Last bit of first pass documentation

This commit is contained in:
tom-overton 2021-11-07 23:11:46 -08:00
parent b3b489268b
commit c2355edb95
2 changed files with 31 additions and 31 deletions

View File

@ -17,8 +17,8 @@ void ObjTokeidai_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjTokeidai_CollapseGear(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_TransformedGearIdle(ObjTokeidai* this, GlobalContext* globalCtx);
void func_80AB32F0(ObjTokeidai* this, GlobalContext* globalCtx);
void func_80AB3370(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_TransformedClockFaceFall(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_TransformedClockFaceSlideOff(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_TransformedClockIdle(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_CollapseTop(ObjTokeidai* this, GlobalContext* globalCtx);
void ObjTokeidai_TransformedTopIdle(ObjTokeidai* this, GlobalContext* globalCtx);
@ -45,11 +45,11 @@ void ObjTokeidai_DrawTowerGear(Actor* thisx, GlobalContext* globalCtx);
#define settleTimer clockFaceAdditionalRotation
#define transformationRotationalVelocity clockFaceAdditionalRotation
#define transformationWaitTimer clockFaceAdditionalRotation
#define unk_154 clockFaceAdditionalRotation
#define slidingClockFaceAngle clockFaceAdditionalRotation
#define settleAmount clockFaceRotationTimer
#define transformationRotationalAcceleration clockFaceRotationTimer
#define unk_156 clockFaceRotationTimer
#define unk_15C sunMoonDiskAdditionalRotation
#define aerialClockFaceSpeed clockFaceRotationTimer
#define clockFaceRotationalVelocity sunMoonDiskAdditionalRotation
#define lightIntensity clockHour
const ActorInit Obj_Tokeidai_InitVars = {
@ -317,10 +317,10 @@ void ObjTokeidai_TransformedGearIdle(ObjTokeidai* this, GlobalContext* globalCtx
}
}
void func_80AB32F0(ObjTokeidai* this, GlobalContext* globalCtx) {
this->actor.shape.rot.x += this->unk_15C;
if (this->unk_15C >= 0xA1) {
this->unk_15C -= 5;
void ObjTokeidai_TransformedClockFaceFall(ObjTokeidai* this, GlobalContext* globalCtx) {
this->actor.shape.rot.x += this->clockFaceRotationalVelocity;
if (this->clockFaceRotationalVelocity >= 0xA1) {
this->clockFaceRotationalVelocity -= 5;
}
this->actor.world.pos.z += 4.0f;
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
@ -329,46 +329,46 @@ void func_80AB32F0(ObjTokeidai* this, GlobalContext* globalCtx) {
}
}
void func_80AB3370(ObjTokeidai* this, GlobalContext* globalCtx) {
void ObjTokeidai_TransformedClockFaceSlideOff(ObjTokeidai* this, GlobalContext* globalCtx) {
f32 cos;
f32 sin;
Actor* thisx = &this->actor;
if (this->unk_154 < 0x4000) {
this->unk_154 += 0x28;
if (this->slidingClockFaceAngle < 0x4000) {
this->slidingClockFaceAngle += 0x28;
}
if (this->unk_154 >= 0x801) {
this->unk_156 += 4;
if (this->slidingClockFaceAngle >= 0x801) {
this->aerialClockFaceSpeed += 4;
}
if (this->unk_156 < 0x80) {
thisx->shape.rot.x = this->unk_154 - 0x4000;
this->unk_15C = 0x28;
if (this->aerialClockFaceSpeed < 0x80) {
thisx->shape.rot.x = this->slidingClockFaceAngle - 0x4000;
this->clockFaceRotationalVelocity = 0x28;
} else {
if (thisx->shape.rot.x < -0x1000) {
thisx->shape.rot.x += this->unk_15C;
if (this->unk_15C < 0x1E0) {
this->unk_15C += 0xA;
thisx->shape.rot.x += this->clockFaceRotationalVelocity;
if (this->clockFaceRotationalVelocity < 0x1E0) {
this->clockFaceRotationalVelocity += 0xA;
}
} else {
thisx->shape.rot.x += this->unk_15C;
this->actionFunc = func_80AB32F0;
thisx->shape.rot.x += this->clockFaceRotationalVelocity;
this->actionFunc = ObjTokeidai_TransformedClockFaceFall;
thisx->minVelocityY = -7.5f;
thisx->gravity = -0.75f;
thisx->velocity.y = -2.0f;
}
}
sin = Math_SinS(this->unk_154);
cos = Math_CosS(this->unk_154);
thisx->world.pos.y = (1178.0f * cos) - (this->unk_156 * sin) + thisx->home.pos.y;
thisx->world.pos.z = (1178.0f * sin) + (this->unk_156 * cos) + thisx->home.pos.z;
sin = Math_SinS(this->slidingClockFaceAngle);
cos = Math_CosS(this->slidingClockFaceAngle);
thisx->world.pos.y = (1178.0f * cos) - (this->aerialClockFaceSpeed * sin) + thisx->home.pos.y;
thisx->world.pos.z = (1178.0f * sin) + (this->aerialClockFaceSpeed * cos) + thisx->home.pos.z;
}
void ObjTokeidai_TransformedClockIdle(ObjTokeidai* this, GlobalContext* globalCtx) {
if (func_800EE29C(globalCtx, 0x84) != 0 && globalCtx->csCtx.npcActions[func_800EE200(globalCtx, 0x84)]->unk0 == 1) {
this->actionFunc = func_80AB3370;
this->unk_154 = 0;
this->unk_156 = -0xD;
this->actionFunc = ObjTokeidai_TransformedClockFaceSlideOff;
this->slidingClockFaceAngle = 0;
this->aerialClockFaceSpeed = -0xD;
}
}

View File

@ -11678,8 +11678,8 @@
0x80AB3010:("ObjTokeidai_HandleMinute",),
0x80AB319C:("ObjTokeidai_CollapseGear",),
0x80AB3240:("ObjTokeidai_TransformedGearIdle",),
0x80AB32F0:("func_80AB32F0",),
0x80AB3370:("func_80AB3370",),
0x80AB32F0:("ObjTokeidai_TransformedClockFaceFall",),
0x80AB3370:("ObjTokeidai_TransformedClockFaceSlideOff",),
0x80AB34CC:("ObjTokeidai_TransformedClockIdle",),
0x80AB3544:("ObjTokeidai_CollapseTop",),
0x80AB3598:("ObjTokeidai_TransformedTopIdle",),