diff --git a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c index ef89732958..6b05f739d1 100644 --- a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c +++ b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.c @@ -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; } } diff --git a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.h b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.h index 05eec4ad0c..e70a3dd216 100644 --- a/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.h +++ b/src/overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.h @@ -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; diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt index edd85dc514..40a824f15f 100644 --- a/tools/disasm/functions.txt +++ b/tools/disasm/functions.txt @@ -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",), diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt index 82acecd8d7..c07dd39b22 100644 --- a/tools/disasm/variables.txt +++ b/tools/disasm/variables.txt @@ -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),