mirror of https://github.com/zeldaret/mm.git
Document EnSyatekiCrow (#1063)
* Document EnSyatekiCrow * Simplify static var names * Respond to Elliptic's review
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@ -6,7 +6,6 @@
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#include "z_en_syateki_crow.h"
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#include "overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.h"
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#include "objects/object_crow/object_crow.h"
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_8000000)
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@ -17,14 +16,14 @@ void EnSyatekiCrow_Destroy(Actor* thisx, PlayState* play);
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void EnSyatekiCrow_Update(Actor* thisx, PlayState* play);
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void EnSyatekiCrow_Draw(Actor* thisx, PlayState* play);
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void func_809CA5D4(EnSyatekiCrow* this);
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void func_809CA67C(EnSyatekiCrow* this, PlayState* play);
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void func_809CA71C(EnSyatekiCrow* this);
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void func_809CA840(EnSyatekiCrow* this, PlayState* play);
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void func_809CA8E4(EnSyatekiCrow* this, PlayState* play);
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void func_809CABC0(EnSyatekiCrow* this, PlayState* play);
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void EnSyatekiCrow_SetupWaitForSpawn(EnSyatekiCrow* this);
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void EnSyatekiCrow_WaitForSpawn(EnSyatekiCrow* this, PlayState* play);
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void EnSyatekiCrow_SetupWaitToMove(EnSyatekiCrow* this);
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void EnSyatekiCrow_WaitToMove(EnSyatekiCrow* this, PlayState* play);
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void EnSyatekiCrow_Fly(EnSyatekiCrow* this, PlayState* play);
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void EnSyatekiCrow_Dead(EnSyatekiCrow* this, PlayState* play);
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static Vec3f D_809CB050 = { 0.0f, 0.0f, 0.0f };
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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const ActorInit En_Syateki_Crow_InitVars = {
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ACTOR_EN_SYATEKI_CROW,
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@ -72,12 +71,6 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
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};
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static Vec3f D_809CB0C0 = { 0.0f, 20.0f, 0.0f };
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static Vec3f D_809CB0CC = { 0.0f, 0.0f, 0.0f };
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static Vec3f D_809CB0D8 = { 2500.0f, 0.0f, 0.0f };
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void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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EnSyatekiCrow* this = THIS;
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@ -97,9 +90,9 @@ void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->jointTable, this->morphTable,
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OBJECT_CROW_LIMB_MAX);
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Collider_InitJntSph(play, &this->unk_23C);
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Collider_SetJntSph(play, &this->unk_23C, &this->actor, &sJntSphInit, &this->unk_25C);
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this->unk_23C.elements->dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
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this->collider.elements[0].dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
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ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
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if ((path == NULL) || (EN_SYATEKI_CROW_GET_NUMBER(&this->actor) >= 0x80)) {
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@ -107,108 +100,110 @@ void EnSyatekiCrow_Init(Actor* thisx, PlayState* play2) {
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return;
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}
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this->unk_1C8 = Lib_SegmentedToVirtual(path->points);
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this->unk_1CC = 1;
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this->unk_1CE = path->count;
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this->unk_1C4 = 0x14;
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this->unk_1BC = 0;
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func_809CA5D4(this);
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this->pathPoints = Lib_SegmentedToVirtual(path->points);
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this->currentPointIndex = 1;
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this->maxPointIndex = path->count;
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this->deathTimer = 20;
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this->waitTimer = 0;
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EnSyatekiCrow_SetupWaitForSpawn(this);
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}
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void EnSyatekiCrow_Destroy(Actor* thisx, PlayState* play) {
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EnSyatekiCrow* this = THIS;
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Collider_DestroyJntSph(play, &this->unk_23C);
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Collider_DestroyJntSph(play, &this->collider);
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}
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void func_809CA5D4(EnSyatekiCrow* this) {
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void EnSyatekiCrow_SetupWaitForSpawn(EnSyatekiCrow* this) {
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Actor_SetScale(&this->actor, 0.03f);
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this->actor.speedXZ = 0.0f;
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this->actor.gravity = 0.0f;
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this->actor.world = this->actor.home;
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this->actor.prevPos = this->actor.home.pos;
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this->actor.shape.rot = this->actor.world.rot;
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this->unk_1CC = 1;
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this->currentPointIndex = 1;
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this->actor.draw = NULL;
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this->actionFunc = func_809CA67C;
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this->actionFunc = EnSyatekiCrow_WaitForSpawn;
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}
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void func_809CA67C(EnSyatekiCrow* this, PlayState* play) {
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/**
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* Waits until the shooting gallery man sets the appropriate Guay flag to spawn.
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*/
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void EnSyatekiCrow_WaitForSpawn(EnSyatekiCrow* this, PlayState* play) {
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EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
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if ((syatekiMan->shootingGameState == SG_GAME_STATE_RUNNING) && (this->unk_1C2 == 1) &&
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if ((syatekiMan->shootingGameState == SG_GAME_STATE_RUNNING) && (this->isActive == true) &&
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(syatekiMan->guayFlags & (1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor)))) {
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func_809CA71C(this);
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EnSyatekiCrow_SetupWaitToMove(this);
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} else if (syatekiMan->shootingGameState != SG_GAME_STATE_RUNNING) {
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this->unk_1C2 = 1;
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this->isActive = true;
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}
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if ((syatekiMan->guayFlags == 0) && (syatekiMan->guayFlags == 0)) {
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this->unk_1C2 = 1;
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this->isActive = true;
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}
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}
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void func_809CA71C(EnSyatekiCrow* this) {
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Vec3f sp24;
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s16 temp;
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void EnSyatekiCrow_SetupWaitToMove(EnSyatekiCrow* this) {
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Vec3f targetPos;
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this->actor.world.pos.x = this->unk_1C8[0].x;
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this->actor.world.pos.y = this->unk_1C8[0].y;
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this->actor.world.pos.z = this->unk_1C8[0].z;
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sp24.x = this->unk_1C8[this->unk_1CC].x;
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sp24.y = this->unk_1C8[this->unk_1CC].y;
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sp24.z = this->unk_1C8[this->unk_1CC].z;
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temp = Math_Vec3f_Yaw(&this->actor.world.pos, &sp24);
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this->actor.world.rot.y = temp;
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this->actor.shape.rot.y = temp;
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temp = Math_Vec3f_Pitch(&this->actor.world.pos, &sp24);
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this->actor.shape.rot.x = temp;
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this->actor.world.rot.x = temp;
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this->actor.world.pos.x = this->pathPoints[0].x;
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this->actor.world.pos.y = this->pathPoints[0].y;
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this->actor.world.pos.z = this->pathPoints[0].z;
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targetPos.x = this->pathPoints[this->currentPointIndex].x;
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targetPos.y = this->pathPoints[this->currentPointIndex].y;
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targetPos.z = this->pathPoints[this->currentPointIndex].z;
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this->actor.world.rot.y = this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &targetPos);
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this->actor.world.rot.x = this->actor.shape.rot.x = Math_Vec3f_Pitch(&this->actor.world.pos, &targetPos);
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this->actor.draw = EnSyatekiCrow_Draw;
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this->actionFunc = func_809CA840;
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this->actionFunc = EnSyatekiCrow_WaitToMove;
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}
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void func_809CA840(EnSyatekiCrow* this, PlayState* play) {
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if (((EN_SYATEKI_CROW_GET_PARAM_F(&this->actor) * 20) + 20) < this->unk_1BC) {
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/**
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* Waits until the wait timer reaches a certain point, then starts flying forward.
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* How long the Guay should wait is controlled by its params.
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*/
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void EnSyatekiCrow_WaitToMove(EnSyatekiCrow* this, PlayState* play) {
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if (((EN_SYATEKI_CROW_GET_WAIT_MOD(&this->actor) * 20) + 20) < this->waitTimer) {
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Actor_PlaySfxAtPos(this->actor.parent, NA_SE_EN_KAICHO_CRY);
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this->unk_1BC = 0;
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this->actor.speedXZ = EN_SYATEKI_CROW_GET_PARAM_F0(&this->actor) + 6.0f;
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this->waitTimer = 0;
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this->actor.speedXZ = EN_SYATEKI_CROW_GET_SPEED_MOD(&this->actor) + 6.0f;
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this->actor.gravity = -0.5f;
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this->actionFunc = func_809CA8E4;
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this->actionFunc = EnSyatekiCrow_Fly;
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} else {
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this->unk_1BC++;
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this->waitTimer++;
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}
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}
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void func_809CA8E4(EnSyatekiCrow* this, PlayState* play) {
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Vec3f sp34;
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f32 sp30;
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void EnSyatekiCrow_Fly(EnSyatekiCrow* this, PlayState* play) {
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Vec3f targetPoint;
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f32 distToTarget;
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EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
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if (syatekiMan->shootingGameState != SG_GAME_STATE_RUNNING) {
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func_809CA5D4(this);
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EnSyatekiCrow_SetupWaitForSpawn(this);
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return;
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}
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sp34.x = this->unk_1C8[this->unk_1CC].x;
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sp34.y = this->unk_1C8[this->unk_1CC].y;
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sp34.z = this->unk_1C8[this->unk_1CC].z;
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targetPoint.x = this->pathPoints[this->currentPointIndex].x;
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targetPoint.y = this->pathPoints[this->currentPointIndex].y;
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targetPoint.z = this->pathPoints[this->currentPointIndex].z;
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sp30 = Math_Vec3f_DistXZ(&this->actor.world.pos, &sp34);
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this->unk_1C0 = Math_Vec3f_Yaw(&this->actor.world.pos, &sp34);
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this->unk_1BE = Math_Vec3f_Pitch(&this->actor.world.pos, &sp34);
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distToTarget = Math_Vec3f_DistXZ(&this->actor.world.pos, &targetPoint);
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this->yawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &targetPoint);
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this->pitchTarget = Math_Vec3f_Pitch(&this->actor.world.pos, &targetPoint);
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if (sp30 > 100.0f) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_1C0, 5, 0x3000, 0x100);
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if (distToTarget > 100.0f) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTarget, 5, 0x3000, 0x100);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_1BE, 5, 0x3000, 0x100);
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Math_SmoothStepToS(&this->actor.shape.rot.x, this->pitchTarget, 5, 0x3000, 0x100);
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this->actor.world.rot.x = -this->actor.shape.rot.x;
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} else if (this->unk_1CC < (this->unk_1CE - 1)) {
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this->unk_1CC++;
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} else if (this->currentPointIndex < (this->maxPointIndex - 1)) {
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this->currentPointIndex++;
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} else {
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this->unk_1C2 = 0;
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this->isActive = false;
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syatekiMan->guayFlags &= ~(1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor));
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func_809CA5D4(this);
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EnSyatekiCrow_SetupWaitForSpawn(this);
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}
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SkelAnime_Update(&this->skelAnime);
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@ -218,21 +213,21 @@ void func_809CA8E4(EnSyatekiCrow* this, PlayState* play) {
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}
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}
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void func_809CAAF8(EnSyatekiCrow* this) {
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void EnSyatekiCrow_SetupDead(EnSyatekiCrow* this) {
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EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
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syatekiMan->score += 60;
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this->unk_1C2 = 0;
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this->isActive = false;
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this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
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this->actor.velocity.y = 0.0f;
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Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
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this->actor.bgCheckFlags &= ~1;
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Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
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this->actionFunc = func_809CABC0;
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this->actionFunc = EnSyatekiCrow_Dead;
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}
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void func_809CABC0(EnSyatekiCrow* this, PlayState* play) {
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void EnSyatekiCrow_Dead(EnSyatekiCrow* this, PlayState* play) {
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EnSyatekiMan* syatekiMan = (EnSyatekiMan*)this->actor.parent;
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
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@ -243,30 +238,34 @@ void func_809CABC0(EnSyatekiCrow* this, PlayState* play) {
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this->actor.shape.rot.z += 0x1780;
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}
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if (this->unk_1C4 > 20) {
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func_800B3030(play, &this->actor.world.pos, &D_809CB050, &D_809CB050, this->actor.scale.x * 10000.0f, 0, 0);
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if (this->deathTimer > 20) {
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func_800B3030(play, &this->actor.world.pos, &sZeroVec, &sZeroVec, this->actor.scale.x * 10000.0f, 0, 0);
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syatekiMan->guayHitCounter++;
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syatekiMan->guayFlags &= ~(1 << EN_SYATEKI_CROW_GET_NUMBER(&this->actor));
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func_809CA5D4(this);
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EnSyatekiCrow_SetupWaitForSpawn(this);
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}
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this->unk_1C4++;
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this->deathTimer++;
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}
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void func_809CACD0(EnSyatekiCrow* this, PlayState* play) {
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if (this->actionFunc == func_809CA8E4) {
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if (this->unk_23C.base.acFlags & AC_HIT) {
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static Vec3f sVelocity = { 0.0f, 20.0f, 0.0f };
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static Vec3f sAccel = { 0.0f, 0.0f, 0.0f };
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void EnSyatekiCrow_UpdateDamage(EnSyatekiCrow* this, PlayState* play) {
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if (this->actionFunc == EnSyatekiCrow_Fly) {
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if (this->collider.base.acFlags & AC_HIT) {
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play_sound(NA_SE_SY_TRE_BOX_APPEAR);
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this->unk_1C4 = 0;
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this->unk_23C.base.acFlags &= ~AC_HIT;
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EffectSsExtra_Spawn(play, &this->actor.world.pos, &D_809CB0C0, &D_809CB0CC, 5, 1);
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func_809CAAF8(this);
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this->deathTimer = 0;
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this->collider.base.acFlags &= ~AC_HIT;
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EffectSsExtra_Spawn(play, &this->actor.world.pos, &sVelocity, &sAccel, 5, 1);
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EnSyatekiCrow_SetupDead(this);
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} else {
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this->unk_23C.elements->dim.worldSphere.center.x = this->actor.world.pos.x;
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this->unk_23C.elements->dim.worldSphere.center.y =
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this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
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this->collider.elements[0].dim.worldSphere.center.y =
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sJntSphInit.elements[0].dim.modelSphere.center.y + this->actor.world.pos.y;
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this->unk_23C.elements->dim.worldSphere.center.z = this->actor.world.pos.z;
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_23C.base);
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this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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}
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}
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}
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@ -276,39 +275,41 @@ void EnSyatekiCrow_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (this->actionFunc != func_809CABC0) {
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if (this->actionFunc != EnSyatekiCrow_Dead) {
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Actor_MoveWithoutGravity(&this->actor);
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} else {
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Actor_MoveWithGravity(&this->actor);
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}
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func_809CACD0(this, play);
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EnSyatekiCrow_UpdateDamage(this, play);
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}
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s32 EnSyatekiCrow_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
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EnSyatekiCrow* this = THIS;
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if (limbIndex == OBJECT_CROW_LIMB_UPPER_TAIL) {
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rot->y += (s16)(3072.0f * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
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rot->y += (s16)(0xC00 * sin_rad(this->skelAnime.curFrame * (M_PI / 4)));
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} else if (limbIndex == OBJECT_CROW_LIMB_TAIL) {
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rot->y += (s16)(5120.0f * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
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rot->y += (s16)(0x1400 * sin_rad((this->skelAnime.curFrame + 2.5f) * (M_PI / 4)));
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}
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return false;
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}
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static Vec3f sBodyOffset = { 2500.0f, 0.0f, 0.0f };
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void EnSyatekiCrow_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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EnSyatekiCrow* this = THIS;
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Vec3f* sp1C;
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Vec3f* bodyPartPos;
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if (limbIndex == OBJECT_CROW_LIMB_BODY) {
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Matrix_MultVec3f(&D_809CB0D8, &this->unk_144[0]);
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this->unk_144[0].y -= 20.0f;
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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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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",),
|
||||
|
|
|
|||
|
|
@ -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),
|
||||
|
|
|
|||
Loading…
Reference in New Issue