Document `BgSpot18Basket` (#2688)

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Jordan Longstaff 2026-01-25 18:39:59 -05:00 committed by GitHub
parent eb5dac74d6
commit fd299cc72b
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2 changed files with 157 additions and 147 deletions

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@ -1,3 +1,9 @@
/*
* File: z_bg_spot18_basket.c
* Overlay: ovl_Bg_Spot18_Basket
* Description: Goron Vase
*/
#include "z_bg_spot18_basket.h"
#include "libc64/qrand.h"
@ -24,18 +30,18 @@ void BgSpot18Basket_Destroy(Actor* thisx, PlayState* play);
void BgSpot18Basket_Update(Actor* thisx, PlayState* play);
void BgSpot18Basket_Draw(Actor* thisx, PlayState* play);
void func_808B7BCC(BgSpot18Basket* this, PlayState* play);
void func_808B7AEC(BgSpot18Basket* this);
void func_808B7B58(BgSpot18Basket* this);
void func_808B7BB0(BgSpot18Basket* this);
void func_808B7D38(BgSpot18Basket* this);
void func_808B7F74(BgSpot18Basket* this);
void func_808B818C(BgSpot18Basket* this);
void func_808B7AFC(BgSpot18Basket* this, PlayState* play);
void func_808B7B6C(BgSpot18Basket* this, PlayState* play);
void func_808B7D50(BgSpot18Basket* this, PlayState* play);
void func_808B7FC0(BgSpot18Basket* this, PlayState* play);
void func_808B81A0(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_Spinning(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_SetupInactive(BgSpot18Basket* this);
void BgSpot18Basket_SetupActivation(BgSpot18Basket* this);
void BgSpot18Basket_SetupSpinning(BgSpot18Basket* this);
void BgSpot18Basket_SetupExplosionCs(BgSpot18Basket* this);
void BgSpot18Basket_SetupStopping(BgSpot18Basket* this);
void BgSpot18Basket_SetupGivingPrize(BgSpot18Basket* this);
void BgSpot18Basket_Inactive(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_Activation(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_ExplosionCs(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_Stopping(BgSpot18Basket* this, PlayState* play);
void BgSpot18Basket_GivingPrize(BgSpot18Basket* this, PlayState* play);
ActorProfile Bg_Spot18_Basket_Profile = {
/**/ ACTOR_BG_SPOT18_BASKET,
@ -87,9 +93,9 @@ static ColliderJntSphInit sJntSphInit = {
sJntSphElementsInit,
};
static s16 D_808B85C8[] = { 0x8000, 0x2AAA, 0xD555, 0x0000 };
static s16 sGoronVaseStoppedRotY[] = { 0x8000, 0x2AAA, 0xD555, 0x0000 };
void func_808B7710(Actor* thisx, PlayState* play) {
void BgSpot18Basket_InitColliderJntSph(Actor* thisx, PlayState* play) {
BgSpot18Basket* this = (BgSpot18Basket*)thisx;
Collider_InitJntSph(play, &this->colliderJntSph);
@ -97,8 +103,8 @@ void func_808B7710(Actor* thisx, PlayState* play) {
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
}
void func_808B7770(BgSpot18Basket* this, PlayState* play, f32 arg2) {
static s16 D_808B85D0 = 0;
void BgSpot18Basket_SpawnDustClouds(BgSpot18Basket* this, PlayState* play, f32 spawnRate) {
static s16 spawnPos = 0;
Vec3f acceleration;
Vec3f velocity;
Vec3f position;
@ -108,14 +114,14 @@ void func_808B7770(BgSpot18Basket* this, PlayState* play, f32 arg2) {
f32 sinValue;
for (i = 0; i != 2; i++) {
if (arg2 < Rand_ZeroOne()) {
if (spawnRate < Rand_ZeroOne()) {
continue;
}
D_808B85D0 += 0x7530;
spawnPos += 0x7530;
sinValue = Math_SinS(D_808B85D0);
cosValue = Math_CosS(D_808B85D0);
sinValue = Math_SinS(spawnPos);
cosValue = Math_CosS(spawnPos);
randomValue = (Rand_ZeroOne() * 35.0f) + 35.0f;
@ -149,7 +155,7 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
func_808B7710(&this->dyna.actor, play);
BgSpot18Basket_InitColliderJntSph(&this->dyna.actor, play);
CollisionHeader_GetVirtual(&gGoronCityVaseCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
@ -160,11 +166,11 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
if (Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 8, 6))) {
func_808B7BB0(this);
BgSpot18Basket_SetupSpinning(this);
return;
}
func_808B7AEC(this);
BgSpot18Basket_SetupInactive(this);
Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BG_SPOT18_FUTA, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, this->dyna.actor.shape.rot.x,
this->dyna.actor.shape.rot.y + 0x1555, this->dyna.actor.shape.rot.z, -1);
@ -185,50 +191,52 @@ void BgSpot18Basket_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyJntSph(play, &this->colliderJntSph);
}
void func_808B7AEC(BgSpot18Basket* this) {
this->actionFunc = func_808B7AFC;
void BgSpot18Basket_SetupInactive(BgSpot18Basket* this) {
this->actionFunc = BgSpot18Basket_Inactive;
}
void func_808B7AFC(BgSpot18Basket* this, PlayState* play) {
void BgSpot18Basket_Inactive(BgSpot18Basket* this, PlayState* play) {
if (Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 8, 6))) {
OnePointCutscene_Init(play, 4220, 80, &this->dyna.actor, CAM_ID_MAIN);
func_808B7B58(this);
BgSpot18Basket_SetupActivation(this);
}
}
void func_808B7B58(BgSpot18Basket* this) {
this->actionFunc = func_808B7B6C;
this->unk_216 = 0;
void BgSpot18Basket_SetupActivation(BgSpot18Basket* this) {
this->actionFunc = BgSpot18Basket_Activation;
this->timer = 0;
}
void func_808B7B6C(BgSpot18Basket* this, PlayState* play) {
if (this->unk_216 > 20) {
func_808B7BB0(this);
void BgSpot18Basket_Activation(BgSpot18Basket* this, PlayState* play) {
if (this->timer > 20) {
BgSpot18Basket_SetupSpinning(this);
this->dyna.actor.child->parent = NULL;
this->dyna.actor.child = NULL;
}
}
void func_808B7BB0(BgSpot18Basket* this) {
this->actionFunc = func_808B7BCC;
this->unk_210 = this->unk_20C = 0;
void BgSpot18Basket_SetupSpinning(BgSpot18Basket* this) {
this->actionFunc = BgSpot18Basket_Spinning;
this->spinRate = this->circleRate = 0;
}
void func_808B7BCC(BgSpot18Basket* this, PlayState* play) {
void BgSpot18Basket_Spinning(BgSpot18Basket* this, PlayState* play) {
f32 positionDiff;
Actor* colliderBaseAc;
Math_StepToS(&this->unk_210, 0x1F4, 0x1E);
Math_StepToS(&this->spinRate, 0x1F4, 0x1E);
this->dyna.actor.shape.rot.y += this->unk_210;
this->dyna.actor.shape.rot.y += this->spinRate;
Math_StepToF(&this->unk_208, 50.0f, 1.5f);
Math_StepToS(&this->unk_20C, 400, 15);
Math_StepToF(&this->circleRadius, 50.0f, 1.5f);
Math_StepToS(&this->circleRate, 400, 15);
this->unk_20E += this->unk_20C;
this->circleMoveAngle += this->circleRate;
this->dyna.actor.world.pos.x = (Math_SinS(this->unk_20E) * this->unk_208) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = (Math_CosS(this->unk_20E) * this->unk_208) + this->dyna.actor.home.pos.z;
this->dyna.actor.world.pos.x =
(Math_SinS(this->circleMoveAngle) * this->circleRadius) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z =
(Math_CosS(this->circleMoveAngle) * this->circleRadius) + this->dyna.actor.home.pos.z;
if (this->colliderJntSph.base.acFlags & AC_HIT) {
colliderBaseAc = this->colliderJntSph.base.ac;
@ -240,7 +248,7 @@ void func_808B7BCC(BgSpot18Basket* this, PlayState* play) {
if (Math3D_Dist2DSq(colliderBaseAc->world.pos.z, this->colliderJntSph.base.ac->world.pos.x,
this->dyna.actor.world.pos.z, this->dyna.actor.world.pos.x) < SQ(32.0f)) {
OnePointCutscene_Init(play, 4210, 240, &this->dyna.actor, CAM_ID_MAIN);
func_808B7D38(this);
BgSpot18Basket_SetupExplosionCs(this);
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
}
}
@ -249,191 +257,193 @@ void func_808B7BCC(BgSpot18Basket* this, PlayState* play) {
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
}
void func_808B7D38(BgSpot18Basket* this) {
this->actionFunc = func_808B7D50;
this->unk_216 = 0;
this->unk_214 = 0;
void BgSpot18Basket_SetupExplosionCs(BgSpot18Basket* this) {
this->actionFunc = BgSpot18Basket_ExplosionCs;
this->timer = 0;
this->pivotAltitude = 0;
}
void func_808B7D50(BgSpot18Basket* this, PlayState* play) {
if (this->unk_216 > 120) {
Math_StepToS(&this->unk_210, 0x3E8, 0x32);
void BgSpot18Basket_ExplosionCs(BgSpot18Basket* this, PlayState* play) {
if (this->timer > 120) {
Math_StepToS(&this->spinRate, 0x3E8, 0x32);
} else {
Math_StepToS(&this->unk_210, 0xBB8, 0x64);
Math_StepToS(&this->spinRate, 0xBB8, 0x64);
}
this->dyna.actor.shape.rot.y += this->unk_210;
this->dyna.actor.shape.rot.y += this->spinRate;
if (this->unk_216 < 70) {
Math_StepToF(&this->unk_208, 100.0f, 2.0f);
if (this->timer < 70) {
Math_StepToF(&this->circleRadius, 100.0f, 2.0f);
} else {
Math_StepToF(&this->unk_208, 0.0f, 2.0f);
Math_StepToF(&this->circleRadius, 0.0f, 2.0f);
}
Math_StepToS(&this->unk_20C, 1000, 20);
Math_StepToS(&this->circleRate, 1000, 20);
this->unk_20E += this->unk_20C;
this->circleMoveAngle += this->circleRate;
this->dyna.actor.world.pos.x = (Math_SinS(this->unk_20E) * this->unk_208) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = (Math_CosS(this->unk_20E) * this->unk_208) + this->dyna.actor.home.pos.z;
this->dyna.actor.world.pos.x =
(Math_SinS(this->circleMoveAngle) * this->circleRadius) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z =
(Math_CosS(this->circleMoveAngle) * this->circleRadius) + this->dyna.actor.home.pos.z;
this->unk_212 += 0xBB8;
this->pivotAzimuth += 0xBB8;
Math_StepToS(&this->unk_214, 0x5DC, 0x1E);
Math_StepToS(&this->pivotAltitude, 0x5DC, 0x1E);
this->dyna.actor.shape.rot.x = Math_CosS(this->unk_212) * this->unk_214;
this->dyna.actor.shape.rot.z = -Math_SinS(this->unk_212) * this->unk_214;
this->dyna.actor.shape.rot.x = Math_CosS(this->pivotAzimuth) * this->pivotAltitude;
this->dyna.actor.shape.rot.z = -Math_SinS(this->pivotAzimuth) * this->pivotAltitude;
if (this->unk_216 > 140) {
func_808B7F74(this);
if (this->timer > 140) {
BgSpot18Basket_SetupStopping(this);
}
if (this->unk_216 < 80) {
func_808B7770(this, play, 1.0f);
if (this->timer < 80) {
BgSpot18Basket_SpawnDustClouds(this, play, 1.0f);
} else {
func_808B7770(this, play, 0.8f);
BgSpot18Basket_SpawnDustClouds(this, play, 0.8f);
}
{
f32 tempValue2 = (this->unk_210 - 500) * 0.0006f;
f32 tempValue = CLAMP(tempValue2, 0.0f, 1.5f);
f32 freqScale = (this->spinRate - 0x1F4) * 0.0006f;
f32 clampedFreqScale = CLAMP(freqScale, 0.0f, 1.5f);
func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, tempValue);
func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, clampedFreqScale);
}
}
void func_808B7F74(BgSpot18Basket* this) {
void BgSpot18Basket_SetupStopping(BgSpot18Basket* this) {
s16 shapeRotY;
shapeRotY = this->dyna.actor.shape.rot.y;
this->actionFunc = func_808B7FC0;
this->actionFunc = BgSpot18Basket_Stopping;
if ((shapeRotY < -0x2E93) || (shapeRotY >= 0x7C19)) {
this->unk_218 = 2;
this->prize = 2;
} else if (shapeRotY < 0x26C2) {
this->unk_218 = 1;
this->prize = 1;
} else {
this->unk_218 = 0;
this->prize = 0;
}
this->unk_216 = 0;
this->timer = 0;
}
void func_808B7FC0(BgSpot18Basket* this, PlayState* play) {
void BgSpot18Basket_Stopping(BgSpot18Basket* this, PlayState* play) {
s32 pad;
s32 tempUnk214;
s16 arrayValue;
s32 tempAltitude;
s16 stoppedRotY;
this->unk_212 += 0xBB8;
this->pivotAzimuth += 0xBB8;
if (this->unk_216 >= 13) {
tempUnk214 = Math_StepToS(&this->unk_214, 0, 55);
if (this->timer >= 13) {
tempAltitude = Math_StepToS(&this->pivotAltitude, 0, 55);
} else {
tempUnk214 = 0;
tempAltitude = 0;
}
this->dyna.actor.shape.rot.x = Math_CosS(this->unk_212) * this->unk_214;
this->dyna.actor.shape.rot.z = -Math_SinS(this->unk_212) * this->unk_214;
this->dyna.actor.shape.rot.x = Math_CosS(this->pivotAzimuth) * this->pivotAltitude;
this->dyna.actor.shape.rot.z = -Math_SinS(this->pivotAzimuth) * this->pivotAltitude;
Math_StepToS(&this->unk_210, 0x1F4, 0xA);
this->dyna.actor.shape.rot.y += this->unk_210;
Math_StepToS(&this->spinRate, 0x1F4, 0xA);
this->dyna.actor.shape.rot.y += this->spinRate;
if (tempUnk214 != 0) {
arrayValue = D_808B85C8[this->unk_218];
if (tempAltitude != 0) {
stoppedRotY = sGoronVaseStoppedRotY[this->prize];
if ((s16)(this->dyna.actor.shape.rot.y - arrayValue) >= 0) {
this->dyna.actor.shape.rot.y = arrayValue;
if ((s16)(this->dyna.actor.shape.rot.y - stoppedRotY) >= 0) {
this->dyna.actor.shape.rot.y = stoppedRotY;
func_808B818C(this);
BgSpot18Basket_SetupGivingPrize(this);
DynaPoly_EnableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
}
}
if (this->unk_216 < 30) {
func_808B7770(this, play, 0.5f);
if (this->timer < 30) {
BgSpot18Basket_SpawnDustClouds(this, play, 0.5f);
} else {
func_808B7770(this, play, 0.3f);
BgSpot18Basket_SpawnDustClouds(this, play, 0.3f);
}
{
f32 tempUnk210 = (this->unk_210 - 500) * 0.0006f;
f32 clampedTempUnk210 = CLAMP(tempUnk210, 0.0f, 1.5f);
f32 freqScale = (this->spinRate - 0x1F4) * 0.0006f;
f32 clampedFreqScale = CLAMP(freqScale, 0.0f, 1.5f);
func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, clampedTempUnk210);
func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, clampedFreqScale);
}
}
void func_808B818C(BgSpot18Basket* this) {
this->actionFunc = func_808B81A0;
this->unk_216 = 0;
void BgSpot18Basket_SetupGivingPrize(BgSpot18Basket* this) {
this->actionFunc = BgSpot18Basket_GivingPrize;
this->timer = 0;
}
static s16 D_808B85E4[] = { -0x0FA0, 0x0320, 0x0FA0 };
static s16 sGoronVaseCollectibleRotY[] = { -0x0FA0, 0x0320, 0x0FA0 };
void func_808B81A0(BgSpot18Basket* this, PlayState* play) {
void BgSpot18Basket_GivingPrize(BgSpot18Basket* this, PlayState* play) {
s32 i;
Actor* actor = &this->dyna.actor;
Vec3f tempVector;
Vec3f spawnPos;
EnItem00* collectible;
if (this->unk_216 == 1) {
tempVector.x = actor->world.pos.x;
tempVector.y = actor->world.pos.y + 170.0f;
tempVector.z = actor->world.pos.z;
if (this->timer == 1) {
spawnPos.x = actor->world.pos.x;
spawnPos.y = actor->world.pos.y + 170.0f;
spawnPos.z = actor->world.pos.z;
if (this->unk_218 == 0) {
for (i = 0; i < ARRAY_COUNT(D_808B85E4); i++) {
collectible = Item_DropCollectible(play, &tempVector, ITEM00_BOMBS_A);
if (this->prize == 0) {
for (i = 0; i < ARRAY_COUNT(sGoronVaseCollectibleRotY); i++) {
collectible = Item_DropCollectible(play, &spawnPos, ITEM00_BOMBS_A);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[i];
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[i];
}
}
} else if (this->unk_218 == 1) {
for (i = 0; i < ARRAY_COUNT(D_808B85E4); i++) {
collectible = Item_DropCollectible(play, &tempVector, ITEM00_RUPEE_GREEN);
} else if (this->prize == 1) {
for (i = 0; i < ARRAY_COUNT(sGoronVaseCollectibleRotY); i++) {
collectible = Item_DropCollectible(play, &spawnPos, ITEM00_RUPEE_GREEN);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[i];
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[i];
}
}
} else if (this->unk_218 == 2) {
if ((this->unk_21A != 0) || Flags_GetCollectible(play, PARAMS_GET_U(actor->params, 0, 6))) {
collectible = Item_DropCollectible(play, &tempVector, ITEM00_RUPEE_PURPLE);
} else if (this->prize == 2) {
if ((this->isHeartPieceGiven) || Flags_GetCollectible(play, PARAMS_GET_U(actor->params, 0, 6))) {
collectible = Item_DropCollectible(play, &spawnPos, ITEM00_RUPEE_PURPLE);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[1];
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[1];
}
} else {
collectible = Item_DropCollectible(play, &tempVector,
collectible = Item_DropCollectible(play, &spawnPos,
(PARAMS_GET_U(actor->params, 0, 6) << 8) | ITEM00_HEART_PIECE);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[1];
this->unk_21A = 1;
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[1];
this->isHeartPieceGiven = true;
}
}
collectible = Item_DropCollectible(play, &tempVector, ITEM00_RUPEE_RED);
collectible = Item_DropCollectible(play, &spawnPos, ITEM00_RUPEE_RED);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[0];
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[0];
}
collectible = Item_DropCollectible(play, &tempVector, ITEM00_RUPEE_BLUE);
collectible = Item_DropCollectible(play, &spawnPos, ITEM00_RUPEE_BLUE);
if (collectible != NULL) {
collectible->actor.velocity.y = 11.0f;
collectible->actor.world.rot.y = D_808B85E4[2];
collectible->actor.world.rot.y = sGoronVaseCollectibleRotY[2];
}
}
} else if (this->unk_216 == 2) {
if (this->unk_218 == 2) {
} else if (this->timer == 2) {
if (this->prize == 2) {
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
} else {
Sfx_PlaySfxCentered(NA_SE_SY_TRE_BOX_APPEAR);
}
} else if (this->unk_216 == 200) {
func_808B7BB0(this);
} else if (this->timer == 200) {
BgSpot18Basket_SetupSpinning(this);
}
}
@ -442,13 +452,13 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play) {
BgSpot18Basket* this = (BgSpot18Basket*)thisx;
s32 bgId;
this->unk_216++;
this->timer++;
this->actionFunc(this, play);
this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
&this->dyna.actor, &this->dyna.actor.world.pos);
if (this->actionFunc != func_808B7AFC) {
if (this->actionFunc != BgSpot18Basket_Inactive) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base);
if (this->actionFunc != func_808B7B6C) {
if (this->actionFunc != BgSpot18Basket_Activation) {
this->colliderJntSph.base.acFlags &= ~AC_HIT;
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderJntSph.base);
}

View File

@ -13,16 +13,16 @@ typedef struct BgSpot18Basket {
/* 0x0164 */ ColliderJntSph colliderJntSph;
/* 0x0184 */ ColliderJntSphElement colliderJntSphElements[2];
/* 0x0204 */ BgSpot18BasketActionFunc actionFunc;
/* 0x0208 */ f32 unk_208;
/* 0x020C */ s16 unk_20C;
/* 0x020E */ s16 unk_20E;
/* 0x0210 */ s16 unk_210;
/* 0x0212 */ s16 unk_212;
/* 0x0214 */ s16 unk_214;
/* 0x0216 */ s16 unk_216;
/* 0x0218 */ s16 unk_218;
/* 0x021A */ u8 unk_21A;
/* 0x021B */ u8 unk_21B;
/* 0x0208 */ f32 circleRadius;
/* 0x020C */ s16 circleRate;
/* 0x020E */ s16 circleMoveAngle;
/* 0x0210 */ s16 spinRate;
/* 0x0212 */ s16 pivotAzimuth;
/* 0x0214 */ s16 pivotAltitude;
/* 0x0216 */ s16 timer;
/* 0x0218 */ s16 prize;
/* 0x021A */ u8 isHeartPieceGiven;
/* 0x021B */ u8 pad;
} BgSpot18Basket; // size = 0x021C
#endif