mirror of https://github.com/zeldaret/mm.git
NPC Tracking (#1184)
* npc tracking * fix func declaration * more cleanup * rm named var * more cleanup
This commit is contained in:
parent
e50ab59cf7
commit
e8f906100b
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@ -752,8 +752,8 @@ void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u1
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Hilite* func_800BCBF4(Vec3f* arg0, PlayState* play);
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Hilite* func_800BCC68(Vec3f* arg0, PlayState* play);
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void Actor_GetClosestPosOnPath(Vec3s* points, s32 numPoints, Vec3f* srcPos, Vec3f* dstPos, s32 isPathLoop);
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s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*textIdCallback)(PlayState*, Actor*), s16 (*arg5)(PlayState*, Actor*));
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void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3);
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s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState);
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void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode);
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void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex);
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@ -417,7 +417,6 @@ extern Color_RGBA8 actorDefaultHitColor;
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// extern UNK_TYPE4 D_801AEDD4;
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// extern UNK_TYPE4 D_801AEE28;
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// extern UNK_TYPE4 D_801AEE30;
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// extern UNK_TYPE4 D_801AEE38;
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// extern UNK_TYPE2 D_801AEE4C;
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extern Gfx D_801AEF88[];
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extern Gfx D_801AEFA0[];
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@ -839,19 +839,6 @@ typedef struct {
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/* 0x10 */ Color_RGBA8_u32 envColor;
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} Struct_80140E80; // size = 0x14
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// From OoT's struct_80034A14_arg1
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typedef struct {
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/* 0x00 */ s16 unk_00;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ Vec3s unk_08;
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/* 0x0E */ Vec3s unk_0E;
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/* 0x14 */ f32 unk_14;
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/* 0x18 */ Vec3f unk_18; // Usually setted to Player's position or Player's focus
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/* 0x24 */ s16 unk_24;
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} struct_800BD888_arg1; // size = 0x28
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typedef struct {
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/* 0x0 */ u32 type;
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/* 0x4 */ u32 setScissor;
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@ -22,6 +22,8 @@ struct EnBox;
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struct EnTorch2;
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typedef void(*ActorFunc)(struct Actor* this, struct PlayState* play);
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typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
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typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
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typedef struct {
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/* 0x00 */ Vec3f pos;
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@ -639,4 +641,31 @@ typedef enum {
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/* 0xFF */ TATL_HINT_ID_NONE = 0xFF
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} TatlHintId;
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typedef enum NpcTalkState {
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/* 0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
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/* 1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
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/* 2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
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/* 3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
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} NpcTalkState;
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typedef enum NpcTrackingMode {
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/* 0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
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/* 1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
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/* 2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
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/* 3 */ NPC_TRACKING_HEAD, // Track target by turning the head
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/* 4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
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} NpcTrackingMode;
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typedef struct NpcInteractInfo {
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/* 0x00 */ s16 talkState;
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/* 0x02 */ s16 trackingMode;
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/* 0x04 */ s16 autoTurnTimer;
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/* 0x06 */ s16 autoTurnState;
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/* 0x08 */ Vec3s headRot;
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/* 0x0E */ Vec3s torsoRot;
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/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
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/* 0x18 */ Vec3f trackPos;
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/* 0x24 */ UNK_TYPE1 unk_24[0x4];
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} NpcInteractInfo; // size = 0x28
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#endif
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@ -4015,170 +4015,285 @@ void Actor_GetClosestPosOnPath(Vec3s* points, s32 numPoints, Vec3f* srcPos, Vec3
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}
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}
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// unused
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s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*textIdCallback)(PlayState*, Actor*),
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s16 (*arg5)(PlayState*, Actor*)) {
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/**
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* Updates NPC talking state. Checks for a talk request and updates
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* the talkState parameter when a dialog is ongoing. Otherwise checks if
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* the actor is onscreen, advertises the interaction in a range and sets
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* the current text id if necessary.
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*
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* The talk state values are defined in the NpcTalkState enum.
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*
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* @see NpcTalkState
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*
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* @param[in,out] talkState Talk state
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* @param interactRange The interact (talking) range for the actor
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* @param getTextId Callback for getting the next text id
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* @param updateTalkState Callback for getting the next talkState value
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* @return True if a new dialog was started (player talked to the actor). False otherwise.
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*/
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s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId,
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NpcUpdateTalkStateFunc updateTalkState) {
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if (Actor_ProcessTalkRequest(actor, &play->state)) {
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*arg2 = true;
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*talkState = NPC_TALK_STATE_TALKING;
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return true;
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} else if (*arg2) {
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*arg2 = arg5(play, actor);
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return false;
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} else if (!Actor_OnScreen(play, actor)) {
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return false;
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} else if (!func_800B8614(actor, play, arg3)) {
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return false;
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} else {
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actor->textId = textIdCallback(play, actor);
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}
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if (*talkState != NPC_TALK_STATE_IDLE) {
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*talkState = updateTalkState(play, actor);
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return false;
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}
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if (!Actor_OnScreen(play, actor)) {
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return false;
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}
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if (!func_800B8614(actor, play, interactRange)) {
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return false;
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}
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actor->textId = getTextId(play, actor);
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return false;
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}
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typedef struct {
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/* 0x00 */ s16 unk_00;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ s16 unk_08;
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/* 0x0A */ s16 unk_0A;
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/* 0x0C */ u8 unk_0C;
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} struct_801AEE38_0; // size = 0x10
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/* 0x0 */ s16 maxHeadYaw;
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/* 0x2 */ s16 minHeadPitch;
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/* 0x4 */ s16 maxHeadPitch;
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/* 0x6 */ s16 maxTorsoYaw;
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/* 0x8 */ s16 minTorsoPitch;
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/* 0xA */ s16 maxTorsoPitch;
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/* 0xC */ u8 rotateYaw;
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} NpcTrackingRotLimits; // size = 0x10
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typedef struct {
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/* 0x00 */ struct_801AEE38_0 sub_00;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ s16 unk_14;
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} struct_801AEE38; // size = 0x18
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/* 0x00 */ NpcTrackingRotLimits rotLimits;
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// Fields specific to NPC_TRACKING_PLAYER_AUTO_TURN mode
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/* 0x10 */ f32 autoTurnDistanceRange; // Max distance to player to enable tracking and auto-turn
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/* 0x14 */ s16 maxYawForPlayerTracking; // Player is tracked if within this yaw
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} NpcTrackingParams; // size = 0x18
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struct_801AEE38 D_801AEE38[] = {
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{ { 0x1C20, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, 0x0000 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 0x0001 }, 170.0f, 0x3FFC },
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{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 0x0001 }, 170.0f, 0x3FFC },
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{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 0x0001 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 0x0001 }, 170.0f, 0x3FFC },
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{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 0x0001 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 0x0001 }, 0.0f, 0x0000 },
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{ { 0x2A6C, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, 0x0000 }, 170.0f, 0x3FFC },
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/**
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* Npc tracking angle limit presets to use with Npc_TrackPoint.
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*
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* @see Npc_TrackPoint
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*/
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NpcTrackingParams sNpcTrackingPresets[] = {
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{ { 0x1C20, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, false }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, true }, 170.0f, 0x3FFC },
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{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, true }, 170.0f, 0x3FFC },
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{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, true }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, true }, 170.0f, 0x3FFC },
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{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, true }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, true }, 0.0f, 0x0000 },
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{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x2A6C, 0xE390, 0x1C70, 0x1554, 0x0000, 0x0000, false }, 170.0f, 0x3FFC },
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};
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void func_800BD384(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
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u8 arg8) {
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s16 sp46;
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s16 sp44;
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s16 temp2;
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s16 sp40;
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s16 temp1;
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Vec3f sp30;
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/**
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* Smoothly turns the actor's whole body and updates torso and head rotations in
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* NpcInteractInfo so that the actor tracks the point specified in NpcInteractInfo.trackPos.
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* Rotations are limited to specified angles.
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*
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* Head and torso rotation angles are determined by calculating the pitch and yaw
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* from the actor position to the given target position.
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*
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* The y position of the actor is offset by NpcInteractInfo.yOffset
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* before calculating the angles. It can be used to configure the height difference
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* between the actor and the target.
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*
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* @param maxHeadYaw maximum head yaw difference from neutral position
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* @param maxHeadPitch maximum head pitch angle
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* @param minHeadPitch minimum head pitch angle
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* @param maxTorsoYaw maximum torso yaw difference from neutral position
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* @param maxTorsoPitch maximum torso pitch angle
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* @param minTorsoPitch minimum torso pitch angle
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* @param rotateYaw if true, the actor's yaw (shape.rot.y) is updated to turn the actor's whole body
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*/
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void Npc_TrackPointWithLimits(Actor* actor, NpcInteractInfo* interactInfo, s16 maxHeadYaw, s16 maxHeadPitch,
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s16 minHeadPitch, s16 maxTorsoYaw, s16 maxTorsoPitch, s16 minTorsoPitch, u8 rotateYaw) {
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s16 pitchTowardsTarget;
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s16 yawTowardsTarget;
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s16 torsoPitch;
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s16 bodyYawDiff;
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s16 temp;
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Vec3f offsetActorPos;
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sp30.x = actor->world.pos.x;
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sp30.y = actor->world.pos.y + arg1->unk_14;
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sp30.z = actor->world.pos.z;
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offsetActorPos.x = actor->world.pos.x;
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offsetActorPos.y = actor->world.pos.y + interactInfo->yOffset;
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offsetActorPos.z = actor->world.pos.z;
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sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
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sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
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sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
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pitchTowardsTarget = Math_Vec3f_Pitch(&offsetActorPos, &interactInfo->trackPos);
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yawTowardsTarget = Math_Vec3f_Yaw(&offsetActorPos, &interactInfo->trackPos);
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bodyYawDiff = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos) - actor->shape.rot.y;
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temp1 = CLAMP(sp40, -arg2, arg2);
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Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
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temp = CLAMP(bodyYawDiff, -maxHeadYaw, maxHeadYaw);
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Math_SmoothStepToS(&interactInfo->headRot.y, temp, 6, 0x7D0, 1);
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temp1 = (ABS_ALT(sp40) >= 0x8000) ? 0 : ABS_ALT(sp40);
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arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
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temp = (ABS_ALT(bodyYawDiff) >= 0x8000) ? 0 : ABS_ALT(bodyYawDiff);
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interactInfo->headRot.y = CLAMP(interactInfo->headRot.y, -temp, temp);
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sp40 -= arg1->unk_08.y;
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bodyYawDiff -= interactInfo->headRot.y;
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temp1 = CLAMP(sp40, -arg5, arg5);
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Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
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temp = CLAMP(bodyYawDiff, -maxTorsoYaw, maxTorsoYaw);
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Math_SmoothStepToS(&interactInfo->torsoRot.y, temp, 6, 0x7D0, 1);
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temp1 = (ABS_ALT(sp40) >= 0x8000) ? 0 : ABS_ALT(sp40);
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arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
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temp = (ABS_ALT(bodyYawDiff) >= 0x8000) ? 0 : ABS_ALT(bodyYawDiff);
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interactInfo->torsoRot.y = CLAMP(interactInfo->torsoRot.y, -temp, temp);
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if (arg8) {
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Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
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if (rotateYaw) {
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Math_SmoothStepToS(&actor->shape.rot.y, yawTowardsTarget, 6, 0x7D0, 1);
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}
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temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
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Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
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temp = CLAMP(pitchTowardsTarget, minHeadPitch, (s16)(u16)maxHeadPitch);
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Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 0x7D0, 1);
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temp2 = sp46 - arg1->unk_08.x;
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torsoPitch = pitchTowardsTarget - interactInfo->headRot.x;
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temp1 = CLAMP(temp2, arg7, arg6);
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Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
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temp = CLAMP(torsoPitch, minTorsoPitch, maxTorsoPitch);
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Math_SmoothStepToS(&interactInfo->torsoRot.x, temp, 6, 0x7D0, 1);
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}
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// unused
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s16 func_800BD6B8(s16 arg0) {
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return D_801AEE38[arg0].unk_14;
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s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex) {
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return sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking;
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}
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s16 func_800BD6E4(Actor* actor, struct_800BD888_arg1* arg1, f32 arg2, s16 arg3, s16 flag) {
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/**
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* Handles NPC tracking modes and auto-turning towards the player when
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* NPC_TRACKING_PLAYER_AUTO_TURN tracking mode is used.
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*
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* Returns a tracking mode that will determine which actor limbs
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* will be rotated towards the target.
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*
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* When the player is behind the actor (i.e. not in the yaw range in front of the actor
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* defined by maxYawForPlayerTracking), the actor will start an auto-turn sequence:
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* - look forward for 30-60 frames
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* - turn head to look at the player for 10-20 frames
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* - look forward for 30-60 frames
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* - turn the entire body to face the player
|
||||
*
|
||||
* @param distanceRange Max distance to player that tracking and auto-turning will be active for
|
||||
* @param maxYawForPlayerTracking Maximum angle for tracking the player.
|
||||
* @param trackingMode The tracking mode selected by the actor. If this is not
|
||||
* NPC_TRACKING_PLAYER_AUTO_TURN this function does nothing
|
||||
*
|
||||
* @return The tracking mode (NpcTrackingMode) to use for the current frame.
|
||||
*/
|
||||
s16 Npc_UpdateAutoTurn(Actor* actor, NpcInteractInfo* interactInfo, f32 distanceRange, s16 maxYawForPlayerTracking,
|
||||
s16 trackingMode) {
|
||||
s32 pad;
|
||||
s16 yaw;
|
||||
s16 yawDiff;
|
||||
|
||||
if (flag) {
|
||||
return flag;
|
||||
} else if (arg1->unk_00 != 0) {
|
||||
return 4;
|
||||
} else if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
|
||||
arg1->unk_04 = 0;
|
||||
arg1->unk_06 = 0;
|
||||
return 1;
|
||||
} else {
|
||||
s16 yaw = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
|
||||
s16 phi_a0 = ABS_ALT(BINANG_SUB(yaw, actor->shape.rot.y));
|
||||
if (trackingMode != NPC_TRACKING_PLAYER_AUTO_TURN) {
|
||||
return trackingMode;
|
||||
}
|
||||
|
||||
if (arg3 >= phi_a0) {
|
||||
arg1->unk_04 = 0;
|
||||
arg1->unk_06 = 0;
|
||||
return 2;
|
||||
} else if (DECR(arg1->unk_04) != 0) {
|
||||
return arg1->unk_02;
|
||||
} else {
|
||||
switch (arg1->unk_06) {
|
||||
case 0:
|
||||
case 2:
|
||||
arg1->unk_04 = Rand_S16Offset(30, 30);
|
||||
arg1->unk_06++;
|
||||
return 1;
|
||||
if (interactInfo->talkState != NPC_TALK_STATE_IDLE) {
|
||||
// When talking, always fully turn to face the player
|
||||
return NPC_TRACKING_FULL_BODY;
|
||||
}
|
||||
|
||||
case 1:
|
||||
arg1->unk_04 = Rand_S16Offset(10, 10);
|
||||
arg1->unk_06++;
|
||||
return 3;
|
||||
if (distanceRange < Math_Vec3f_DistXYZ(&actor->world.pos, &interactInfo->trackPos)) {
|
||||
// Player is too far away, do not track
|
||||
interactInfo->autoTurnTimer = 0;
|
||||
interactInfo->autoTurnState = 0;
|
||||
return NPC_TRACKING_NONE;
|
||||
}
|
||||
|
||||
default:
|
||||
return 4;
|
||||
}
|
||||
}
|
||||
yaw = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos);
|
||||
yawDiff = ABS_ALT(BINANG_SUB(yaw, actor->shape.rot.y));
|
||||
|
||||
if (maxYawForPlayerTracking >= yawDiff) {
|
||||
// Player is in front of the actor, track with the head and the torso
|
||||
interactInfo->autoTurnTimer = 0;
|
||||
interactInfo->autoTurnState = 0;
|
||||
return NPC_TRACKING_HEAD_AND_TORSO;
|
||||
}
|
||||
|
||||
// Player is behind the actor, run the auto-turn sequence.
|
||||
|
||||
if (DECR(interactInfo->autoTurnTimer) != 0) {
|
||||
// While the timer is still running, return the previous tracking mode
|
||||
return interactInfo->trackingMode;
|
||||
}
|
||||
|
||||
switch (interactInfo->autoTurnState) {
|
||||
case 0:
|
||||
case 2:
|
||||
// Just stand still, not tracking the player
|
||||
interactInfo->autoTurnTimer = Rand_S16Offset(30, 30);
|
||||
interactInfo->autoTurnState++;
|
||||
return NPC_TRACKING_NONE;
|
||||
|
||||
case 1:
|
||||
// Glance at the player by only turning the head
|
||||
interactInfo->autoTurnTimer = Rand_S16Offset(10, 10);
|
||||
interactInfo->autoTurnState++;
|
||||
return NPC_TRACKING_HEAD;
|
||||
|
||||
default:
|
||||
// Auto-turn sequence complete, turn towards the player
|
||||
return NPC_TRACKING_FULL_BODY;
|
||||
}
|
||||
}
|
||||
|
||||
// This function is very similar to OoT's func_80034A14
|
||||
void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3) {
|
||||
struct_801AEE38_0 sp38;
|
||||
/**
|
||||
* Rotates the actor's whole body, torso and head tracking the point specified in NpcInteractInfo.trackPos.
|
||||
* Uses angle limits from a preset selected from from sNpcTrackingPresets.
|
||||
*
|
||||
* The trackingMode parameter controls whether the head and torso are turned towards the target.
|
||||
* If not, they are smoothly turned towards zero. Setting the parameter to NPC_TRACKING_FULL_BODY
|
||||
* causes the actor's whole body to be rotated to face the target.
|
||||
*
|
||||
* If NPC_TRACKING_PLAYER_AUTO_TURN is used, the actor will track the player with its head and torso as long
|
||||
* as the player is in front of the actor (within a yaw angle specified in the option preset).
|
||||
* If the player is outside of this angle, the actor will turn to face the player after a while.
|
||||
*
|
||||
* @see Npc_UpdateAutoTurn
|
||||
* @see sNpcTrackingPresets
|
||||
* @see NpcTrackingMode
|
||||
*
|
||||
* @param presetIndex The index to a preset in sNpcTrackingPresets
|
||||
* @param trackingMode A value from NpcTrackingMode enum
|
||||
*/
|
||||
void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode) {
|
||||
NpcTrackingRotLimits rotLimits;
|
||||
|
||||
arg1->unk_02 = func_800BD6E4(actor, arg1, D_801AEE38[arg2].unk_10, D_801AEE38[arg2].unk_14, arg3);
|
||||
sp38 = D_801AEE38[arg2].sub_00;
|
||||
interactInfo->trackingMode =
|
||||
Npc_UpdateAutoTurn(actor, interactInfo, sNpcTrackingPresets[presetIndex].autoTurnDistanceRange,
|
||||
sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking, trackingMode);
|
||||
|
||||
switch (arg1->unk_02) {
|
||||
case 1:
|
||||
sp38.unk_00 = 0;
|
||||
sp38.unk_04 = 0;
|
||||
sp38.unk_02 = 0;
|
||||
case 3:
|
||||
sp38.unk_06 = 0;
|
||||
sp38.unk_0A = 0;
|
||||
sp38.unk_08 = 0;
|
||||
case 2:
|
||||
sp38.unk_0C = 0;
|
||||
rotLimits = sNpcTrackingPresets[presetIndex].rotLimits;
|
||||
|
||||
switch (interactInfo->trackingMode) {
|
||||
case NPC_TRACKING_NONE:
|
||||
rotLimits.maxHeadYaw = 0;
|
||||
rotLimits.maxHeadPitch = 0;
|
||||
rotLimits.minHeadPitch = 0;
|
||||
// fallthrough
|
||||
case NPC_TRACKING_HEAD:
|
||||
rotLimits.maxTorsoYaw = 0;
|
||||
rotLimits.maxTorsoPitch = 0;
|
||||
rotLimits.minTorsoPitch = 0;
|
||||
// fallthrough
|
||||
case NPC_TRACKING_HEAD_AND_TORSO:
|
||||
rotLimits.rotateYaw = false;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
func_800BD384(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
|
||||
sp38.unk_0C);
|
||||
Npc_TrackPointWithLimits(actor, interactInfo, rotLimits.maxHeadYaw, rotLimits.maxHeadPitch, rotLimits.minHeadPitch,
|
||||
rotLimits.maxTorsoYaw, rotLimits.maxTorsoPitch, rotLimits.minTorsoPitch,
|
||||
rotLimits.rotateYaw);
|
||||
}
|
||||
|
||||
Gfx D_801AEF88[] = {
|
||||
|
|
|
|||
|
|
@ -142,19 +142,21 @@ void EnMa4_ChangeAnim(EnMa4* this, s32 animIndex) {
|
|||
|
||||
void func_80ABDD9C(EnMa4* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s16 flag;
|
||||
s16 trackingMode;
|
||||
|
||||
if (this->unk_1D8.unk_00 == 0 &&
|
||||
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) &&
|
||||
((this->skelAnime.animation == &gRomaniRunAnim) || (this->skelAnime.animation == &gRomaniLookAroundAnim) ||
|
||||
(this->skelAnime.animation == &gRomaniShootBowAnim))) {
|
||||
flag = 1;
|
||||
trackingMode = NPC_TRACKING_NONE;
|
||||
} else {
|
||||
flag = (this->type == MA4_TYPE_ALIENS_WON && this->actionFunc != EnMa4_DialogueHandler) ? 1 : 0;
|
||||
trackingMode = ((this->type == MA4_TYPE_ALIENS_WON) && (this->actionFunc != EnMa4_DialogueHandler))
|
||||
? NPC_TRACKING_NONE
|
||||
: NPC_TRACKING_PLAYER_AUTO_TURN;
|
||||
}
|
||||
|
||||
this->unk_1D8.unk_18 = player->actor.world.pos;
|
||||
this->unk_1D8.unk_18.y -= -10.0f;
|
||||
func_800BD888(&this->actor, &this->unk_1D8, 0, flag);
|
||||
this->interactInfo.trackPos = player->actor.world.pos;
|
||||
this->interactInfo.trackPos.y -= -10.0f;
|
||||
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
|
||||
}
|
||||
|
||||
void EnMa4_InitPath(EnMa4* this, PlayState* play) {
|
||||
|
|
@ -192,7 +194,7 @@ void EnMa4_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetScale(&this->actor, 0.01f);
|
||||
|
||||
this->actor.targetMode = 0;
|
||||
this->unk_1D8.unk_00 = 0;
|
||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||
this->unk_334 = 0;
|
||||
this->hasBow = true;
|
||||
this->mouthTexIndex = 0;
|
||||
|
|
@ -1027,17 +1029,17 @@ void EnMa4_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
s32 EnMa4_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnMa4* this = THIS;
|
||||
Vec3s sp4;
|
||||
Vec3s limbRot;
|
||||
|
||||
if (limbIndex == ROMANI_LIMB_HEAD) {
|
||||
sp4 = this->unk_1D8.unk_08;
|
||||
rot->x = rot->x + sp4.y;
|
||||
rot->z = rot->z + sp4.x;
|
||||
limbRot = this->interactInfo.headRot;
|
||||
rot->x += limbRot.y;
|
||||
rot->z += limbRot.x;
|
||||
}
|
||||
if (limbIndex == ROMANI_LIMB_TORSO) {
|
||||
sp4 = this->unk_1D8.unk_0E;
|
||||
rot->x = rot->x - sp4.y;
|
||||
rot->z = rot->z - sp4.x;
|
||||
limbRot = this->interactInfo.torsoRot;
|
||||
rot->x -= limbRot.y;
|
||||
rot->z -= limbRot.x;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ typedef struct EnMa4 {
|
|||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ EnMa4ActionFunc actionFunc;
|
||||
/* 0x18C */ ColliderCylinder collider;
|
||||
/* 0x1D8 */ struct_800BD888_arg1 unk_1D8;
|
||||
/* 0x1D8 */ NpcInteractInfo interactInfo;
|
||||
/* 0x200 */ Vec3s* pathPoints;
|
||||
/* 0x204 */ Vec3s jointTable[ROMANI_LIMB_MAX];
|
||||
/* 0x28E */ UNK_TYPE1 unk28E[0x6];
|
||||
|
|
|
|||
|
|
@ -1268,29 +1268,29 @@ void EnMaYto_ChangeAnim(EnMaYto* this, s32 animIndex) {
|
|||
|
||||
void func_80B90C78(EnMaYto* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s16 flag;
|
||||
s16 trackingMode;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
flag = this->unk31E == 2 ? true : false;
|
||||
trackingMode = (this->unk31E == 2) ? NPC_TRACKING_NONE : NPC_TRACKING_PLAYER_AUTO_TURN;
|
||||
|
||||
if (this->unk31E == 0) {
|
||||
this->unk_1D8.unk_18 = player->actor.world.pos;
|
||||
this->unk_1D8.unk_14 = 0.0f;
|
||||
this->interactInfo.trackPos = player->actor.world.pos;
|
||||
this->interactInfo.yOffset = 0.0f;
|
||||
} else if (this->unk31E == 1) {
|
||||
Math_Vec3f_StepTo(&this->unk_1D8.unk_18, &this->actor.child->world.pos, 8.0f);
|
||||
this->unk_1D8.unk_14 = 0.0f;
|
||||
Math_Vec3f_StepTo(&this->interactInfo.trackPos, &this->actor.child->world.pos, 8.0f);
|
||||
this->interactInfo.yOffset = 0.0f;
|
||||
}
|
||||
|
||||
if (this->unk320 == 0) {
|
||||
if (this->actionFunc == EnMaYto_WarmFuzzyFeelingCs) {
|
||||
this->unk_1D8.unk_08.y = 0;
|
||||
this->unk_1D8.unk_08.x = 0;
|
||||
this->interactInfo.headRot.y = 0;
|
||||
this->interactInfo.headRot.x = 0;
|
||||
} else {
|
||||
func_800BD888(&this->actor, &this->unk_1D8, 0xD, flag);
|
||||
Npc_TrackPoint(&this->actor, &this->interactInfo, 13, trackingMode);
|
||||
}
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->unk_1D8.unk_08.y, 0, 3, 0x71C, 0xB6);
|
||||
Math_SmoothStepToS(&this->unk_1D8.unk_08.x, 0x18E3, 5, 0x71C, 0xB6);
|
||||
Math_SmoothStepToS(&this->interactInfo.headRot.y, 0, 3, 0x71C, 0xB6);
|
||||
Math_SmoothStepToS(&this->interactInfo.headRot.x, 0x18E3, 5, 0x71C, 0xB6);
|
||||
}
|
||||
|
||||
EnMaYto_UpdateEyes(this);
|
||||
|
|
@ -1423,26 +1423,26 @@ void EnMaYto_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
s32 EnMaYto_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnMaYto* this = THIS;
|
||||
Vec3s sp4;
|
||||
Vec3s limbRot;
|
||||
|
||||
if (limbIndex == CREMIA_LIMB_HEAD) {
|
||||
sp4 = this->unk_1D8.unk_08;
|
||||
limbRot = this->interactInfo.headRot;
|
||||
|
||||
rot->x += sp4.y;
|
||||
rot->z += sp4.x;
|
||||
rot->x += limbRot.y;
|
||||
rot->z += limbRot.x;
|
||||
} else if (limbIndex == CREMIA_LIMB_TORSO) {
|
||||
if (this->skelAnime.animation != &gCremiaSittingPetCowAnim &&
|
||||
this->skelAnime.animation != &gCremiaSittingLookDownAnim) {
|
||||
sp4 = this->unk_1D8.unk_0E;
|
||||
if ((this->skelAnime.animation != &gCremiaSittingPetCowAnim) &&
|
||||
(this->skelAnime.animation != &gCremiaSittingLookDownAnim)) {
|
||||
limbRot = this->interactInfo.torsoRot;
|
||||
|
||||
rot->x += sp4.y;
|
||||
if (this->skelAnime.animation == &gCremiaIdleAnim || this->skelAnime.animation == &gCremiaSittingAnim ||
|
||||
this->skelAnime.animation == &gCremiaSittingLookDownAnim) {
|
||||
rot->z += sp4.x;
|
||||
rot->x += limbRot.y;
|
||||
if ((this->skelAnime.animation == &gCremiaIdleAnim) || (this->skelAnime.animation == &gCremiaSittingAnim) ||
|
||||
(this->skelAnime.animation == &gCremiaSittingLookDownAnim)) {
|
||||
rot->z += limbRot.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
void EnMaYto_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ typedef struct EnMaYto {
|
|||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ EnMaYtoActionFunc actionFunc;
|
||||
/* 0x18C */ ColliderCylinder collider;
|
||||
/* 0x1D8 */ struct_800BD888_arg1 unk_1D8;
|
||||
/* 0x1D8 */ NpcInteractInfo interactInfo;
|
||||
/* 0x200 */ s32 unk200; // unused
|
||||
/* 0x204 */ s32 type;
|
||||
/* 0x208 */ Vec3s jointTable[CREMIA_LIMB_MAX];
|
||||
|
|
|
|||
|
|
@ -121,17 +121,17 @@ void EnMaYts_ChangeAnim(EnMaYts* this, s32 animIndex) {
|
|||
|
||||
void func_80B8D12C(EnMaYts* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s16 flag = this->unk_32C == 2 ? true : false;
|
||||
s16 trackingMode = (this->unk_32C == 2) ? NPC_TRACKING_NONE : NPC_TRACKING_PLAYER_AUTO_TURN;
|
||||
|
||||
if (this->unk_32C == 0 || this->actor.parent == NULL) {
|
||||
this->unk_1D8.unk_18 = player->actor.world.pos;
|
||||
this->unk_1D8.unk_18.y -= -10.0f;
|
||||
this->interactInfo.trackPos = player->actor.world.pos;
|
||||
this->interactInfo.trackPos.y -= -10.0f;
|
||||
} else {
|
||||
Math_Vec3f_StepTo(&this->unk_1D8.unk_18, &this->actor.parent->world.pos, 8.0f);
|
||||
this->unk_1D8.unk_18.y -= -10.0f;
|
||||
Math_Vec3f_StepTo(&this->interactInfo.trackPos, &this->actor.parent->world.pos, 8.0f);
|
||||
this->interactInfo.trackPos.y -= -10.0f;
|
||||
}
|
||||
|
||||
func_800BD888(&this->actor, &this->unk_1D8, 0, flag);
|
||||
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
|
||||
}
|
||||
|
||||
void EnMaYts_InitAnimation(EnMaYts* this, PlayState* play) {
|
||||
|
|
@ -238,7 +238,7 @@ void EnMaYts_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 0x4);
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
|
||||
this->unk_1D8.unk_00 = 0;
|
||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||
this->unk_200 = 0;
|
||||
this->blinkTimer = 0;
|
||||
|
||||
|
|
@ -248,7 +248,7 @@ void EnMaYts_Init(Actor* thisx, PlayState* play) {
|
|||
this->hasBow = false;
|
||||
}
|
||||
|
||||
if (CURRENT_DAY == 1 || CHECK_WEEKEVENTREG(WEEKEVENTREG_22_01)) {
|
||||
if ((CURRENT_DAY == 1) || CHECK_WEEKEVENTREG(WEEKEVENTREG_22_01)) {
|
||||
this->overrideEyeTexIndex = 0;
|
||||
this->eyeTexIndex = 0;
|
||||
this->mouthTexIndex = 0;
|
||||
|
|
@ -501,18 +501,18 @@ void EnMaYts_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
s32 EnMaYts_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnMaYts* this = THIS;
|
||||
Vec3s sp4;
|
||||
Vec3s limbRot;
|
||||
|
||||
if (limbIndex == ROMANI_LIMB_HEAD) {
|
||||
sp4 = this->unk_1D8.unk_08;
|
||||
rot->x += sp4.y;
|
||||
limbRot = this->interactInfo.headRot;
|
||||
rot->x += limbRot.y;
|
||||
if ((this->skelAnime.animation == &gRomaniIdleAnim) || (this->skelAnime.animation == &gRomaniSittingAnim)) {
|
||||
rot->z += sp4.x;
|
||||
rot->z += limbRot.x;
|
||||
}
|
||||
} else if (limbIndex == ROMANI_LIMB_TORSO) {
|
||||
sp4 = this->unk_1D8.unk_0E;
|
||||
rot->x += sp4.y;
|
||||
rot->z += sp4.x;
|
||||
limbRot = this->interactInfo.torsoRot;
|
||||
rot->x += limbRot.y;
|
||||
rot->z += limbRot.x;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ typedef struct EnMaYts {
|
|||
/* 0x144 */ SkelAnime skelAnime;
|
||||
/* 0x188 */ EnMaYtsActionFunc actionFunc;
|
||||
/* 0x18C */ ColliderCylinder collider;
|
||||
/* 0x1D8 */ struct_800BD888_arg1 unk_1D8;
|
||||
/* 0x1D8 */ NpcInteractInfo interactInfo;
|
||||
/* 0x200 */ s32 unk_200; // Set, but not used
|
||||
/* 0x204 */ Vec3s jointTable[ROMANI_LIMB_MAX];
|
||||
/* 0x28E */ UNK_TYPE1 unk_28E[0x6];
|
||||
|
|
|
|||
|
|
@ -868,11 +868,11 @@
|
|||
0x800BCBF4:("func_800BCBF4",),
|
||||
0x800BCC68:("func_800BCC68",),
|
||||
0x800BCCDC:("Actor_GetClosestPosOnPath",),
|
||||
0x800BD2B4:("func_800BD2B4",),
|
||||
0x800BD384:("func_800BD384",),
|
||||
0x800BD6B8:("func_800BD6B8",),
|
||||
0x800BD6E4:("func_800BD6E4",),
|
||||
0x800BD888:("func_800BD888",),
|
||||
0x800BD2B4:("Npc_UpdateTalking",),
|
||||
0x800BD384:("Npc_TrackPointWithLimits",),
|
||||
0x800BD6B8:("Npc_GetTrackingPresetMaxPlayerYaw",),
|
||||
0x800BD6E4:("Npc_UpdateAutoTurn",),
|
||||
0x800BD888:("Npc_TrackPoint",),
|
||||
0x800BD9A0:("func_800BD9A0",),
|
||||
0x800BD9E0:("func_800BD9E0",),
|
||||
0x800BDAA0:("func_800BDAA0",),
|
||||
|
|
|
|||
|
|
@ -442,7 +442,7 @@
|
|||
0x801AEDD4:("D_801AEDD4","UNK_TYPE4","",0x4),
|
||||
0x801AEE28:("D_801AEE28","UNK_TYPE4","",0x4),
|
||||
0x801AEE30:("D_801AEE30","UNK_TYPE4","",0x4),
|
||||
0x801AEE38:("D_801AEE38","struct_801AEE38","[14]",0x150),
|
||||
0x801AEE38:("sNpcTrackingPresets","NpcTrackingParams","[14]",0x150),
|
||||
0x801AEF88:("D_801AEF88","UNK_TYPE1","",0x1),
|
||||
0x801AEFA0:("D_801AEFA0","UNK_TYPE1","",0x1),
|
||||
0x801AEFA8:("sElectricSparkTextures","UNK_TYPE1","",0x1),
|
||||
|
|
|
|||
|
|
@ -382,11 +382,11 @@ asm/non_matchings/code/z_actor/Actor_SetColorFilter.s,Actor_SetColorFilter,0x800
|
|||
asm/non_matchings/code/z_actor/func_800BCBF4.s,func_800BCBF4,0x800BCBF4,0x1D
|
||||
asm/non_matchings/code/z_actor/func_800BCC68.s,func_800BCC68,0x800BCC68,0x1D
|
||||
asm/non_matchings/code/z_actor/Actor_GetClosestPosOnPath.s,Actor_GetClosestPosOnPath,0x800BCCDC,0x176
|
||||
asm/non_matchings/code/z_actor/func_800BD2B4.s,func_800BD2B4,0x800BD2B4,0x34
|
||||
asm/non_matchings/code/z_actor/func_800BD384.s,func_800BD384,0x800BD384,0xCD
|
||||
asm/non_matchings/code/z_actor/func_800BD6B8.s,func_800BD6B8,0x800BD6B8,0xB
|
||||
asm/non_matchings/code/z_actor/func_800BD6E4.s,func_800BD6E4,0x800BD6E4,0x69
|
||||
asm/non_matchings/code/z_actor/func_800BD888.s,func_800BD888,0x800BD888,0x46
|
||||
asm/non_matchings/code/z_actor/Npc_UpdateTalking.s,Npc_UpdateTalking,0x800BD2B4,0x34
|
||||
asm/non_matchings/code/z_actor/Npc_TrackPointWithLimits.s,Npc_TrackPointWithLimits,0x800BD384,0xCD
|
||||
asm/non_matchings/code/z_actor/Npc_GetTrackingPresetMaxPlayerYaw.s,Npc_GetTrackingPresetMaxPlayerYaw,0x800BD6B8,0xB
|
||||
asm/non_matchings/code/z_actor/Npc_UpdateAutoTurn.s,Npc_UpdateAutoTurn,0x800BD6E4,0x69
|
||||
asm/non_matchings/code/z_actor/Npc_TrackPoint.s,Npc_TrackPoint,0x800BD888,0x46
|
||||
asm/non_matchings/code/z_actor/func_800BD9A0.s,func_800BD9A0,0x800BD9A0,0x10
|
||||
asm/non_matchings/code/z_actor/func_800BD9E0.s,func_800BD9E0,0x800BD9E0,0x30
|
||||
asm/non_matchings/code/z_actor/func_800BDAA0.s,func_800BDAA0,0x800BDAA0,0x33
|
||||
|
|
|
|||
|
Loading…
Reference in New Issue