mirror of https://github.com/zeldaret/mm.git
ovl_En_Rz OK (#1029)
* progress * 4 functions left * progress * all functions matching * ovl_En_Rz OK * formatting * a few things here and there * whoops! * pr review * pr review * remove temp * pr review * pr review * casts removed * merge fix * pr review * pr changes * macros and enums * struct * defines in c file * EnRzType in Header * ROSA_SISTERS * sEyeTextures * animations * @bug * sEnRzEyeTextures * func_80BFC674 * switch spaces and default * format * static * animation docs * link anim enum * Rosa Sisters animations enum * comment * a few things * EN_RZ_GET_SISTER fix * comment on array size * path enum * EnRz_SetupPath * EnRz_PathStatus * EnRzPathStatus * EnRz_Walk * EnRz_StopToThink * pr review * singular * step * EnRz_GetPathStatus * Actor_Kill * review Co-authored-by: Angie <angheloalf95@gmail.com>
This commit is contained in:
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c1a0d0bd2b
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d863e7aeef
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@ -1,13 +1,13 @@
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<Root>
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<File Name="object_rz" Segment="6">
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<Animation Name="object_rz_Anim_00059C" Offset="0x59C" />
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<Animation Name="object_rz_Anim_000DE8" Offset="0xDE8" />
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<Animation Name="object_rz_Anim_0028D4" Offset="0x28D4" />
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<Animation Name="object_rz_Anim_003098" Offset="0x3098" />
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<Animation Name="object_rz_Anim_003A20" Offset="0x3A20" />
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<Animation Name="object_rz_Anim_00457C" Offset="0x457C" />
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<Animation Name="object_rz_Anim_005390" Offset="0x5390" />
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<Animation Name="object_rz_Anim_005E50" Offset="0x5E50" />
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<Animation Name="gRosaSistersApplaudingAnim" Offset="0x59C" />
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<Animation Name="gRosaSistersOnKneesAnim" Offset="0xDE8" />
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<Animation Name="gRosaSistersDancingAnim" Offset="0x28D4" />
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<Animation Name="gRosaSistersSittingAnim" Offset="0x3098" />
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<Animation Name="gRosaSistersStandingAnim" Offset="0x3A20" />
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<Animation Name="gRosaSistersThinkingAnim" Offset="0x457C" />
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<Animation Name="gRosaSistersWalkingAnim" Offset="0x5390" />
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<Animation Name="gRosaSistersWalkingWhileThinkingAnim" Offset="0x5E50" />
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<DList Name="object_rz_DL_0092B0" Offset="0x92B0" />
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<DList Name="object_rz_DL_0094C8" Offset="0x94C8" />
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<DList Name="object_rz_DL_009620" Offset="0x9620" />
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3
spec
3
spec
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@ -4697,8 +4697,7 @@ beginseg
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name "ovl_En_Rz"
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compress
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include "build/src/overlays/actors/ovl_En_Rz/z_en_rz.o"
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include "build/data/ovl_En_Rz/ovl_En_Rz.data.o"
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include "build/data/ovl_En_Rz/ovl_En_Rz.reloc.o"
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include "build/src/overlays/actors/ovl_En_Rz/ovl_En_Rz_reloc.o"
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endseg
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beginseg
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@ -191,7 +191,7 @@ s32 DmBal_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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void DmBal_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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}
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TexturePtr sEyeTextures[] = { object_bal_Tex_006050, object_bal_Tex_0094D0 };
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static TexturePtr sEyeTextures[] = { object_bal_Tex_006050, object_bal_Tex_0094D0 };
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void DmBal_Draw(Actor* thisx, PlayState* play) {
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DmBal* this = THIS;
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@ -5,6 +5,7 @@
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*/
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#include "z_en_rz.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
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@ -15,21 +16,39 @@ void EnRz_Destroy(Actor* thisx, PlayState* play);
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void EnRz_Update(Actor* thisx, PlayState* play);
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void EnRz_Draw(Actor* thisx, PlayState* play);
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void EnRz_ActorShadowFunc(Actor* thisx, Lights* mapper, PlayState* play);
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void EnRz_ChangeAnim(PlayState*, EnRz*, s16 animIndex, u8 animMode, f32 morphFrames);
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s32 EnRz_SetupPath(EnRz* this, PlayState* play);
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EnRz* EnRz_FindSister(EnRz* this, PlayState*);
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void func_80BFC058(EnRz* this, PlayState* play);
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void func_80BFC078(EnRz* this, PlayState* play);
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void func_80BFC19C(EnRz* this, PlayState* play);
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void func_80BFC214(EnRz* this, PlayState* play);
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void func_80BFC270(EnRz* this, PlayState* play);
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void func_80BFC2F4(EnRz* this, PlayState* play);
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void func_80BFC36C(EnRz* this, PlayState* play);
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void func_80BFC3F8(EnRz* this, PlayState* play);
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void func_80BFC608(EnRz* this, PlayState* play);
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void func_80BFC674(EnRz* this, PlayState* play);
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void func_80BFC728(EnRz* this, PlayState* play);
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void func_80BFC7E0(EnRz* this, PlayState* play);
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void func_80BFC8F8(EnRz* this, PlayState* play);
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void EnRz_Walk(EnRz* this, PlayState* play);
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#define EN_RZ_STATE_1 (1 << 0)
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#define EN_RZ_STATE_2 (1 << 1)
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typedef enum {
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/* 0 */ EN_RZ_ANIM_THINKING,
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/* 1 */ EN_RZ_ANIM_STANDING,
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/* 2 */ EN_RZ_ANIM_WALKING,
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/* 3 */ EN_RZ_ANIM_SITTING,
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/* 4 */ EN_RZ_ANIM_APPLAUDING,
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/* 5 */ EN_RZ_ANIM_ON_KNEES,
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/* 6 */ EN_RZ_ANIM_DANCE,
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/* 7 */ EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE,
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/* 8 */ EN_RZ_ANIM_LINK_DANCE,
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/* 9 */ EN_RZ_ANIM_MAX
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} EnRzAnimation;
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typedef enum {
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/* 0 */ EN_RZ_PATHSTATUS_NORMAL, //!< not near waypoint
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/* 1 */ EN_RZ_PATHSTATUS_AT_POINT, //!< no path or new waypoint
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/* 2 */ EN_RZ_PATHSTATUS_END //!< reached end of path
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} EnRzPathStatus;
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#if 0
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ActorInit En_Rz_InitVars = {
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ACTOR_EN_RZ,
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ACTORCAT_NPC,
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@ -42,80 +61,647 @@ ActorInit En_Rz_InitVars = {
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(ActorFunc)EnRz_Draw,
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};
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// static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit D_80BFCCF4 = {
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{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_ENEMY, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
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{ ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
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static TexturePtr sEyeTextures[] = {
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object_rz_Tex_00BC50, object_rz_Tex_00C190, object_rz_Tex_00C590, object_rz_Tex_00C990, object_rz_Tex_00CD90,
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};
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_ENEMY,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xF7CFFFFF, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 20, 40, 0, { 0, 0, 0 } },
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};
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#endif
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void EnRz_Init(Actor* thisx, PlayState* play) {
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EnRz* this = THIS;
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s16 tempCutscene = this->actor.cutscene;
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s32 i;
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extern ColliderCylinderInit D_80BFCCF4;
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for (i = 0; i < ARRAY_COUNT(this->cutscenes); i++) {
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this->cutscenes[i] = tempCutscene;
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if (tempCutscene != -1) {
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this->actor.cutscene = tempCutscene;
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tempCutscene = ActorCutscene_GetAdditionalCutscene(this->actor.cutscene);
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}
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}
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extern UNK_TYPE D_06003A20;
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extern UNK_TYPE D_0600D768;
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Actor_SetScale(&this->actor, 0.01f);
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ActorShape_Init(&this->actor.shape, 0.0f, EnRz_ActorShadowFunc, 20.0f);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Init.s")
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// @bug this alignment is because of player animations, but should be using ALIGN16
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SkelAnime_InitFlex(play, &this->skelAnime, &object_rz_Skel_00D8D8, &gRosaSistersStandingAnim,
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(uintptr_t)this->jointTable & ~0xF, (uintptr_t)this->morphTable & ~0xF, OBJECT_RZ_LIMB_MAX);
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Animation_PlayLoop(&this->skelAnime, &gRosaSistersStandingAnim);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB780.s")
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Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB864.s")
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this->actionFunc = func_80BFC058;
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EnRz_SetupPath(this, play);
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this->animIndex = EN_RZ_ANIM_MAX;
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this->actor.targetMode = 0;
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this->actor.terminalVelocity = -9.0f;
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this->actor.gravity = -1.0f;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFB9E4.s")
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switch (EN_RZ_GET_TYPE(thisx)) {
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case EN_RZ_TYPE_1:
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if (!(gSaveContext.save.weekEventReg[77] & 4)) {
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Actor_Kill(&this->actor);
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return;
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}
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EnRz_ChangeAnim(play, this, EN_RZ_ANIM_SITTING, ANIMMODE_LOOP, 0.0f);
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this->actionFunc = func_80BFC674;
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this->actor.shape.yOffset = -1500.0f;
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break;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBA1C.s")
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case EN_RZ_TYPE_2:
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this->actor.flags |= ACTOR_FLAG_10;
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if (gSaveContext.save.weekEventReg[77] & 4) {
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EnRz_ChangeAnim(play, this, EN_RZ_ANIM_LINK_DANCE, ANIMMODE_LOOP, 0.0f);
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} else {
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EnRz_ChangeAnim(play, this, EN_RZ_ANIM_DANCE, ANIMMODE_LOOP, 0.0f);
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}
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this->actionFunc = func_80BFC3F8;
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this->sister = EnRz_FindSister(this, play);
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this->actor.uncullZoneForward = 300.0f;
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break;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBA50.s")
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default: // EN_RZ_TYPE_0
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this->stateFlags |= EN_RZ_STATE_2;
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if (gSaveContext.save.weekEventReg[77] & 4) {
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Actor_Kill(&this->actor);
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return;
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}
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EnRz_ChangeAnim(play, this, EN_RZ_ANIM_WALKING, ANIMMODE_LOOP, 0.0f);
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this->actionFunc = EnRz_Walk;
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if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
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this->actor.textId = 0x291C;
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} else { // EN_RZ_MARILLA
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this->actor.textId = 0x2920;
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}
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break;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBB44.s")
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if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
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this->csAction = 0x226;
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} else { // EN_RZ_MARILLA
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this->csAction = 0x227;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBC78.s")
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this->actionIndex = 0;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBCEC.s")
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/**
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* Custom shadow draw function of type ActorShadowFunc.
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*/
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void EnRz_ActorShadowFunc(Actor* thisx, Lights* mapper, PlayState* play) {
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Vec3f oldPos;
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EnRz* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBD54.s")
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if (this->animIndex == EN_RZ_ANIM_LINK_DANCE) {
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f32 tempScale = (((27.0f - this->shadowPos.y) + this->actor.world.pos.y) * ((1 / 2.25f) * 0.001f)) + 0.01f;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBDA0.s")
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this->actor.scale.x = tempScale;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBDFC.s")
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Math_Vec3f_Copy(&oldPos, &this->actor.world.pos);
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Math_Vec3f_Copy(&this->actor.world.pos, &this->shadowPos);
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func_800B4AEC(play, &this->actor, 50.0f);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Destroy.s")
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if (oldPos.y < this->actor.floorHeight) {
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this->actor.world.pos.y = this->actor.floorHeight;
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} else {
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this->actor.world.pos.y = oldPos.y;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBE70.s")
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ActorShadow_DrawCircle(&this->actor, mapper, play);
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Math_Vec3f_Copy(&this->actor.world.pos, &oldPos);
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this->actor.scale.x = 0.01f;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFBFAC.s")
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void EnRz_ChangeAnim(PlayState* play, EnRz* this, s16 animIndex, u8 animMode, f32 morphFrames) {
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// N.B. both of these arrays must be the same length due to how the animations are chosen
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static AnimationHeader* sJudoAnimations[] = {
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&gRosaSistersThinkingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingWhileThinkingAnim,
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&gRosaSistersSittingAnim, &gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim,
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&gRosaSistersDancingAnim,
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};
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static AnimationHeader* sMarillaAnimations[] = {
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&gRosaSistersStandingAnim, &gRosaSistersStandingAnim, &gRosaSistersWalkingAnim, &gRosaSistersSittingAnim,
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&gRosaSistersApplaudingAnim, &gRosaSistersOnKneesAnim, &gRosaSistersDancingAnim,
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};
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static LinkAnimationHeader* sLinkAnimations[] = {
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&gPlayerAnim_link_normal_wait_free,
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&gPlayerAnim_alink_dance_loop,
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};
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f32 endFrame;
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AnimationHeader** animationPtr;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC058.s")
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if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
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animationPtr = sJudoAnimations;
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} else { // EN_RZ_MARILLA
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animationPtr = sMarillaAnimations;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC078.s")
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if ((animIndex >= EN_RZ_ANIM_THINKING) && (animIndex < EN_RZ_ANIM_MAX) &&
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((animIndex != this->animIndex) || (animMode != ANIMMODE_LOOP))) {
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if (animIndex >= ARRAY_COUNT(sJudoAnimations)) {
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endFrame = Animation_GetLastFrame(sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)]);
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if (animMode == ANIMMODE_LOOP) {
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LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
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2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
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} else {
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LinkAnimation_Change(play, &this->skelAnime, sLinkAnimations[animIndex - ARRAY_COUNT(sJudoAnimations)],
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2.0f / 3.0f, 0.0f, endFrame, ANIMMODE_LOOP, morphFrames);
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}
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} else {
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Animation_Change(&this->skelAnime, animationPtr[animIndex], 1.0f, 0.0f,
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Animation_GetLastFrame(animationPtr[animIndex]), animMode, morphFrames);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC19C.s")
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this->animIndex = animIndex;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC214.s")
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void func_80BFB9E4(PlayState* play, EnRz* this, s16 animIndex) {
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EnRz_ChangeAnim(play, this, animIndex, ANIMMODE_LOOP, -5.0f);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC270.s")
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void func_80BFBA1C(PlayState* play, EnRz* this, s16 animIndex) {
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EnRz_ChangeAnim(play, this, animIndex, ANIMMODE_LOOP, 0.0f);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC2F4.s")
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s32 EnRz_SetupPath(EnRz* this, PlayState* play) {
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if (EN_RZ_GET_PATH(&this->actor) != 0x3F) {
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this->path = &play->setupPathList[EN_RZ_GET_PATH(&this->actor)];
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if (this->path != NULL) {
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Path* path = this->path;
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Vec3s* points = (Vec3s*)Lib_SegmentedToVirtual(path->points);
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f32 diffX = points->x - this->actor.world.pos.x;
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f32 diffY = points->z - this->actor.world.pos.z;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC36C.s")
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if ((SQ(diffX) + SQ(diffY)) < SQ(10.0f)) {
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this->curPointIndex = 0;
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this->stateFlags &= ~EN_RZ_STATE_1;
|
||||
} else {
|
||||
this->curPointIndex = path->count - 1;
|
||||
this->stateFlags |= EN_RZ_STATE_1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
this->path = NULL;
|
||||
this->curPointIndex = 0;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC3F8.s")
|
||||
EnRzPathStatus EnRz_GetPathStatus(EnRz* this) {
|
||||
Path* path = this->path;
|
||||
Vec3s* curPoint;
|
||||
f32 diffX;
|
||||
f32 diffZ;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC608.s")
|
||||
if (path == NULL) {
|
||||
return EN_RZ_PATHSTATUS_AT_POINT;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC674.s")
|
||||
curPoint = &((Vec3s*)Lib_SegmentedToVirtual(path->points))[this->curPointIndex];
|
||||
diffX = curPoint->x - this->actor.world.pos.x;
|
||||
diffZ = curPoint->z - this->actor.world.pos.z;
|
||||
this->actor.world.rot.y = Math_Atan2S(diffX, diffZ);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 2, 0x07D0, 0xC8);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC728.s")
|
||||
if ((SQ(diffX) + SQ(diffZ)) < SQ(10.0f)) {
|
||||
if (this->stateFlags & EN_RZ_STATE_1) {
|
||||
this->curPointIndex--;
|
||||
if (this->curPointIndex < 0) {
|
||||
return EN_RZ_PATHSTATUS_END;
|
||||
}
|
||||
} else {
|
||||
this->curPointIndex++;
|
||||
if (this->curPointIndex >= path->count) {
|
||||
return EN_RZ_PATHSTATUS_END;
|
||||
}
|
||||
}
|
||||
return EN_RZ_PATHSTATUS_AT_POINT;
|
||||
}
|
||||
return EN_RZ_PATHSTATUS_NORMAL;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC7E0.s")
|
||||
s32 EnRz_CanTalk(EnRz* this, PlayState* play) {
|
||||
if ((this->actor.xzDistToPlayer < 80.0f) && (fabsf(this->actor.playerHeightRel) < 20.0f) &&
|
||||
Player_IsFacingActor(&this->actor, 0x3000, play)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC8AC.s")
|
||||
s32 func_80BFBCEC(EnRz* this, PlayState* play) {
|
||||
s32 pad;
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFC8F8.s")
|
||||
if ((this->actor.xzDistToPlayer < 100.0f) && Actor_IsFacingPlayer(&this->actor, 0x3000) &&
|
||||
(player->stateFlags2 & PLAYER_STATE2_2000000)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Update.s")
|
||||
s32 EnRz_UpdateSkelAnime(EnRz* this, PlayState* play) {
|
||||
if (this->animIndex < EN_RZ_ANIM_LINK_NORMAL_WAIT_FREE) {
|
||||
return SkelAnime_Update(&this->skelAnime);
|
||||
} else {
|
||||
return LinkAnimation_Update(play, &this->skelAnime);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/func_80BFCAD0.s")
|
||||
EnRz* EnRz_FindSister(EnRz* this, PlayState* play) {
|
||||
Actor* npc = play->actorCtx.actorLists[ACTORCAT_NPC].first;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Rz/EnRz_Draw.s")
|
||||
while (npc != NULL) {
|
||||
if ((npc->id == ACTOR_EN_RZ) && (EN_RZ_GET_TYPE(&this->actor) == EN_RZ_GET_TYPE(npc))) {
|
||||
if (&this->actor != npc) {
|
||||
return (EnRz*)npc;
|
||||
}
|
||||
}
|
||||
npc = npc->next;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void func_80BFBDFC(PlayState* play) {
|
||||
if (gSaveContext.save.weekEventReg[75] & 0x80) {
|
||||
func_80151BB4(play, 0x27);
|
||||
}
|
||||
func_80151BB4(play, 0xC);
|
||||
}
|
||||
|
||||
void EnRz_Destroy(Actor* thisx, PlayState* play) {
|
||||
EnRz* this = THIS;
|
||||
|
||||
Collider_DestroyCylinder(play, &this->collider);
|
||||
}
|
||||
|
||||
s32 func_80BFBE70(EnRz* this, PlayState* play) {
|
||||
u16 action;
|
||||
|
||||
if ((EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) && (this->animIndex == EN_RZ_ANIM_APPLAUDING)) {
|
||||
func_800B9010(&this->actor, NA_SE_EV_CLAPPING_2P - SFX_FLAG);
|
||||
}
|
||||
|
||||
if (Cutscene_CheckActorAction(play, this->csAction)) {
|
||||
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetActorActionIndex(play, this->csAction));
|
||||
action = play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, this->csAction)]->action;
|
||||
if (this->actionIndex != action) {
|
||||
this->actionIndex = action;
|
||||
switch (this->actionIndex) {
|
||||
case 1:
|
||||
func_80BFBA1C(play, this, EN_RZ_ANIM_STANDING);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
func_80BFBA1C(play, this, EN_RZ_ANIM_ON_KNEES);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
func_80BFBA1C(play, this, EN_RZ_ANIM_APPLAUDING);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
func_80BFBA1C(play, this, EN_RZ_ANIM_LINK_DANCE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
s32 func_80BFBFAC(EnRz* this, PlayState* play) {
|
||||
if (this->actor.cutscene == -1) {
|
||||
Message_StartTextbox(play, 0x2925, &this->actor);
|
||||
this->actionFunc = func_80BFC078;
|
||||
} else if (ActorCutscene_GetCurrentIndex() == 0x7C) {
|
||||
ActorCutscene_Stop(0x7C);
|
||||
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
|
||||
return false;
|
||||
} else if (ActorCutscene_GetCanPlayNext(this->actor.cutscene)) {
|
||||
ActorCutscene_Start(this->actor.cutscene, &this->actor);
|
||||
return true;
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void func_80BFC058(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
}
|
||||
|
||||
void func_80BFC078(EnRz* this, PlayState* play) {
|
||||
s32 pad;
|
||||
Vec3f sp28;
|
||||
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
|
||||
switch (play->msgCtx.currentTextId) {
|
||||
case 0x2927:
|
||||
case 0x2928:
|
||||
func_80151938(play, play->msgCtx.currentTextId + 1);
|
||||
gSaveContext.save.weekEventReg[77] |= 4;
|
||||
break;
|
||||
|
||||
default:
|
||||
func_801477B4(play);
|
||||
this->actionFunc = func_80BFC3F8;
|
||||
if (this->animIndex != EN_RZ_ANIM_LINK_DANCE) {
|
||||
func_80BFB9E4(play, this, EN_RZ_ANIM_DANCE);
|
||||
if (this->sister != NULL) {
|
||||
func_80BFB9E4(play, this->sister, EN_RZ_ANIM_DANCE);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
|
||||
sp28.x = this->actor.projectedPos.x;
|
||||
sp28.y = this->actor.projectedPos.y;
|
||||
sp28.z = this->actor.projectedPos.z;
|
||||
func_801A1FB4(3, &sp28, NA_BGM_ROSA_SISTERS, 900.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC19C(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
if (!func_80BFBE70(this, play)) {
|
||||
this->actionFunc = func_80BFC3F8;
|
||||
func_80BFBA1C(play, this, EN_RZ_ANIM_LINK_DANCE);
|
||||
if (this->sister != NULL) {
|
||||
func_80BFBA1C(play, this->sister, EN_RZ_ANIM_LINK_DANCE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC214(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
if (!func_80BFBE70(this, play) && func_80BFBFAC(this, play)) {
|
||||
this->actionFunc = func_80BFC19C;
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC270(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
if (Actor_HasParent(&this->actor, play)) {
|
||||
this->actor.parent = NULL;
|
||||
this->actionFunc = func_80BFC214;
|
||||
func_80BFBDFC(play);
|
||||
} else {
|
||||
Actor_PickUp(&this->actor, play, GI_HEART_PIECE, 2000.0f, 1000.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC2F4(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
if (!func_80BFBE70(this, play)) {
|
||||
func_801477B4(play);
|
||||
Actor_PickUp(&this->actor, play, GI_HEART_PIECE, 2000.0f, 1000.0f);
|
||||
this->actionFunc = func_80BFC270;
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC36C(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
if (func_80BFBFAC(this, play)) {
|
||||
gSaveContext.save.weekEventReg[77] |= 4;
|
||||
if (gSaveContext.save.weekEventReg[75] & 0x80) {
|
||||
this->actionFunc = func_80BFC214;
|
||||
} else {
|
||||
this->actionFunc = func_80BFC2F4;
|
||||
gSaveContext.save.weekEventReg[75] |= 0x80;
|
||||
}
|
||||
this->actor.cutscene = this->cutscenes[1];
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC3F8(EnRz* this, PlayState* play) {
|
||||
s32 pad;
|
||||
Vec3f bgmPos;
|
||||
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if (this->sister == NULL) {
|
||||
this->sister = EnRz_FindSister(this, play);
|
||||
}
|
||||
|
||||
if (!func_80BFBE70(this, play)) {
|
||||
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
|
||||
this->actionFunc = func_80BFC078;
|
||||
|
||||
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_10000)) {
|
||||
this->actionFunc = func_80BFC36C;
|
||||
this->actor.cutscene = this->cutscenes[0];
|
||||
this->actor.flags &= ~ACTOR_FLAG_10000;
|
||||
} else if (Player_GetMask(play) == PLAYER_MASK_KAMARO) {
|
||||
if (gSaveContext.save.weekEventReg[77] & 4) {
|
||||
Message_StartTextbox(play, 0x2925, &this->actor);
|
||||
func_80BFBDFC(play);
|
||||
} else {
|
||||
Message_StartTextbox(play, 0x2926, &this->actor);
|
||||
func_80BFBDFC(play);
|
||||
}
|
||||
} else {
|
||||
Message_StartTextbox(play, 0x2926, &this->actor);
|
||||
func_80BFBDFC(play);
|
||||
}
|
||||
|
||||
} else if (EnRz_CanTalk(this, play)) {
|
||||
if (func_80BFBCEC(this, play) && !(gSaveContext.save.weekEventReg[77] & 4) && this->sister != NULL) {
|
||||
this->actor.flags |= ACTOR_FLAG_10000;
|
||||
func_800B8500(&this->actor, play, 1000.0f, 1000.0f, PLAYER_AP_MINUS1);
|
||||
} else {
|
||||
this->actor.flags &= ~ACTOR_FLAG_10000;
|
||||
func_800B8614(&this->actor, play, 120.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
|
||||
bgmPos.x = this->actor.projectedPos.x;
|
||||
bgmPos.y = this->actor.projectedPos.y;
|
||||
bgmPos.z = this->actor.projectedPos.z;
|
||||
func_801A1FB4(3, &bgmPos, NA_BGM_ROSA_SISTERS, 900.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC608(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
|
||||
func_801477B4(play);
|
||||
this->actionFunc = func_80BFC674;
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC674(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
|
||||
this->actionFunc = func_80BFC608;
|
||||
if (Player_GetMask(play) == PLAYER_MASK_KAMARO) {
|
||||
Message_StartTextbox(play, 0x2925, &this->actor);
|
||||
} else {
|
||||
Message_StartTextbox(play, 0x2924, &this->actor);
|
||||
}
|
||||
} else if (EnRz_CanTalk(this, play)) {
|
||||
func_800B8614(&this->actor, play, 120.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC728(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_5) && Message_ShouldAdvance(play)) {
|
||||
func_801477B4(play);
|
||||
this->actionFunc = func_80BFC7E0;
|
||||
this->actor.textId++;
|
||||
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
|
||||
if (this->actor.textId >= 0x2920) {
|
||||
this->actor.textId = 0x291C;
|
||||
}
|
||||
} else if (this->actor.textId >= 0x2924) {
|
||||
this->actor.textId = 0x2920;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80BFC7E0(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
|
||||
if (this->timer > 0) {
|
||||
this->timer--;
|
||||
} else {
|
||||
this->actionFunc = EnRz_Walk;
|
||||
func_80BFB9E4(play, this, EN_RZ_ANIM_WALKING);
|
||||
}
|
||||
|
||||
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
|
||||
this->actionFunc = func_80BFC728;
|
||||
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
|
||||
this->actor.speedXZ = 0.0f;
|
||||
func_80BFBDFC(play);
|
||||
} else if (EnRz_CanTalk(this, play)) {
|
||||
func_800B8614(&this->actor, play, 120.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void EnRz_StopToThink(EnRz* this, PlayState* play) {
|
||||
this->timer = 100;
|
||||
this->actionFunc = func_80BFC7E0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
|
||||
}
|
||||
|
||||
void EnRz_Walk(EnRz* this, PlayState* play) {
|
||||
EnRz_UpdateSkelAnime(this, play);
|
||||
this->actor.speedXZ = 1.5f;
|
||||
|
||||
switch (EnRz_GetPathStatus(this)) {
|
||||
case EN_RZ_PATHSTATUS_END:
|
||||
EnRz_SetupPath(this, play);
|
||||
EnRz_StopToThink(this, play);
|
||||
break;
|
||||
|
||||
case EN_RZ_PATHSTATUS_AT_POINT:
|
||||
EnRz_StopToThink(this, play);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
|
||||
this->actionFunc = func_80BFC728;
|
||||
func_80BFB9E4(play, this, EN_RZ_ANIM_THINKING);
|
||||
this->actor.speedXZ = 0.0f;
|
||||
func_80BFBDFC(play);
|
||||
} else if (EnRz_CanTalk(this, play)) {
|
||||
func_800B8614(&this->actor, play, 120.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void EnRz_Update(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
EnRz* this = THIS;
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, 5);
|
||||
|
||||
this->actionFunc(this, play);
|
||||
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
this->blinkTimer = Rand_S16Offset(60, 60);
|
||||
}
|
||||
|
||||
this->eyeIndex = this->blinkTimer;
|
||||
if (this->eyeIndex > 2) {
|
||||
this->eyeIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void EnRz_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
static Vec3f sFocusOffsetPos = { 500.0f, -500.0f, 0.0f };
|
||||
EnRz* this = THIS;
|
||||
|
||||
if (limbIndex == OBJECT_RZ_LIMB_0B) {
|
||||
Matrix_MultVec3f(&sFocusOffsetPos, &thisx->focus.pos);
|
||||
}
|
||||
if (limbIndex == OBJECT_RZ_LIMB_03) {
|
||||
Matrix_MultVec3f(&gZeroVec3f, &this->shadowPos);
|
||||
}
|
||||
}
|
||||
|
||||
void EnRz_Draw(Actor* thisx, PlayState* play) {
|
||||
EnRz* this = THIS;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
func_8012C28C(play->state.gfxCtx);
|
||||
|
||||
if (EN_RZ_GET_SISTER(&this->actor) == EN_RZ_JUDO) {
|
||||
AnimatedMat_DrawStepOpa(play, Lib_SegmentedToVirtual(&object_rz_Matanimheader_00D768), 0);
|
||||
} else { // EN_RZ_MARILLA
|
||||
AnimatedMat_DrawStepOpa(play, Lib_SegmentedToVirtual(&object_rz_Matanimheader_00D768), 1);
|
||||
}
|
||||
|
||||
if (this->animIndex == EN_RZ_ANIM_APPLAUDING) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[4]));
|
||||
} else if (this->stateFlags & EN_RZ_STATE_2) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[3]));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyeTextures[this->eyeIndex]));
|
||||
}
|
||||
|
||||
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
|
||||
EnRz_PostLimbDraw, &this->actor);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,6 +2,22 @@
|
|||
#define Z_EN_RZ_H
|
||||
|
||||
#include "global.h"
|
||||
#include "assets/objects/object_rz/object_rz.h"
|
||||
|
||||
#define EN_RZ_GET_SISTER(thisx) ((thisx)->params & 0x8000)
|
||||
#define EN_RZ_GET_TYPE(thisx) ((thisx)->params & 0xF)
|
||||
#define EN_RZ_GET_PATH(thisx) (((thisx)->params & 0x7E00) >> 9)
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ EN_RZ_JUDO, // in red
|
||||
/* 1 */ EN_RZ_MARILLA // in blue
|
||||
} EnRzSister;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ EN_RZ_TYPE_0,
|
||||
/* 1 */ EN_RZ_TYPE_1,
|
||||
/* 2 */ EN_RZ_TYPE_2
|
||||
} EnRzType;
|
||||
|
||||
struct EnRz;
|
||||
|
||||
|
|
@ -9,7 +25,24 @@ typedef void (*EnRzActionFunc)(struct EnRz*, PlayState*);
|
|||
|
||||
typedef struct EnRz {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ char unk_144[0x2EC];
|
||||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ Vec3s jointTable[OBJECT_RZ_LIMB_MAX];
|
||||
/* 0x20C */ UNK_TYPE1 pad20C[0x94];
|
||||
/* 0x2A0 */ Vec3s morphTable[OBJECT_RZ_LIMB_MAX];
|
||||
/* 0x324 */ UNK_TYPE1 pad324[0x94];
|
||||
/* 0x3B8 */ Path* path;
|
||||
/* 0x3BC */ s32 curPointIndex;
|
||||
/* 0x3C0 */ ColliderCylinder collider;
|
||||
/* 0x40C */ struct EnRz* sister;
|
||||
/* 0x410 */ s16 eyeIndex;
|
||||
/* 0x412 */ s16 blinkTimer;
|
||||
/* 0x414 */ Vec3f shadowPos;
|
||||
/* 0x420 */ u16 stateFlags;
|
||||
/* 0x422 */ s16 animIndex;
|
||||
/* 0x424 */ s16 timer;
|
||||
/* 0x426 */ u16 csAction;
|
||||
/* 0x428 */ u16 actionIndex;
|
||||
/* 0x42A */ s16 cutscenes[2];
|
||||
/* 0x430 */ EnRzActionFunc actionFunc;
|
||||
} EnRz; // size = 0x434
|
||||
|
||||
|
|
|
|||
|
|
@ -84,7 +84,7 @@ void EnYb_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetScale(&this->actor, 0.01f);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, EnYb_ActorShadowFunc, 20.0f);
|
||||
|
||||
// @Bug this alignment is because of player animations, but should be using ALIGN16
|
||||
// @bug this alignment is because of player animations, but should be using ALIGN16
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gYbSkeleton, &object_yb_Anim_000200, (uintptr_t)this->jointTable & ~0xF,
|
||||
(uintptr_t)this->morphTable & ~0xF, YB_LIMB_MAX);
|
||||
|
||||
|
|
|
|||
|
|
@ -16399,16 +16399,16 @@
|
|||
0x80BFB0E0:("EnYb_PostLimbDrawXlu",),
|
||||
0x80BFB14C:("EnYb_Draw",),
|
||||
0x80BFB480:("EnRz_Init",),
|
||||
0x80BFB780:("func_80BFB780",),
|
||||
0x80BFB864:("func_80BFB864",),
|
||||
0x80BFB780:("EnRz_ActorShadowFunc",),
|
||||
0x80BFB864:("EnRz_ChangeAnim",),
|
||||
0x80BFB9E4:("func_80BFB9E4",),
|
||||
0x80BFBA1C:("func_80BFBA1C",),
|
||||
0x80BFBA50:("func_80BFBA50",),
|
||||
0x80BFBB44:("func_80BFBB44",),
|
||||
0x80BFBC78:("func_80BFBC78",),
|
||||
0x80BFBA50:("EnRz_SetupPath",),
|
||||
0x80BFBB44:("EnRz_GetPathStatus",),
|
||||
0x80BFBC78:("EnRz_CanTalk",),
|
||||
0x80BFBCEC:("func_80BFBCEC",),
|
||||
0x80BFBD54:("func_80BFBD54",),
|
||||
0x80BFBDA0:("func_80BFBDA0",),
|
||||
0x80BFBD54:("EnRz_UpdateSkelAnime",),
|
||||
0x80BFBDA0:("EnRz_FindSister",),
|
||||
0x80BFBDFC:("func_80BFBDFC",),
|
||||
0x80BFBE44:("EnRz_Destroy",),
|
||||
0x80BFBE70:("func_80BFBE70",),
|
||||
|
|
@ -16425,10 +16425,10 @@
|
|||
0x80BFC674:("func_80BFC674",),
|
||||
0x80BFC728:("func_80BFC728",),
|
||||
0x80BFC7E0:("func_80BFC7E0",),
|
||||
0x80BFC8AC:("func_80BFC8AC",),
|
||||
0x80BFC8F8:("func_80BFC8F8",),
|
||||
0x80BFC8AC:("EnRz_StopToThink",),
|
||||
0x80BFC8F8:("EnRz_Walk",),
|
||||
0x80BFC9E4:("EnRz_Update",),
|
||||
0x80BFCAD0:("func_80BFCAD0",),
|
||||
0x80BFCAD0:("EnRz_PostLimbDraw",),
|
||||
0x80BFCB3C:("EnRz_Draw",),
|
||||
0x80BFCFA0:("EnScopecoin_Spin",),
|
||||
0x80BFCFB8:("EnScopecoin_CheckCollectible",),
|
||||
|
|
|
|||
Loading…
Reference in New Issue