80B619B4",),
|
0x80B619B4:("func_80B619B4",),
|
||||||
0x80B619FC:("func_80B619FC",),
|
0x80B619FC:("func_80B619FC",),
|
||||||
0x80B61AC8:("EnBigPo_InitWellBigPo",),
|
0x80B61AC8:("EnBigPo_InitWellBigPo",),
|
||||||
|
|
|
@ -1667,18 +1667,6 @@ D_06004210 = 0x06004210;
|
||||||
D_06007C70 = 0x06007C70;
|
D_06007C70 = 0x06007C70;
|
||||||
D_0600823C = 0x0600823C;
|
D_0600823C = 0x0600823C;
|
||||||
|
|
||||||
// ovl_En_Bigpo
|
|
||||||
|
|
||||||
D_06000454 = 0x06000454;
|
|
||||||
D_06000924 = 0x06000924;
|
|
||||||
D_06001360 = 0x06001360;
|
|
||||||
D_06001BB0 = 0x06001BB0;
|
|
||||||
D_060041A0 = 0x060041A0;
|
|
||||||
D_060042C8 = 0x060042C8;
|
|
||||||
D_060043F8 = 0x060043F8;
|
|
||||||
D_060058B8 = 0x060058B8;
|
|
||||||
D_06005C18 = 0x06005C18;
|
|
||||||
|
|
||||||
// ovl_En_Bigslime
|
// ovl_En_Bigslime
|
||||||
|
|
||||||
D_060010F4 = 0x060010F4;
|
D_060010F4 = 0x060010F4;
|
||||||
|
|
Loading…
Reference in New Issue