mirror of https://github.com/zeldaret/oot.git
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@ -38,9 +38,9 @@ void EnRu1_Update(Actor* thisx, PlayState* play);
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void EnRu1_Draw(Actor* thisx, PlayState* play);
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void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_Diving(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play);
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@ -132,52 +132,52 @@ static s32 sUnused = 0;
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static u32 D_80AF1938 = 0;
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static EnRu1ActionFunc sActionFuncs[] = {
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EnRu1_Fountain_GazingAtLink,
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EnRu1_Fountain_DivingIntoFountain,
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EnRu1_Fountain_Resurfacing,
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EnRu1_Fountain_Treading,
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EnRu1_Fountain_StartingSwimBack,
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EnRu1_Fountain_SwimmingBack,
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EnRu1_Fountain_FinishingSwimBack,
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func_80AECA94, // ENRU1_ACTION_07
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func_80AECAB4, // ENRU1_ACTION_08
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func_80AECAD4, // ENRU1_ACTION_09
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func_80AECB18, // ENRU1_ACTION_10
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func_80AECB60, // ENRU1_ACTION_11
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func_80AECBB8, // ENRU1_ACTION_12
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func_80AECC1C, // ENRU1_ACTION_13
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func_80AECC84, // ENRU1_ACTION_14
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func_80AED304, // ENRU1_ACTION_15
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func_80AED324, // ENRU1_ACTION_16
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func_80AED344, // ENRU1_ACTION_17
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func_80AED374, // ENRU1_ACTION_18
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func_80AED3A4, // ENRU1_ACTION_19
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func_80AED3E0, // ENRU1_ACTION_20
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func_80AED414, // ENRU1_ACTION_21
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func_80AEF29C, // ENRU1_ACTION_22
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func_80AEF2AC, // ENRU1_ACTION_23
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func_80AEF2D0, // ENRU1_ACTION_24
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func_80AEF354, // ENRU1_ACTION_25
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func_80AEF3A8, // ENRU1_ACTION_26
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func_80AEEBD4, // ENRU1_ACTION_27
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func_80AEEC5C, // ENRU1_ACTION_28
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func_80AEECF0, // ENRU1_ACTION_29
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func_80AEED58, // ENRU1_ACTION_30
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func_80AEEDCC, // ENRU1_ACTION_31
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func_80AEEE34, // ENRU1_ACTION_32
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func_80AEEE9C, // ENRU1_ACTION_33
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func_80AEEF08, // ENRU1_ACTION_34
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func_80AEEF5C, // ENRU1_ACTION_35
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func_80AEF9D8, // ENRU1_ACTION_36
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func_80AEFA2C, // ENRU1_ACTION_37
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func_80AEFAAC, // ENRU1_ACTION_38
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func_80AEFB04, // ENRU1_ACTION_39
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func_80AEFB68, // ENRU1_ACTION_40
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func_80AEFCE8, // ENRU1_ACTION_41
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func_80AEFBC8, // ENRU1_ACTION_42
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func_80AEFC24, // ENRU1_ACTION_43
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func_80AEFECC, // ENRU1_ACTION_44
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func_80AEFF40, // ENRU1_ACTION_45
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EnRu1_Fountain_GazingAtLink, // ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK
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EnRu1_Fountain_Diving, // ENRU1_ACTION_FOUNTAIN_DIVING
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EnRu1_Fountain_Resurfacing, // ENRU1_ACTION_FOUNTAIN_RESURFACING
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EnRu1_Fountain_TreadingWater, // ENRU1_ACTION_FOUNTAIN_TREADING_WATER
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EnRu1_Fountain_StartingSwimBack, // ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK
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EnRu1_Fountain_SwimmingBack, // ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK
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EnRu1_Fountain_FinishingSwimBack, // ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK
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func_80AECA94, // ENRU1_ACTION_07
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func_80AECAB4, // ENRU1_ACTION_08
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func_80AECAD4, // ENRU1_ACTION_09
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func_80AECB18, // ENRU1_ACTION_10
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func_80AECB60, // ENRU1_ACTION_11
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func_80AECBB8, // ENRU1_ACTION_12
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func_80AECC1C, // ENRU1_ACTION_13
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func_80AECC84, // ENRU1_ACTION_14
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func_80AED304, // ENRU1_ACTION_15
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func_80AED324, // ENRU1_ACTION_16
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func_80AED344, // ENRU1_ACTION_17
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func_80AED374, // ENRU1_ACTION_18
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func_80AED3A4, // ENRU1_ACTION_19
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func_80AED3E0, // ENRU1_ACTION_20
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func_80AED414, // ENRU1_ACTION_21
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func_80AEF29C, // ENRU1_ACTION_22
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func_80AEF2AC, // ENRU1_ACTION_23
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func_80AEF2D0, // ENRU1_ACTION_24
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func_80AEF354, // ENRU1_ACTION_25
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func_80AEF3A8, // ENRU1_ACTION_26
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func_80AEEBD4, // ENRU1_ACTION_27
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func_80AEEC5C, // ENRU1_ACTION_28
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func_80AEECF0, // ENRU1_ACTION_29
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func_80AEED58, // ENRU1_ACTION_30
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func_80AEEDCC, // ENRU1_ACTION_31
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func_80AEEE34, // ENRU1_ACTION_32
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func_80AEEE9C, // ENRU1_ACTION_33
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func_80AEEF08, // ENRU1_ACTION_34
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func_80AEEF5C, // ENRU1_ACTION_35
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func_80AEF9D8, // ENRU1_ACTION_36
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func_80AEFA2C, // ENRU1_ACTION_37
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func_80AEFAAC, // ENRU1_ACTION_38
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func_80AEFB04, // ENRU1_ACTION_39
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func_80AEFB68, // ENRU1_ACTION_40
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func_80AEFCE8, // ENRU1_ACTION_41
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func_80AEFBC8, // ENRU1_ACTION_42
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func_80AEFC24, // ENRU1_ACTION_43
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func_80AEFECC, // ENRU1_ACTION_44
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func_80AEFF40, // ENRU1_ACTION_45
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};
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static EnRu1PreLimbDrawFunc sPreLimbDrawFuncs[] = {
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@ -467,7 +467,7 @@ void func_80AEB3CC(EnRu1* this) {
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void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) {
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EnRu1_AnimationChange(this, &gRutoChildWaitHandsBehindBackAnim, ANIMMODE_LOOP, 0, false);
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this->action = ENRU1_ACTION_GAZING_AT_LINK;
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this->action = ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK;
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this->drawConfig = ENRU1_DRAW_OPA;
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EnRu1_SetEyes(this, ENRU1_EYES_GAZING);
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EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING);
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@ -546,7 +546,7 @@ void EnRu1_StopMovingInWater(EnRu1* this) {
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this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y);
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}
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f32 EnRu1_GetSwimProximityToLink(CsCmdActorCue* cue, PlayState* play) {
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f32 EnRu1_GetSwimLerpFactor(CsCmdActorCue* cue, PlayState* play) {
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s32 csCurFrame = play->csCtx.curFrame;
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if ((csCurFrame < cue->endFrame) && (cue->endFrame - cue->startFrame > 0)) {
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@ -557,7 +557,7 @@ f32 EnRu1_GetSwimProximityToLink(CsCmdActorCue* cue, PlayState* play) {
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return 1.0f;
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}
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f32 EnRu1_GetLinearPosition(f32 scale, s32 startPos, s32 endPos) {
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f32 EnRu1_Lerp(f32 scale, s32 startPos, s32 endPos) {
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return (((f32)endPos - startPos) * scale) + startPos;
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}
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@ -573,7 +573,6 @@ void EnRu1_InitPositionFromFountainCue(EnRu1* this, PlayState* play) {
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}
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}
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// Why are there two of these?
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void EnRu1_InitPositionDivingIntoFountain(EnRu1* this, PlayState* play) {
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EnRu1_InitPositionFromFountainCue(this, play);
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}
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@ -593,33 +592,32 @@ void EnRu1_SwimTowardLink(EnRu1* this, PlayState* play) {
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s32 pad;
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if (cue != NULL) {
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swimProximity = EnRu1_GetSwimProximityToLink(cue, play);
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swimProximity = EnRu1_GetSwimLerpFactor(cue, play);
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thisPos = &this->actor.world.pos;
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thisPos->x = EnRu1_GetLinearPosition(swimProximity, cue->startPos.x, cue->endPos.x);
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thisPos->y = EnRu1_GetLinearPosition(swimProximity, cue->startPos.y, cue->endPos.y);
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thisPos->z = EnRu1_GetLinearPosition(swimProximity, cue->startPos.z, cue->endPos.z);
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thisPos->x = EnRu1_Lerp(swimProximity, cue->startPos.x, cue->endPos.x);
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thisPos->y = EnRu1_Lerp(swimProximity, cue->startPos.y, cue->endPos.y);
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thisPos->z = EnRu1_Lerp(swimProximity, cue->startPos.z, cue->endPos.z);
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}
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}
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// And why are there two of these?
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void EnRu1_StartSwimmingAwayFromLink(EnRu1* this, PlayState* play) {
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EnRu1_StartMovingInWater(this, play);
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}
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void EnRu1_SwimAwayFromLink(EnRu1* this, PlayState* play) {
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s32 pad;
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Vec3f* treadPos = &this->treadPos;
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Vec3f* treadStartPos = &this->treadStartPos;
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Vec3f* thisPos;
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f32 proximity;
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CsCmdActorCue* cue = EnRu1_GetFountainCue(play);
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s32 pad2;
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if (cue != NULL) {
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proximity = EnRu1_GetSwimProximityToLink(cue, play);
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proximity = EnRu1_GetSwimLerpFactor(cue, play);
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thisPos = &this->actor.world.pos;
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thisPos->x = EnRu1_GetLinearPosition(proximity, treadPos->x, cue->endPos.x);
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thisPos->y = EnRu1_GetLinearPosition(proximity, treadPos->y, cue->endPos.y);
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thisPos->z = EnRu1_GetLinearPosition(proximity, treadPos->z, cue->endPos.z);
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thisPos->x = EnRu1_Lerp(proximity, treadStartPos->x, cue->endPos.x);
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thisPos->y = EnRu1_Lerp(proximity, treadStartPos->y, cue->endPos.y);
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thisPos->z = EnRu1_Lerp(proximity, treadStartPos->z, cue->endPos.z);
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}
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}
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@ -654,7 +652,7 @@ void EnRu1_PlaySubmergeSfx(EnRu1* this) {
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/**
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* Plays the splashing sound effect when Link falls backwards into the Zora's Fountain waters.
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*/
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void EnRu1_LinkFallsIntoFountain(PlayState* play) {
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void EnRu1_PlayLinkFallingSfx(PlayState* play) {
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Player* player;
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if (play->csCtx.curFrame == 205) {
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@ -682,7 +680,7 @@ void EnRu1_StartBackSwimming(EnRu1* this, s32 isSwimming) {
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void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) {
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if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) {
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this->action = ENRU1_ACTION_DIVING_INTO_FOUNTAIN;
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this->action = ENRU1_ACTION_FOUNTAIN_DIVING;
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this->drawConfig = ENRU1_DRAW_NOTHING;
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EnRu1_InitPositionDivingIntoFountain(this, play);
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func_80AEAECC(this, play);
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@ -700,7 +698,7 @@ void EnRu1_Resurface(EnRu1* this, PlayState* play) {
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EnRu1_InitPositionResurfacing(this, play);
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EnRu1_MoveInWater(this, play);
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Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
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this->action = ENRU1_ACTION_RESURFACING;
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this->action = ENRU1_ACTION_FOUNTAIN_RESURFACING;
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this->drawConfig = ENRU1_DRAW_OPA;
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}
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}
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@ -713,7 +711,7 @@ void EnRu1_ResurfaceProgress(EnRu1* this, PlayState* play, s32 isResurfaced) {
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EnRu1_StopMovingInWater(this);
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Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f);
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this->action = ENRU1_ACTION_TREADING;
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this->action = ENRU1_ACTION_FOUNTAIN_TREADING_WATER;
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} else {
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EnRu1_StartSwimmingTowardLink(this, play);
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}
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@ -728,7 +726,7 @@ void EnRu1_StopTreading(EnRu1* this, PlayState* play) {
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EnRu1_MoveInWater(this, play);
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Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE,
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-8.0f);
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this->action = ENRU1_ACTION_STARTING_SWIM_BACK;
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this->action = ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK;
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}
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}
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@ -737,8 +735,8 @@ void EnRu1_TransitionToBackSwimming(EnRu1* this, PlayState* play) {
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s32 pad;
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EnRu1_StopMovingInWater(this);
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this->action = ENRU1_ACTION_SWIMMING_BACK;
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this->treadPos = this->actor.world.pos;
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this->action = ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK;
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this->treadStartPos = this->actor.world.pos;
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} else {
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EnRu1_StartSwimmingAwayFromLink(this, play);
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}
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@ -758,7 +756,7 @@ void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) {
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frameCount = Animation_GetLastFrame(&gRutoChildTransitionFromSwimOnBackAnim);
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Animation_Change(&this->skelAnime, &gRutoChildTransitionFromSwimOnBackAnim, 1.0, 0, frameCount,
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ANIMMODE_ONCE, -8.0f);
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this->action = ENRU1_ACTION_FINISHING_SWIM_BACK;
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this->action = ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK;
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}
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}
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}
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@ -773,11 +771,11 @@ void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play) {
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EnRu1_InitPositionFromFountainCue(this, play);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_PlayGiggleSfx(this, play);
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EnRu1_LinkFallsIntoFountain(play);
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EnRu1_PlayLinkFallingSfx(play);
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EnRu1_EnterFountainWater(this, play);
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}
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void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_Diving(EnRu1* this, PlayState* play) {
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EnRu1_PlayDivingEntrySfx(this);
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EnRu1_Resurface(this, play);
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}
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@ -790,7 +788,7 @@ void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play) {
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EnRu1_ResurfaceProgress(this, play, doneAnim);
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}
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void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_TreadingWater(EnRu1* this, PlayState* play) {
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EnRu1_SwimTowardLink(this, play);
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func_80AEAECC(this, play);
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EnRu1_UpdateSkelAnime(this);
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@ -55,19 +55,19 @@ typedef struct EnRu1 {
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/* 0x0358 */ f32 bobDepth;
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/* 0x035C */ s16 bobPhase;
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/* 0x0360 */ f32 isSinking;
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/* 0x0364 */ Vec3f treadPos;
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/* 0x0364 */ Vec3f treadStartPos;
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/* 0x0370 */ f32 carryIdleTimer;
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/* 0x0374 */ NpcInteractInfo interactInfo;
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} EnRu1; // size = 0x039C
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typedef enum EnRu1Action {
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/* 0 */ ENRU1_ACTION_GAZING_AT_LINK,
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/* 1 */ ENRU1_ACTION_DIVING_INTO_FOUNTAIN,
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/* 2 */ ENRU1_ACTION_RESURFACING,
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/* 3 */ ENRU1_ACTION_TREADING,
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/* 4 */ ENRU1_ACTION_STARTING_SWIM_BACK,
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/* 5 */ ENRU1_ACTION_SWIMMING_BACK,
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/* 6 */ ENRU1_ACTION_FINISHING_SWIM_BACK,
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/* 0 */ ENRU1_ACTION_FOUNTAIN_GAZING_AT_LINK,
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/* 1 */ ENRU1_ACTION_FOUNTAIN_DIVING,
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/* 2 */ ENRU1_ACTION_FOUNTAIN_RESURFACING,
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/* 3 */ ENRU1_ACTION_FOUNTAIN_TREADING_WATER,
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/* 4 */ ENRU1_ACTION_FOUNTAIN_STARTING_SWIM_BACK,
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/* 5 */ ENRU1_ACTION_FOUNTAIN_SWIMMING_BACK,
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/* 6 */ ENRU1_ACTION_FOUNTAIN_FINISHING_SWIM_BACK,
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/* 7 */ ENRU1_ACTION_07,
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/* 8 */ ENRU1_ACTION_08,
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/* 9 */ ENRU1_ACTION_09,
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