Document EnSyatekiCrow (#1063)

* Document EnSyatekiCrow

* Simplify static var names

* Respond to Elliptic's review
This commit is contained in:
Tom Overton 2022-09-27 10:28:39 -07:00 committed by GitHub
parent 77d8e386a3
commit f0311e6ca4
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 130 additions and 128 deletions

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@ -6,7 +6,6 @@
#include "z_en_syateki_crow.h"
#include "overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.h"
#include "objects/object_crow/object_crow.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_8000000)
@ -17,14 +16,14 @@ void EnSyatekiCrow_Destroy(Actor* thisx, PlayState* play);
void EnSyatekiCrow_Update(Actor* thisx, PlayState* play);
void EnSyatekiCrow_Draw(Actor* thisx, PlayState* play);
void func_809CA5D4(EnSyatekiCrow* this);
void func_809CA67C(EnSyatekiCrow* this, PlayState* play);
void func_809CA71C(EnSyatekiCrow* this);
void func_809CA840(EnSyatekiCrow* this, PlayState* play);
void func_809CA8E4(EnSyatekiCrow* this, PlayState* play);
void func_809CABC0(EnSyatekiCrow* this, PlayState* play);
void EnSyatekiCrow_SetupWaitForSpawn(EnSyatekiCrow* this);
void EnSyatekiCrow_WaitForSpawn(EnSyatekiCrow* this, PlayState* play);
void EnSyatekiCrow_SetupWaitToMove(EnSyatekiCrow* this);
void EnSyatekiCrow_WaitToMove(EnSyatekiCrow* this, PlayState* play);
void EnSyatekiCrow_Fly(EnSyatekiCrow* this, PlayState* play);
void EnSyatekiCrow_Dead(EnSyatekiCrow* this, PlayState* play);
static Vec3f D_809CB050 = { 0.0f, 0.0f, 0.0f };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
const ActorInit En_Syateki_Crow_InitVars = {
ACTOR_EN_SYATEKI_CROW,
@ -72,12 +71,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
};
static Vec3f D_809CB0C0 = { 0.0f, 20.0f, 0.0f };
static Vec3f D_809CB0CC = { 0.0f, 0.0f, 0.0f };
static Vec3f D_809CB0D8 = { 2500.0f, 0.0f, 0.0f };
void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnSyatekiCrow* this = THIS;
@ -97,9 +90,9 @@ void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
Actor_ProcessInitChain(&this->actor, sInitChain);
SkelAnime_InitFlex(play, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->jointTable, this->morphTable,
OBJECT_CROW_LIMB_MAX);
Collider_InitJntSph(play, &this->unk_23C);
Collider_SetJntSph(play, &this->unk_23C, &this->actor, &sJntSphInit, &this->unk_25C);
this->unk_23C.elements->dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
Collider_InitJntSph(play, &this->collider);
Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
this->collider.elements[0].dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
if ((path == NULL) || (EN_SYATEKI_CROW_GET_NUMBER(&this->actor) >= 0x80)) {
@ -107,108 +100,110 @@ void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
return;
}
this->unk_1C8 = Lib_SegmentedToVirtual(path->points);
this->unk_1CC = 1;
this->unk_1CE = path->count;
this->unk_1C4 = 0x14;
this->unk_1BC = 0;
func_809CA5D4(this);
this->pathPoints = Lib_SegmentedToVirtual(path->points);
this->currentPointIndex = 1;
this->maxPointIndex = path->count;
this->deathTimer = 20;
this->waitTimer = 0;
EnSyatekiCrow_SetupWaitForSpawn(this);
}
void EnSyatekiCrow_Destroy(Actor* thisx, PlayState* play) {
EnSyatekiCrow* this = THIS;
Collider_DestroyJntSph(play, &this->unk_23C);
Collider_DestroyJntSph(play, &this->collider);
}
void func_809CA5D4(EnSyatekiCrow* this) {
void EnSyatekiCrow_SetupWaitForSpawn(EnSyatekiCrow* this) {
Actor_SetScale(&this->actor, 0.03f);
this->actor.speedXZ = 0.0f;
this->actor.gravity = 0.0f;
this->actor.world = this->actor.home;
this->actor.prevPos = this->actor.home.pos;
this->actor.shape.rot = this->actor.world.rot;
this->unk_1CC = 1;
this->currentPointIndex = 1;
this->actor.draw = NULL;
this->actionFunc = func_809CA67C;
this->actionFunc = EnSyatekiCrow_WaitForSpawn;
}
void func_809CA67C(EnSyatekiCrow* this, PlayState* play) {
/**
* Waits until the shooting gallery man sets the appropriate Guay flag to spawn.
*/
void EnSyatekiCrow_WaitForSpawn(EnSyatekiCrow* this, PlayState* play) {
EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
if ((syatekiMan->shootingGameState == SG_GAME_STATE_RUNNING) && (this->unk_1C2 == 1) &&
if ((syatekiMan->shootingGameState == SG_GAME_STATE_RUNNING) && (this->isActive == true) &&
(syatekiMan->guayFlags & (1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor)))) {
func_809CA71C(this);
EnSyatekiCrow_SetupWaitToMove(this);
} else if (syatekiMan->shootingGameState != SG_GAME_STATE_RUNNING) {
this->unk_1C2 = 1;
this->isActive = true;
}
if ((syatekiMan->guayFlags == 0) && (syatekiMan->guayFlags == 0)) {
this->unk_1C2 = 1;
this->isActive = true;
}
}
void func_809CA71C(EnSyatekiCrow* this) {
Vec3f sp24;
s16 temp;
void EnSyatekiCrow_SetupWaitToMove(EnSyatekiCrow* this) {
Vec3f targetPos;
this->actor.world.pos.x = this->unk_1C8[0].x;
this->actor.world.pos.y = this->unk_1C8[0].y;
this->actor.world.pos.z = this->unk_1C8[0].z;
sp24.x = this->unk_1C8[this->unk_1CC].x;
sp24.y = this->unk_1C8[this->unk_1CC].y;
sp24.z = this->unk_1C8[this->unk_1CC].z;
temp = Math_Vec3f_Yaw(&this->actor.world.pos, &sp24);
this->actor.world.rot.y = temp;
this->actor.shape.rot.y = temp;
temp = Math_Vec3f_Pitch(&this->actor.world.pos, &sp24);
this->actor.shape.rot.x = temp;
this->actor.world.rot.x = temp;
this->actor.world.pos.x = this->pathPoints[0].x;
this->actor.world.pos.y = this->pathPoints[0].y;
this->actor.world.pos.z = this->pathPoints[0].z;
targetPos.x = this->pathPoints[this->currentPointIndex].x;
targetPos.y = this->pathPoints[this->currentPointIndex].y;
targetPos.z = this->pathPoints[this->currentPointIndex].z;
this->actor.world.rot.y = this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &targetPos);
this->actor.world.rot.x = this->actor.shape.rot.x = Math_Vec3f_Pitch(&this->actor.world.pos, &targetPos);
this->actor.draw = EnSyatekiCrow_Draw;
this->actionFunc = func_809CA840;
this->actionFunc = EnSyatekiCrow_WaitToMove;
}
void func_809CA840(EnSyatekiCrow* this, PlayState* play) {
if (((EN_SYATEKI_CROW_GET_PARAM_F(&this->actor) * 20) + 20) < this->unk_1BC) {
/**
* Waits until the wait timer reaches a certain point, then starts flying forward.
* How long the Guay should wait is controlled by its params.
*/
void EnSyatekiCrow_WaitToMove(EnSyatekiCrow* this, PlayState* play) {
if (((EN_SYATEKI_CROW_GET_WAIT_MOD(&this->actor) * 20) + 20) < this->waitTimer) {
Actor_PlaySfxAtPos(this->actor.parent, NA_SE_EN_KAICHO_CRY);
this->unk_1BC = 0;
this->actor.speedXZ = EN_SYATEKI_CROW_GET_PARAM_F0(&this->actor) + 6.0f;
this->waitTimer = 0;
this->actor.speedXZ = EN_SYATEKI_CROW_GET_SPEED_MOD(&this->actor) + 6.0f;
this->actor.gravity = -0.5f;
this->actionFunc = func_809CA8E4;
this->actionFunc = EnSyatekiCrow_Fly;
} else {
this->unk_1BC++;
this->waitTimer++;
}
}
void func_809CA8E4(EnSyatekiCrow* this, PlayState* play) {
Vec3f sp34;
f32 sp30;
void EnSyatekiCrow_Fly(EnSyatekiCrow* this, PlayState* play) {
Vec3f targetPoint;
f32 distToTarget;
EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
if (syatekiMan->shootingGameState != SG_GAME_STATE_RUNNING) {
func_809CA5D4(this);
EnSyatekiCrow_SetupWaitForSpawn(this);
return;
}
sp34.x = this->unk_1C8[this->unk_1CC].x;
sp34.y = this->unk_1C8[this->unk_1CC].y;
sp34.z = this->unk_1C8[this->unk_1CC].z;
targetPoint.x = this->pathPoints[this->currentPointIndex].x;
targetPoint.y = this->pathPoints[this->currentPointIndex].y;
targetPoint.z = this->pathPoints[this->currentPointIndex].z;
sp30 = Math_Vec3f_DistXZ(&this->actor.world.pos, &sp34);
this->unk_1C0 = Math_Vec3f_Yaw(&this->actor.world.pos, &sp34);
this->unk_1BE = Math_Vec3f_Pitch(&this->actor.world.pos, &sp34);
distToTarget = Math_Vec3f_DistXZ(&this->actor.world.pos, &targetPoint);
this->yawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &targetPoint);
this->pitchTarget = Math_Vec3f_Pitch(&this->actor.world.pos, &targetPoint);
if (sp30 > 100.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_1C0, 5, 0x3000, 0x100);
if (distToTarget > 100.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTarget, 5, 0x3000, 0x100);
this->actor.shape.rot.y = this->actor.world.rot.y;
Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_1BE, 5, 0x3000, 0x100);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->pitchTarget, 5, 0x3000, 0x100);
this->actor.world.rot.x = -this->actor.shape.rot.x;
} else if (this->unk_1CC < (this->unk_1CE - 1)) {
this->unk_1CC++;
} else if (this->currentPointIndex < (this->maxPointIndex - 1)) {
this->currentPointIndex++;
} else {
this->unk_1C2 = 0;
this->isActive = false;
syatekiMan->guayFlags &= ~(1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor));
func_809CA5D4(this);
EnSyatekiCrow_SetupWaitForSpawn(this);
}
SkelAnime_Update(&this->skelAnime);
@ -218,21 +213,21 @@ void func_809CA8E4(EnSyatekiCrow* this, PlayState* play) {
}
}
void func_809CAAF8(EnSyatekiCrow* this) {
void EnSyatekiCrow_SetupDead(EnSyatekiCrow* this) {
EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
syatekiMan->score += 60;
this->unk_1C2 = 0;
this->isActive = false;
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
this->actor.bgCheckFlags &= ~1;
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
this->actionFunc = func_809CABC0;
this->actionFunc = EnSyatekiCrow_Dead;
}
void func_809CABC0(EnSyatekiCrow* this, PlayState* play) {
void EnSyatekiCrow_Dead(EnSyatekiCrow* this, PlayState* play) {
EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
@ -243,30 +238,34 @@ void func_809CABC0(EnSyatekiCrow* this, PlayState* play) {
this->actor.shape.rot.z += 0x1780;
}
if (this->unk_1C4 > 20) {
func_800B3030(play, &this->actor.world.pos, &D_809CB050, &D_809CB050, this->actor.scale.x * 10000.0f, 0, 0);
if (this->deathTimer > 20) {
func_800B3030(play, &this->actor.world.pos, &sZeroVec, &sZeroVec, this->actor.scale.x * 10000.0f, 0, 0);
syatekiMan->guayHitCounter++;
syatekiMan->guayFlags &= ~(1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor));
func_809CA5D4(this);
EnSyatekiCrow_SetupWaitForSpawn(this);
}
this->unk_1C4++;
this->deathTimer++;
}
void func_809CACD0(EnSyatekiCrow* this, PlayState* play) {
if (this->actionFunc == func_809CA8E4) {
if (this->unk_23C.base.acFlags & AC_HIT) {
static Vec3f sVelocity = { 0.0f, 20.0f, 0.0f };
static Vec3f sAccel = { 0.0f, 0.0f, 0.0f };
void EnSyatekiCrow_UpdateDamage(EnSyatekiCrow* this, PlayState* play) {
if (this->actionFunc == EnSyatekiCrow_Fly) {
if (this->collider.base.acFlags & AC_HIT) {
play_sound(NA_SE_SY_TRE_BOX_APPEAR);
this->unk_1C4 = 0;
this->unk_23C.base.acFlags &= ~AC_HIT;
EffectSsExtra_Spawn(play, &this->actor.world.pos, &D_809CB0C0, &D_809CB0CC, 5, 1);
func_809CAAF8(this);
this->deathTimer = 0;
this->collider.base.acFlags &= ~AC_HIT;
EffectSsExtra_Spawn(play, &this->actor.world.pos, &sVelocity, &sAccel, 5, 1);
EnSyatekiCrow_SetupDead(this);
} else {
this->unk_23C.elements->dim.worldSphere.center.x = this->actor.world.pos.x;
this->unk_23C.elements->dim.worldSphere.center.y =
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.elements[0].dim.worldSphere.center.y =
sJntSphInit.elements[0].dim.modelSphere.center.y + this->actor.world.pos.y;
this->unk_23C.elements->dim.worldSphere.center.z = this->actor.world.pos.z;
CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_23C.base);
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
}
}
@ -276,39 +275,41 @@ void EnSyatekiCrow_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if (this->actionFunc != func_809CABC0) {
if (this->actionFunc != EnSyatekiCrow_Dead) {
Actor_MoveWithoutGravity(&this->actor);
} else {
Actor_MoveWithGravity(&this->actor);
}
func_809CACD0(this, play);
EnSyatekiCrow_UpdateDamage(this, play);
}
s32 EnSyatekiCrow_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
EnSyatekiCrow* this = THIS;
if (limbIndex == OBJECT_CROW_LIMB_UPPER_TAIL) {
rot->y += (s16)(3072.0f * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
rot->y += (s16)(0xC00 * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
} else if (limbIndex == OBJECT_CROW_LIMB_TAIL) {
rot->y += (s16)(5120.0f * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
rot->y += (s16)(0x1400 * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
}
return false;
}
static Vec3f sBodyOffset = { 2500.0f, 0.0f, 0.0f };
void EnSyatekiCrow_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
EnSyatekiCrow* this = THIS;
Vec3f* sp1C;
Vec3f* bodyPartPos;
if (limbIndex == OBJECT_CROW_LIMB_BODY) {
Matrix_MultVec3f(&D_809CB0D8, &this->unk_144[0]);
this->unk_144[0].y -= 20.0f;
Matrix_MultVec3f(&sBodyOffset, &this->bodyPartsPos[0]);
this->bodyPartsPos[0].y -= 20.0f;
} else if ((limbIndex == OBJECT_CROW_LIMB_RIGHT_WING_TIP) || (limbIndex == OBJECT_CROW_LIMB_LEFT_WING_TIP) ||
(limbIndex == OBJECT_CROW_LIMB_TAIL)) {
sp1C = &this->unk_144[(limbIndex >> 1) - 1];
Matrix_MultVec3f(&D_809CB050, sp1C);
sp1C->y -= 20.0f;
bodyPartPos = &this->bodyPartsPos[(limbIndex >> 1) - 1];
Matrix_MultVec3f(&sZeroVec, bodyPartPos);
bodyPartPos->y -= 20.0f;
}
}

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@ -2,11 +2,12 @@
#define Z_EN_SYATEKI_CROW_H
#include "global.h"
#include "objects/object_crow/object_crow.h"
#define EN_SYATEKI_CROW_GET_PARAM_F(thisx) ((thisx)->params & 0xF)
#define EN_SYATEKI_CROW_GET_PARAM_F0(thisx) (((thisx)->params & 0xF0) >> 4)
#define EN_SYATEKI_CROW_GET_WAIT_MOD(thisx) ((thisx)->params & 0xF)
#define EN_SYATEKI_CROW_GET_SPEED_MOD(thisx) (((thisx)->params & 0xF0) >> 4)
#define EN_SYATEKI_CROW_GET_NUMBER(thisx) (((thisx)->params & 0xFF00) >> 8)
#define EN_SYATEKI_CROW_PARAMS(number, unkF0, unkF) (((number << 8) & 0xFF00) | ((unkF0 << 4) & 0xF0) | (unkF & 0xF))
#define EN_SYATEKI_CROW_PARAMS(number, speedMod, waitMod) (((number << 8) & 0xFF00) | ((speedMod << 4) & 0xF0) | (waitMod & 0xF))
struct EnSyatekiCrow;
@ -14,21 +15,21 @@ typedef void (*EnSyatekiCrowActionFunc)(struct EnSyatekiCrow*, PlayState*);
typedef struct EnSyatekiCrow {
/* 0x000 */ Actor actor;
/* 0x144 */ Vec3f unk_144[4];
/* 0x144 */ Vec3f bodyPartsPos[4];
/* 0x174 */ SkelAnime skelAnime;
/* 0x1B8 */ EnSyatekiCrowActionFunc actionFunc;
/* 0x1BC */ s16 unk_1BC;
/* 0x1BE */ s16 unk_1BE;
/* 0x1C0 */ s16 unk_1C0;
/* 0x1C2 */ s16 unk_1C2;
/* 0x1C4 */ s16 unk_1C4;
/* 0x1C8 */ Vec3s* unk_1C8;
/* 0x1CC */ s16 unk_1CC;
/* 0x1CE */ s16 unk_1CE;
/* 0x1D0 */ Vec3s jointTable[9];
/* 0x206 */ Vec3s morphTable[9];
/* 0x23C */ ColliderJntSph unk_23C;
/* 0x25C */ ColliderJntSphElement unk_25C;
/* 0x1BC */ s16 waitTimer;
/* 0x1BE */ s16 pitchTarget;
/* 0x1C0 */ s16 yawTarget;
/* 0x1C2 */ s16 isActive;
/* 0x1C4 */ s16 deathTimer;
/* 0x1C8 */ Vec3s* pathPoints;
/* 0x1CC */ s16 currentPointIndex;
/* 0x1CE */ s16 maxPointIndex;
/* 0x1D0 */ Vec3s jointTable[OBJECT_CROW_LIMB_MAX];
/* 0x206 */ Vec3s morphTable[OBJECT_CROW_LIMB_MAX];
/* 0x23C */ ColliderJntSph collider;
/* 0x25C */ ColliderJntSphElement colliderElements[1];
} EnSyatekiCrow; // size = 0x29C
extern const ActorInit En_Syateki_Crow_InitVars;

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@ -9125,14 +9125,14 @@
0x809CA27C:("BgIcicle_Draw",),
0x809CA3F0:("EnSyatekiCrow_Init",),
0x809CA5A8:("EnSyatekiCrow_Destroy",),
0x809CA5D4:("func_809CA5D4",),
0x809CA67C:("func_809CA67C",),
0x809CA71C:("func_809CA71C",),
0x809CA840:("func_809CA840",),
0x809CA8E4:("func_809CA8E4",),
0x809CAAF8:("func_809CAAF8",),
0x809CABC0:("func_809CABC0",),
0x809CACD0:("func_809CACD0",),
0x809CA5D4:("EnSyatekiCrow_SetupWaitForSpawn",),
0x809CA67C:("EnSyatekiCrow_WaitForSpawn",),
0x809CA71C:("EnSyatekiCrow_SetupWaitToMove",),
0x809CA840:("EnSyatekiCrow_WaitToMove",),
0x809CA8E4:("EnSyatekiCrow_Fly",),
0x809CAAF8:("EnSyatekiCrow_SetupDead",),
0x809CABC0:("EnSyatekiCrow_Dead",),
0x809CACD0:("EnSyatekiCrow_UpdateDamage",),
0x809CADE8:("EnSyatekiCrow_Update",),
0x809CAE5C:("EnSyatekiCrow_OverrideLimbDraw",),
0x809CAF2C:("EnSyatekiCrow_PostLimbDraw",),

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@ -9945,15 +9945,15 @@
0x809CA31C:("D_809CA31C","UNK_TYPE1","",0x1),
0x809CA320:("D_809CA320","f32","",0x4),
0x809CA324:("D_809CA324","f32","",0x4),
0x809CB050:("D_809CB050","UNK_TYPE1","",0x1),
0x809CB050:("sZeroVec","UNK_TYPE1","",0x1),
0x809CB05C:("En_Syateki_Crow_InitVars","UNK_TYPE1","",0x1),
0x809CB07C:("D_809CB07C","UNK_TYPE1","",0x1),
0x809CB0A0:("D_809CB0A0","UNK_TYPE1","",0x1),
0x809CB0AC:("D_809CB0AC","UNK_PTR","",0x4),
0x809CB0B0:("D_809CB0B0","UNK_TYPE1","",0x1),
0x809CB0C0:("D_809CB0C0","UNK_TYPE1","",0x1),
0x809CB0CC:("D_809CB0CC","UNK_TYPE1","",0x1),
0x809CB0D8:("D_809CB0D8","UNK_TYPE1","",0x1),
0x809CB0C0:("sVelocity","UNK_TYPE1","",0x1),
0x809CB0CC:("sAccel","UNK_TYPE1","",0x1),
0x809CB0D8:("sBodyOffset","UNK_TYPE1","",0x1),
0x809CB0F0:("D_809CB0F0","f32","",0x4),
0x809CB0F4:("D_809CB0F4","f32","",0x4),
0x809CB0F8:("D_809CB0F8","f32","",0x4),