mirror of https://github.com/zeldaret/oot.git
`En_Po_Sisters`: formatting
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6b3c090239
commit
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@ -551,7 +551,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
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} else if (this->collider.base.acFlags & AC_HIT) {
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if (!BgPoEvent_NextPainting(this)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x, thisx->world.pos.y - 40.0f,
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thisx->world.pos.z, 0, thisx->shape.rot.y, 0,
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thisx->world.pos.z, 0, thisx->shape.rot.y, 0,
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thisx->params + EN_PO_SISTERS_PARAM_N((this->type - 1)));
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OnePointCutscene_Init(play, 3160, 80, thisx, CAM_ID_MAIN);
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Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
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@ -118,7 +118,7 @@ void BgPoSyokudai_Init(Actor* thisx, PlayState* play) {
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} else if (!Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_PURPLE) && !Flags_GetSwitch(play, 0x1B)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x, thisx->world.pos.y + 52.0f,
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thisx->world.pos.z, 0, 0, 0,
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thisx->world.pos.z, 0, 0, 0,
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EN_PO_SISTERS_PARAM_N(this->flameColor) + thisx->params + EN_PO_SISTERS_INTRO_PARAM);
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} else if (!Flags_GetSwitch(play, thisx->params)) {
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@ -116,21 +116,21 @@ static ColliderCylinderInit sCylinderInit = {
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static CollisionCheckInfoInit sColChkInfoInit = { 10, 25, 60, 40 };
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typedef enum EnPoSisterFlags {
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EN_PO_SISTERS_FLAG_ACCOL=1<<0, // set AC collision
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EN_PO_SISTERS_FLAG_ROTATE=1<<1, // set shape.rot.y to world.rot.y
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EN_PO_SISTERS_FLAG_VANISH=1<<2, // tick vanishTimer, then disappear if 0.
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EN_PO_SISTERS_FLAG_HOVER=1<<3, // hover up and down a few units towards y-target
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EN_PO_SISTERS_FLAG_BGCHECK=1<<4,// BGCheck floors and walls
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EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL|EN_PO_SISTERS_FLAG_ROTATE|
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EN_PO_SISTERS_FLAG_VANISH|EN_PO_SISTERS_FLAG_HOVER|EN_PO_SISTERS_FLAG_BGCHECK),
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EN_PO_SISTERS_FLAG_TORCH=1<<5, // manipulate torch flames
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EN_PO_SISTERS_FLAG_SPIN=1<<6, // the real Meg spins as a tell
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EN_PO_SISTERS_FLAG_NOMTXF=1<<7, //don't read or write torchMtx
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EN_PO_SISTERS_FLAG_ACCOL= 1 << 0, // set AC collision
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EN_PO_SISTERS_FLAG_ROTATE = 1 << 1, // set shape.rot.y to world.rot.y
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EN_PO_SISTERS_FLAG_VANISH = 1 << 2, // tick vanishTimer, then disappear if 0.
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EN_PO_SISTERS_FLAG_HOVER = 1 << 3, // hover up and down a few units towards y-target
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EN_PO_SISTERS_FLAG_BGCHECK = 1 << 4, // BGCheck floors and walls
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EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE |
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EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK),
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EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames
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EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell
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EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, //don't read or write torchMtx
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} EnPoSisterFlags;
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typedef enum PoeSisDamageReaction {
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EN_PO_SISTERS_DMG_REACT_OTHER,
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EN_PO_SISTERS_DMG_REACT_SWORD=14,
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EN_PO_SISTERS_DMG_REACT_SWORD = 14,
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EN_PO_SISTERS_DMG_REACT_NUT,
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};
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@ -397,11 +397,14 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) {
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/*Meg will spawn 3 decoys and begin weeping.
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(or destroy the decoys and herself if one decoy fails.)*/
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void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) {
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Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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Actor* actor1 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1));
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Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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Actor* actor2 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2));
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Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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Actor* actor3 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3));
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s32 pad;
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s32 pad1;
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@ -540,7 +543,7 @@ void EnPoSisters_IntroSetup2(EnPoSisters* this) {
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this->actionFunc = EnPoSisters_IntroStep2;
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}
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/* Setup reveal of Pos Sisters in intro scene */
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void EnPoSisters_SetupIntro3(EnPoSisters* this) {
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Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 0.833f, 0.0f,
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Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE_INTERP, 0.0f);
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@ -826,7 +829,7 @@ void EnPoSisters_ReleaseFlame(EnPoSisters* this, PlayState* play) {
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/* Show the flame moving back to the proper torch */
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void EnPoSisters_Die(EnPoSisters* this, PlayState* play) {
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// positions for torches to be lit during death cutscene
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static Vec3s sDeathTorchPos[4] = {
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{ -22, 337, -1704 },
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@ -1192,7 +1195,7 @@ void EnPoSisters_CheckDamage(EnPoSisters* this, PlayState* play) {
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this->sisterFlags |= EN_PO_SISTERS_FLAG_ROTATE;
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EnPoSisters_SetupReveal(this, play);
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} else if (this->sisterID == EN_PO_SISTERS_MEG &&
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this->actor.colChkInfo.damageReaction == EN_PO_SISTERS_DMG_REACT_SWORD &&
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this->actor.colChkInfo.damageReaction == EN_PO_SISTERS_DMG_REACT_SWORD &&
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this->actionFunc == EnPoSisters_MegFightStep1) {
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if (this->megVar == 0) {
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this->megVar = -45;
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@ -1313,24 +1316,24 @@ s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Color_RGBA8* color;
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static Gfx* sSisterBodies[4] = {
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gPoeSistersMegBodyDL,
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gPoeSistersJoelleBodyDL,
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gPoeSistersBethBodyDL,
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gPoeSistersAmyBodyDL,
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gPoeSistersMegBodyDL,
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gPoeSistersJoelleBodyDL,
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gPoeSistersBethBodyDL,
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gPoeSistersAmyBodyDL,
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};
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static Gfx* sSisterFaces[4] = {
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gPoeSistersMegFaceDL,
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gPoeSistersJoelleFaceDL,
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gPoeSistersBethFaceDL,
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gPoSistersAmyFaceDL,
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gPoeSistersMegFaceDL,
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gPoeSistersJoelleFaceDL,
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gPoeSistersBethFaceDL,
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gPoSistersAmyFaceDL,
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};
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static Color_RGBA8 sLimb11Colors[4] = {
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{ 80, 0, 100, 0 },
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{ 80, 15, 0, 0 },
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{ 0, 70, 50, 0 },
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{ 70, 70, 0, 0 },
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{ 80, 0, 100, 0 },
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{ 80, 15, 0, 0 },
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{ 0, 70, 50, 0 },
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{ 70, 70, 0, 0 },
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};
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if (limbIndex == 1 && (this->sisterFlags & EN_PO_SISTERS_FLAG_SPIN)) {
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@ -1358,9 +1361,9 @@ s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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}
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void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfxP) {
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static Vec3f sTorchVec = { 1000.0f, -1700.0f, 0.0f };
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EnPoSisters* this = (EnPoSisters*)thisx;
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s32 i;
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s32 pad;
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@ -1416,7 +1419,8 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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if (this->sisterColor.a == 255 || this->sisterColor.a == 0) {
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gDPSetEnvColor(POLY_OPA_DISP++, this->sisterColor.r, this->sisterColor.g, this->sisterColor.b, this->sisterColor.a);
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gDPSetEnvColor(POLY_OPA_DISP++, this->sisterColor.r, this->sisterColor.g, this->sisterColor.b,
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this->sisterColor.a);
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gSPSegment(POLY_OPA_DISP++, 0x09, D_80116280 + 2);
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POLY_OPA_DISP =
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SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw,
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