Decompile ballChainSoldier

This commit is contained in:
Tal Hayon 2022-01-29 15:03:45 +02:00
parent fd9049f598
commit 1c8f403340
5 changed files with 344 additions and 833 deletions

View File

@ -1,797 +0,0 @@
.include "asm/macros.inc"
.include "constants/constants.inc"
.syntax unified
.text
thumb_func_start BallChainSoldier
BallChainSoldier: @ 0x0803E528
push {lr}
ldr r1, _0803E534 @ =gUnk_080D06E0
bl EnemyFunctionHandler
pop {pc}
.align 2, 0
_0803E534: .4byte gUnk_080D06E0
thumb_func_start sub_0803E538
sub_0803E538: @ 0x0803E538
push {lr}
ldr r2, _0803E54C @ =gUnk_080D06F8
ldrb r1, [r0, #0xc]
lsls r1, r1, #2
adds r1, r1, r2
ldr r1, [r1]
bl _call_via_r1
pop {pc}
.align 2, 0
_0803E54C: .4byte gUnk_080D06F8
thumb_func_start sub_0803E550
sub_0803E550: @ 0x0803E550
push {lr}
ldr r1, _0803E55C @ =gUnk_080D06E0
bl sub_0804AA30
pop {pc}
.align 2, 0
_0803E55C: .4byte gUnk_080D06E0
thumb_func_start sub_0803E560
sub_0803E560: @ 0x0803E560
push {r4, lr}
adds r4, r0, #0
bl sub_08001324
thumb_func_start sub_0803E568
sub_0803E568: @ 0x0803E568
adds r0, r4, #0
bl sub_0803E538
pop {r4, pc}
thumb_func_start sub_0803E570
sub_0803E570: @ 0x0803E570
push {lr}
movs r1, #0xff
movs r2, #0x57
bl CreateDeathFx
pop {pc}
thumb_func_start nullsub_20
nullsub_20: @ 0x0803E57C
bx lr
.align 2, 0
thumb_func_start sub_0803E580
sub_0803E580: @ 0x0803E580
push {r4, r5, lr}
adds r5, r0, #0
bl sub_0804A720
adds r0, r5, #0
movs r1, #0x19
movs r2, #0
bl CreateProjectileWithParent
cmp r0, #0
beq _0803E5E4
str r5, [r0, #0x50]
str r0, [r5, #0x54]
ldrb r1, [r5, #0x10]
movs r0, #0x80
movs r4, #0
orrs r0, r1
strb r0, [r5, #0x10]
ldrb r1, [r5, #0x18]
movs r0, #4
rsbs r0, r0, #0
ands r0, r1
movs r1, #1
orrs r0, r1
strb r0, [r5, #0x18]
bl Random
movs r1, #3
ands r0, r1
strb r0, [r5, #0x14]
adds r0, r5, #0
adds r0, #0x7b
strb r4, [r0]
adds r0, #1
strb r4, [r0]
adds r1, r5, #0
adds r1, #0x7e
movs r0, #0x20
strb r0, [r1]
adds r1, #1
movs r0, #0xfe
strb r0, [r1]
ldrb r1, [r5, #0x14]
lsls r1, r1, #2
adds r0, r5, #0
bl InitAnimationForceUpdate
adds r0, r5, #0
bl sub_0803E86C
_0803E5E4:
pop {r4, r5, pc}
.align 2, 0
thumb_func_start sub_0803E5E8
sub_0803E5E8: @ 0x0803E5E8
push {r4, lr}
adds r4, r0, #0
adds r0, #0x7c
ldrb r1, [r0]
subs r1, #0xa
strb r1, [r0]
adds r0, r4, #0
bl sub_0803E9A4
adds r0, r4, #0
bl sub_0803E9D4
cmp r0, #0
bne _0803E61A
adds r1, r4, #0
adds r1, #0x78
ldrh r0, [r1]
subs r0, #1
strh r0, [r1]
lsls r0, r0, #0x10
cmp r0, #0
bne _0803E61A
adds r0, r4, #0
bl sub_0803E8CC
_0803E61A:
pop {r4, pc}
thumb_func_start sub_0803E61C
sub_0803E61C: @ 0x0803E61C
push {r4, lr}
adds r4, r0, #0
adds r0, #0x7c
ldrb r1, [r0]
subs r1, #0xa
strb r1, [r0]
adds r0, r4, #0
bl sub_0803E9A4
adds r0, r4, #0
bl sub_0803E9D4
cmp r0, #0
bne _0803E66A
adds r0, r4, #0
adds r0, #0x42
ldrb r0, [r0]
cmp r0, #0
bne _0803E654
adds r0, r4, #0
bl ProcessMovement
cmp r0, #0
bne _0803E654
adds r0, r4, #0
bl sub_0803E86C
b _0803E66A
_0803E654:
adds r1, r4, #0
adds r1, #0x78
ldrh r0, [r1]
subs r0, #1
strh r0, [r1]
lsls r0, r0, #0x10
cmp r0, #0
bne _0803E66A
adds r0, r4, #0
bl sub_0803E92C
_0803E66A:
pop {r4, pc}
thumb_func_start sub_0803E66C
sub_0803E66C: @ 0x0803E66C
push {r4, lr}
adds r4, r0, #0
adds r1, r4, #0
adds r1, #0x7c
ldrb r0, [r1]
subs r0, #0x10
strb r0, [r1]
adds r0, r4, #0
bl sub_0803E9A4
adds r1, r4, #0
adds r1, #0x7e
ldrb r0, [r1]
cmp r0, #0x21
bhi _0803E68E
adds r0, #1
strb r0, [r1]
_0803E68E:
adds r0, r4, #0
movs r1, #1
bl sub_08049FDC
cmp r0, #0
beq _0803E6A4
adds r0, r4, #0
bl sub_0803EA64
cmp r0, #0
bne _0803E6B0
_0803E6A4:
movs r0, #4
strb r0, [r4, #0xc]
adds r1, r4, #0
adds r1, #0x7b
movs r0, #0
strb r0, [r1]
_0803E6B0:
pop {r4, pc}
.align 2, 0
thumb_func_start sub_0803E6B4
sub_0803E6B4: @ 0x0803E6B4
push {r4, lr}
adds r4, r0, #0
adds r1, r4, #0
adds r1, #0x7c
ldrb r0, [r1]
subs r0, #0xa
strb r0, [r1]
adds r0, r4, #0
bl sub_0803E9A4
adds r1, r4, #0
adds r1, #0x7e
ldrb r0, [r1]
cmp r0, #0x20
bls _0803E6D8
subs r0, #1
strb r0, [r1]
b _0803E6DE
_0803E6D8:
adds r0, r4, #0
bl sub_0803E86C
_0803E6DE:
pop {r4, pc}
thumb_func_start sub_0803E6E0
sub_0803E6E0: @ 0x0803E6E0
push {r4, lr}
adds r4, r0, #0
adds r0, #0x7c
ldrb r1, [r0]
subs r1, #0xc
strb r1, [r0]
adds r0, r4, #0
bl sub_0803E9A4
adds r1, r4, #0
adds r1, #0x7e
ldrb r0, [r1]
subs r0, #4
strb r0, [r1]
lsls r0, r0, #0x18
cmp r0, #0
bgt _0803E718
movs r0, #0
strb r0, [r1]
movs r0, #6
strb r0, [r4, #0xc]
movs r0, #0x1e
strb r0, [r4, #0xe]
ldrb r1, [r4, #0x14]
adds r1, #0x20
adds r0, r4, #0
bl InitAnimationForceUpdate
_0803E718:
pop {r4, pc}
.align 2, 0
thumb_func_start sub_0803E71C
sub_0803E71C: @ 0x0803E71C
push {lr}
adds r2, r0, #0
ldrb r0, [r2, #0xe]
subs r0, #1
strb r0, [r2, #0xe]
lsls r0, r0, #0x18
lsrs r3, r0, #0x18
cmp r3, #0
bne _0803E756
movs r0, #7
strb r0, [r2, #0xc]
movs r0, #1
strb r0, [r2, #0xe]
ldr r1, _0803E758 @ =gUnk_080D0724
ldrb r0, [r2, #0x14]
adds r0, r0, r1
ldrb r1, [r0]
adds r0, r2, #0
adds r0, #0x7c
strb r1, [r0]
subs r0, #1
strb r3, [r0]
adds r1, r2, #0
adds r1, #0x7f
movs r0, #0xf6
strb r0, [r1]
adds r0, #0x65
bl EnqueueSFX
_0803E756:
pop {pc}
.align 2, 0
_0803E758: .4byte gUnk_080D0724
thumb_func_start sub_0803E75C
sub_0803E75C: @ 0x0803E75C
push {lr}
adds r2, r0, #0
adds r0, #0x5a
ldrb r1, [r0]
movs r0, #0x80
ands r0, r1
cmp r0, #0
bne _0803E774
adds r0, r2, #0
bl UpdateAnimationSingleFrame
b _0803E7B0
_0803E774:
ldrb r0, [r2, #0xe]
subs r0, #1
strb r0, [r2, #0xe]
lsls r0, r0, #0x18
adds r1, r2, #0
adds r1, #0x7f
cmp r0, #0
bne _0803E78E
movs r0, #2
strb r0, [r2, #0xe]
ldrb r0, [r1]
adds r0, #1
strb r0, [r1]
_0803E78E:
ldrb r0, [r1]
cmp r0, #0
beq _0803E7A0
adds r1, r2, #0
adds r1, #0x7e
ldrb r0, [r1]
adds r0, #5
strb r0, [r1]
b _0803E7B0
_0803E7A0:
movs r0, #8
strb r0, [r2, #0xc]
movs r0, #0x1e
strb r0, [r2, #0xe]
movs r0, #8
movs r1, #0
bl InitScreenShake
_0803E7B0:
pop {pc}
.align 2, 0
thumb_func_start sub_0803E7B4
sub_0803E7B4: @ 0x0803E7B4
push {lr}
adds r1, r0, #0
ldrb r0, [r1, #0xe]
subs r0, #1
strb r0, [r1, #0xe]
lsls r0, r0, #0x18
cmp r0, #0
bne _0803E7C8
movs r0, #9
strb r0, [r1, #0xc]
_0803E7C8:
pop {pc}
.align 2, 0
thumb_func_start sub_0803E7CC
sub_0803E7CC: @ 0x0803E7CC
push {lr}
adds r2, r0, #0
adds r1, r2, #0
adds r1, #0x7e
ldrb r0, [r1]
subs r0, #2
strb r0, [r1]
lsls r0, r0, #0x18
lsrs r0, r0, #0x18
cmp r0, #0xa
bhi _0803E806
movs r0, #0xa
strb r0, [r2, #0xc]
movs r0, #0x5a
strb r0, [r2, #0xe]
ldrb r0, [r2, #0x14]
lsls r0, r0, #3
strb r0, [r2, #0x15]
subs r1, #2
movs r0, #0
strb r0, [r1]
adds r1, #3
movs r0, #0xfe
strb r0, [r1]
adds r0, r2, #0
movs r1, #0x10
bl sub_0803E94C
b _0803E814
_0803E806:
cmp r0, #0x12
bhi _0803E814
ldr r2, [r2, #0x54]
ldrb r1, [r2, #0x10]
movs r0, #0x7f
ands r0, r1
strb r0, [r2, #0x10]
_0803E814:
pop {pc}
.align 2, 0
thumb_func_start sub_0803E818
sub_0803E818: @ 0x0803E818
push {r4, lr}
adds r4, r0, #0
ldrb r0, [r4, #0xe]
cmp r0, #0
beq _0803E840
subs r0, #1
strb r0, [r4, #0xe]
lsls r0, r0, #0x18
cmp r0, #0
bne _0803E868
ldr r0, [r4, #0x54]
ldrb r1, [r0, #0x10]
movs r2, #0x80
orrs r1, r2
strb r1, [r0, #0x10]
adds r0, r4, #0
movs r1, #0
bl sub_0803E94C
b _0803E868
_0803E840:
adds r1, r4, #0
adds r1, #0x7c
ldrb r0, [r1]
subs r0, #0xa
strb r0, [r1]
adds r0, r4, #0
bl sub_0803E9A4
adds r1, r4, #0
adds r1, #0x7e
ldrb r0, [r1]
adds r0, #1
strb r0, [r1]
lsls r0, r0, #0x18
lsrs r0, r0, #0x18
cmp r0, #0x1f
bls _0803E868
adds r0, r4, #0
bl sub_0803E86C
_0803E868:
pop {r4, pc}
.align 2, 0
thumb_func_start sub_0803E86C
sub_0803E86C: @ 0x0803E86C
push {r4, lr}
adds r4, r0, #0
movs r1, #1
bl sub_08049FDC
cmp r0, #0
beq _0803E898
adds r0, r4, #0
movs r1, #0x50
bl sub_0803EAD0
cmp r0, #0
beq _0803E898
ldr r0, _0803E8C4 @ =gUnk_020000B0
ldr r1, [r0]
adds r0, r4, #0
bl GetFacingDirection
adds r0, #4
movs r1, #0x18
ands r0, r1
strb r0, [r4, #0x15]
_0803E898:
movs r0, #1
strb r0, [r4, #0xc]
bl Random
ldr r2, _0803E8C8 @ =gUnk_080D0728
movs r1, #3
ands r1, r0
lsls r1, r1, #1
adds r1, r1, r2
ldrh r1, [r1]
adds r0, r4, #0
adds r0, #0x78
strh r1, [r0]
adds r1, r4, #0
adds r1, #0x7a
movs r0, #4
strb r0, [r1]
adds r0, r4, #0
movs r1, #0
bl sub_0803E94C
pop {r4, pc}
.align 2, 0
_0803E8C4: .4byte gUnk_020000B0
_0803E8C8: .4byte gUnk_080D0728
thumb_func_start sub_0803E8CC
sub_0803E8CC: @ 0x0803E8CC
push {r4, r5, lr}
adds r4, r0, #0
bl Random
adds r5, r0, #0
adds r0, r4, #0
bl sub_08049FA0
cmp r0, #0
bne _0803E8F4
movs r0, #3
ands r0, r5
cmp r0, #0
beq _0803E8F4
adds r0, r4, #0
bl sub_08049EE4
adds r0, #4
movs r1, #0x18
b _0803E8F8
_0803E8F4:
movs r1, #0x18
adds r0, r5, #0
_0803E8F8:
ands r0, r1
strb r0, [r4, #0x15]
movs r0, #2
strb r0, [r4, #0xc]
ldr r2, _0803E928 @ =gUnk_080D0730
lsrs r0, r5, #0x10
movs r1, #3
ands r0, r1
lsls r0, r0, #1
adds r0, r0, r2
ldrh r1, [r0]
adds r0, r4, #0
adds r0, #0x78
strh r1, [r0]
adds r1, r4, #0
adds r1, #0x7a
movs r0, #4
strb r0, [r1]
adds r0, r4, #0
movs r1, #0x10
bl sub_0803E94C
pop {r4, r5, pc}
.align 2, 0
_0803E928: .4byte gUnk_080D0730
thumb_func_start sub_0803E92C
sub_0803E92C: @ 0x0803E92C
push {r4, lr}
adds r4, r0, #0
bl Random
movs r1, #1
ands r1, r0
cmp r1, #0
beq _0803E944
adds r0, r4, #0
bl sub_0803E86C
b _0803E94A
_0803E944:
adds r0, r4, #0
bl sub_0803E8CC
_0803E94A:
pop {r4, pc}
thumb_func_start sub_0803E94C
sub_0803E94C: @ 0x0803E94C
push {r4, r5, r6, lr}
adds r3, r0, #0
adds r6, r1, #0
ldrb r2, [r3, #0x15]
adds r0, r2, #4
movs r1, #0x18
ands r0, r1
asrs r4, r0, #3
adds r0, r3, #0
adds r0, #0x58
ldrb r1, [r0]
movs r0, #0x10
ands r0, r1
lsls r0, r0, #0x18
lsrs r0, r0, #0x18
cmp r0, r6
bne _0803E988
movs r0, #7
ands r0, r2
ldrb r5, [r3, #0x14]
cmp r0, #4
bne _0803E984
lsrs r0, r2, #3
subs r0, r5, r0
movs r1, #3
ands r0, r1
cmp r0, #1
ble _0803E9A2
_0803E984:
cmp r4, r5
beq _0803E9A2
_0803E988:
strb r4, [r3, #0x14]
adds r0, r3, #0
adds r0, #0x58
ldrb r1, [r0]
movs r0, #3
ands r0, r1
adds r0, r6, r0
lsls r1, r4, #2
adds r4, r0, r1
adds r0, r3, #0
adds r1, r4, #0
bl InitAnimationForceUpdate
_0803E9A2:
pop {r4, r5, r6, pc}
thumb_func_start sub_0803E9A4
sub_0803E9A4: @ 0x0803E9A4
push {r4, lr}
adds r2, r0, #0
adds r0, #0x7c
ldrb r0, [r0]
adds r0, #0x20
movs r1, #0xff
ands r0, r1
asrs r4, r0, #6
adds r3, r2, #0
adds r3, #0x58
ldrb r1, [r3]
movs r0, #3
ands r0, r1
cmp r0, r4
beq _0803E9D2
ldrb r1, [r3]
movs r0, #4
rsbs r0, r0, #0
ands r1, r0
adds r1, r4, r1
adds r0, r2, #0
bl InitAnimationForceUpdate
_0803E9D2:
pop {r4, pc}
thumb_func_start sub_0803E9D4
sub_0803E9D4: @ 0x0803E9D4
push {r4, lr}
adds r4, r0, #0
movs r1, #1
bl sub_08049FDC
cmp r0, #0
beq _0803EA58
adds r0, r4, #0
movs r1, #0x38
bl sub_0803EAD0
cmp r0, #0
beq _0803EA10
movs r0, #3
strb r0, [r4, #0xc]
ldr r0, _0803EA0C @ =gUnk_020000B0
ldr r1, [r0]
adds r0, r4, #0
bl GetFacingDirection
adds r0, #4
movs r1, #0x18
ands r0, r1
strb r0, [r4, #0x15]
adds r1, r4, #0
adds r1, #0x7b
movs r0, #1
b _0803EA46
.align 2, 0
_0803EA0C: .4byte gUnk_020000B0
_0803EA10:
adds r0, r4, #0
movs r1, #0x4e
bl sub_0803EAD0
cmp r0, #0
beq _0803EA58
ldr r0, _0803EA54 @ =gUnk_020000B0
ldr r1, [r0]
adds r0, r4, #0
movs r2, #0x12
bl sub_0804A044
adds r2, r0, #0
cmp r2, #0xff
beq _0803EA58
adds r1, r4, #0
adds r1, #0x7a
ldrb r0, [r1]
subs r0, #1
strb r0, [r1]
lsls r0, r0, #0x18
cmp r0, #0
bne _0803EA60
movs r0, #5
strb r0, [r4, #0xc]
strb r2, [r4, #0x15]
movs r0, #4
_0803EA46:
strb r0, [r1]
adds r0, r4, #0
movs r1, #0
bl sub_0803E94C
movs r0, #1
b _0803EA62
.align 2, 0
_0803EA54: .4byte gUnk_020000B0
_0803EA58:
adds r1, r4, #0
adds r1, #0x7a
movs r0, #4
strb r0, [r1]
_0803EA60:
movs r0, #0
_0803EA62:
pop {r4, pc}
thumb_func_start sub_0803EA64
sub_0803EA64: @ 0x0803EA64
push {r4, lr}
adds r4, r0, #0
movs r1, #1
bl sub_08049FDC
cmp r0, #0
beq _0803EAC4
adds r0, r4, #0
movs r1, #0x4e
bl sub_0803EAD0
cmp r0, #0
beq _0803EAB8
ldr r0, _0803EAB4 @ =gUnk_020000B0
ldr r1, [r0]
adds r0, r4, #0
movs r2, #0x12
bl sub_0804A044
adds r2, r0, #0
cmp r2, #0xff
beq _0803EAB8
adds r1, r4, #0
adds r1, #0x7a
ldrb r0, [r1]
subs r0, #1
strb r0, [r1]
lsls r0, r0, #0x18
cmp r0, #0
bne _0803EAAE
movs r0, #5
strb r0, [r4, #0xc]
strb r2, [r4, #0x15]
adds r0, r4, #0
movs r1, #0
bl sub_0803E94C
_0803EAAE:
movs r0, #1
b _0803EACE
.align 2, 0
_0803EAB4: .4byte gUnk_020000B0
_0803EAB8:
adds r0, r4, #0
movs r1, #0x38
bl sub_0803EAD0
cmp r0, #0
bne _0803EAAE
_0803EAC4:
adds r1, r4, #0
adds r1, #0x7a
movs r0, #4
strb r0, [r1]
movs r0, #0
_0803EACE:
pop {r4, pc}
thumb_func_start sub_0803EAD0
sub_0803EAD0: @ 0x0803EAD0
push {r4, lr}
adds r3, r1, #0
ldr r1, _0803EAE8 @ =gUnk_020000B0
ldr r2, [r1]
movs r4, #0x2e
ldrsh r1, [r2, r4]
movs r4, #0x32
ldrsh r2, [r2, r4]
subs r2, #4
bl EntityWithinDistance
pop {r4, pc}
.align 2, 0
_0803EAE8: .4byte gUnk_020000B0

View File

@ -27771,11 +27771,6 @@
"size": 13,
"type": "animation"
},
{
"path": "ballChainSoldier/gUnk_080D0724.bin",
"start": 853796,
"size": 4
},
{
"path": "ballChainSoldier/gUnk_080D0728.bin",
"start": 853800,

View File

@ -4,36 +4,6 @@
.section .rodata
.align 2
gUnk_080D06E0:: @ 080D06E0
.4byte sub_0803E538
.4byte sub_0803E550
.4byte sub_0803E560
.4byte sub_0803E570
.4byte sub_08001242
.4byte nullsub_20
gUnk_080D06F8:: @ 080D06F8
.4byte sub_0803E580
.4byte sub_0803E5E8
.4byte sub_0803E61C
.4byte sub_0803E66C
.4byte sub_0803E6B4
.4byte sub_0803E6E0
.4byte sub_0803E71C
.4byte sub_0803E75C
.4byte sub_0803E7B4
.4byte sub_0803E7CC
.4byte sub_0803E818
gUnk_080D0724:: @ 080D0724
.incbin "ballChainSoldier/gUnk_080D0724.bin"
gUnk_080D0728:: @ 080D0728
.incbin "ballChainSoldier/gUnk_080D0728.bin"
gUnk_080D0730:: @ 080D0730
.incbin "ballChainSoldier/gUnk_080D0730.bin"
gSpriteAnimations_BallChainSoldier_3:: @ 080D0738
.include "animations/gSpriteAnimations_BallChainSoldier_3.s"

View File

@ -399,7 +399,7 @@ SECTIONS {
src/enemy/torchTrap.o(.text);
src/enemy/vaatiRebornEnemy.o(.text);
src/enemy/vaatiProjectile.o(.text);
asm/enemy/ballChainSoldier.o(.text);
src/enemy/ballChainSoldier.o(.text);
src/enemy/enemy4D.o(.text);
asm/enemy/enemy4D.o(.text);
asm/enemy/ghini.o(.text);
@ -1076,6 +1076,7 @@ SECTIONS {
data/animations/enemy/vaatiRebornEnemy.o(.rodata);
src/enemy/vaatiProjectile.o(.rodata);
data/animations/enemy/vaatiProjectile.o(.rodata);
src/enemy/ballChainSoldier.o(.rodata);
data/const/enemy/ballChainSoldier.o(.rodata);
data/animations/enemy/ballChainSoldier.o(.rodata);
data/const/enemy/enemy4D.o(.rodata);

View File

@ -0,0 +1,342 @@
#define NENT_DEPRECATED
#include "entity.h"
#include "enemy.h"
#include "functions.h"
typedef struct {
Entity base;
u8 filler[0x10];
u16 unk_78;
u8 unk_7a;
u8 unk_7b;
u8 unk_7c;
u8 unk_7d;
u8 unk_7e;
u8 unk_7f;
} BallChainSoldierEntity;
extern Entity* gUnk_020000B0;
void (*const gUnk_080D06E0[])(BallChainSoldierEntity*);
void (*const gUnk_080D06F8[])(BallChainSoldierEntity*);
const u8 gUnk_080D0724[];
const u16 gUnk_080D0728[];
const u16 gUnk_080D0730[];
extern u32 sub_0804A044(Entity*, Entity*, u32);
extern void sub_0803E86C(BallChainSoldierEntity*);
extern void sub_0803E9A4(BallChainSoldierEntity*);
extern bool32 sub_0803E9D4(BallChainSoldierEntity*);
extern void sub_0803E8CC(BallChainSoldierEntity*);
extern void sub_0803E92C(BallChainSoldierEntity*);
extern bool32 sub_0803EA64(BallChainSoldierEntity*);
extern void sub_0803E94C(BallChainSoldierEntity*, u32);
extern bool32 sub_0803EAD0(BallChainSoldierEntity*, u32);
void BallChainSoldier(Entity* this) {
EnemyFunctionHandler(this, (EntityActionArray)gUnk_080D06E0);
}
void sub_0803E538(BallChainSoldierEntity* this) {
gUnk_080D06F8[super->action](this);
}
void sub_0803E550(BallChainSoldierEntity* this) {
sub_0804AA30(super, gUnk_080D06E0);
}
void sub_0803E560(BallChainSoldierEntity* this) {
sub_08001324(super);
sub_0803E538(this);
}
void BallChainSoldier_CreateDeathFx(BallChainSoldierEntity* this) {
CreateDeathFx(super, 0xff, 0x57);
}
void nullsub_20(BallChainSoldierEntity* this) {
}
void BallChainSoldier_Init(BallChainSoldierEntity* this) {
Entity* ent;
sub_0804A720(super);
ent = CreateProjectileWithParent(super, BALL_AND_CHAIN, 0);
if (ent == NULL)
return;
ent->parent = super;
super->child = ent;
COLLISION_ON(super);
super->spriteSettings.draw = 1;
super->animationState = Random() & 3;
this->unk_7b = 0;
this->unk_7c = 0;
this->unk_7e = 0x20;
this->unk_7f = 0xfe;
InitAnimationForceUpdate(super, super->animationState << 2);
sub_0803E86C(this);
}
void sub_0803E5E8(BallChainSoldierEntity* this) {
this->unk_7c -= 0xa;
sub_0803E9A4(this);
if (sub_0803E9D4(this) == 0) {
if (--this->unk_78 == 0) {
sub_0803E8CC(this);
}
}
}
void sub_0803E61C(BallChainSoldierEntity* this) {
this->unk_7c -= 0xa;
sub_0803E9A4(this);
if (sub_0803E9D4(this) == 0) {
if (super->knockbackDuration == 0) {
if (ProcessMovement(super) == 0) {
sub_0803E86C(this);
return;
}
}
if (--this->unk_78 == 0) {
sub_0803E92C(this);
}
}
}
void sub_0803E66C(BallChainSoldierEntity* this) {
this->unk_7c -= 0x10;
sub_0803E9A4(this);
if (this->unk_7e <= 0x21) {
this->unk_7e++;
}
if (!sub_08049FDC(super, 1) || sub_0803EA64(this) == 0) {
super->action = 4;
this->unk_7b = 0;
}
}
void sub_0803E6B4(BallChainSoldierEntity* this) {
this->unk_7c -= 0xa;
sub_0803E9A4(this);
if (this->unk_7e > 0x20) {
this->unk_7e--;
} else {
sub_0803E86C(this);
}
}
void sub_0803E6E0(BallChainSoldierEntity* this) {
this->unk_7c -= 0xc;
sub_0803E9A4(this);
this->unk_7e -= 4;
if ((s8)this->unk_7e <= 0) {
this->unk_7e = 0;
super->action = 6;
super->actionDelay = 0x1e;
InitAnimationForceUpdate(super, super->animationState + 0x20);
}
}
void sub_0803E71C(BallChainSoldierEntity* this) {
if (--super->actionDelay == 0) {
super->action = 7;
super->actionDelay = 1;
this->unk_7c = gUnk_080D0724[super->animationState];
this->unk_7b = 0;
this->unk_7f = 0xf6;
EnqueueSFX(SFX_15B);
}
}
void sub_0803E75C(BallChainSoldierEntity* this) {
if ((super->frame & 0x80) == 0) {
UpdateAnimationSingleFrame(super);
} else {
if (--super->actionDelay == 0) {
super->actionDelay = 2;
this->unk_7f++;
}
if (this->unk_7f) {
this->unk_7e += 5;
} else {
super->action = 8;
super->actionDelay = 0x1e;
InitScreenShake(8, 0);
}
}
}
void sub_0803E7B4(BallChainSoldierEntity* this) {
if (--super->actionDelay == 0) {
super->action = 9;
}
}
void sub_0803E7CC(BallChainSoldierEntity* this) {
this->unk_7e -= 2;
if (this->unk_7e <= 0xa) {
super->action = 0xa;
super->actionDelay = 0x5a;
super->direction = DirectionFromAnimationState(super->animationState);
this->unk_7c = 0;
this->unk_7f = 0xfe;
sub_0803E94C(this, 0x10);
} else if (this->unk_7e <= 0x12) {
COLLISION_OFF(super->child);
}
}
void sub_0803E818(BallChainSoldierEntity* this) {
if (super->actionDelay) {
if (--super->actionDelay == 0) {
COLLISION_ON(super->child);
sub_0803E94C(this, 0);
}
} else {
this->unk_7c -= 0xa;
sub_0803E9A4(this);
if (++this->unk_7e > 0x1f) {
sub_0803E86C(this);
}
}
}
void sub_0803E86C(BallChainSoldierEntity* this) {
if (sub_08049FDC(super, 1) && sub_0803EAD0(this, 0x50)) {
super->direction = DirectionRoundUp(GetFacingDirection(super, gUnk_020000B0));
}
super->action = 1;
this->unk_78 = gUnk_080D0728[Random() & 3];
this->unk_7a = 4;
sub_0803E94C(this, 0);
}
void sub_0803E8CC(BallChainSoldierEntity* this) {
u32 rand = Random();
u32 temp;
u32 dir;
if (sub_08049FA0(super) == 0 && (rand & 3)) {
dir = sub_08049EE4(super) + 4;
temp = 0x18;
} else {
temp = 0x18;
dir = rand;
}
super->direction = dir & temp;
super->action = 2;
this->unk_78 = gUnk_080D0730[(rand >> 0x10) & 3];
this->unk_7a = 4;
sub_0803E94C(this, 0x10);
}
void sub_0803E92C(BallChainSoldierEntity* this) {
if (Random() & 1) {
sub_0803E86C(this);
} else {
sub_0803E8CC(this);
}
}
void sub_0803E94C(BallChainSoldierEntity* this, u32 arg2) {
s32 animationState = DirectionToAnimationState(super->direction);
if ((super->animIndex & 0x10) == arg2) {
u32 dir = super->direction & 7;
s32 currentAnimationState = super->animationState;
if (dir == 4) {
if (((currentAnimationState - (super->direction >> 3)) & 3) <= 1)
return;
}
if (animationState == currentAnimationState)
return;
}
super->animationState = animationState;
animationState = arg2 + (super->animIndex & 3) + animationState * 4;
InitAnimationForceUpdate(super, animationState);
}
void sub_0803E9A4(BallChainSoldierEntity* this) {
s32 val = ((this->unk_7c + 0x20) & 0xff) >> 6;
if ((super->animIndex & 3) == val)
return;
InitAnimationForceUpdate(super, val + (super->animIndex & -4));
}
bool32 sub_0803E9D4(BallChainSoldierEntity* this) {
u32 dir;
if (sub_08049FDC(super, 1)) {
if (sub_0803EAD0(this, 0x38)) {
super->action = 3;
super->direction = DirectionRoundUp(GetFacingDirection(super, gUnk_020000B0));
this->unk_7b = 1;
sub_0803E94C(this, 0);
return 1;
} else if (sub_0803EAD0(this, 0x4e)) {
dir = sub_0804A044(super, gUnk_020000B0, 0x12);
if (dir != 0xff) {
if (--this->unk_7a != 0)
return 0;
super->action = 5;
super->direction = dir;
this->unk_7a = 4;
sub_0803E94C(this, 0);
return 1;
}
}
}
this->unk_7a = 4;
return 0;
}
bool32 sub_0803EA64(BallChainSoldierEntity* this) {
u32 dir;
if (sub_08049FDC(super, 1)) {
if (sub_0803EAD0(this, 0x4e)) {
dir = sub_0804A044(super, gUnk_020000B0, 0x12);
if (dir != 0xff) {
if (--this->unk_7a != 0)
return 1;
super->action = 5;
super->direction = dir;
sub_0803E94C(this, 0);
return 1;
}
}
if (sub_0803EAD0(this, 0x38))
return 1;
}
this->unk_7a = 4;
return 0;
}
bool32 sub_0803EAD0(BallChainSoldierEntity* this, u32 distance) {
return EntityWithinDistance(super, gUnk_020000B0->x.HALF.HI, gUnk_020000B0->y.HALF.HI - 4, distance);
}
void (*const gUnk_080D06E0[])(BallChainSoldierEntity*) = {
sub_0803E538,
sub_0803E550,
sub_0803E560,
BallChainSoldier_CreateDeathFx,
(void (*const)(BallChainSoldierEntity*))sub_08001242,
nullsub_20,
};
void (*const gUnk_080D06F8[])(BallChainSoldierEntity*) = {
BallChainSoldier_Init, sub_0803E5E8, sub_0803E61C, sub_0803E66C, sub_0803E6B4, sub_0803E6E0,
sub_0803E71C, sub_0803E75C, sub_0803E7B4, sub_0803E7CC, sub_0803E818,
};
const u8 gUnk_080D0724[] = { 0, 0x44, 0x80, 0xBC };
const u16 gUnk_080D0728[] = { 0x1E, 0x32, 0x46, 0x5A };
const u16 gUnk_080D0730[] = { 0x3C, 0x5A, 0x78, 0x96 };