mirror of https://github.com/zeldaret/tmc.git
Use new Entity style
This commit is contained in:
parent
87514fcbf7
commit
a139e43d93
|
@ -1,21 +1,34 @@
|
||||||
|
#define NENT_DEPRECATED
|
||||||
#include "global.h"
|
#include "global.h"
|
||||||
#include "entity.h"
|
#include "entity.h"
|
||||||
#include "enemy.h"
|
#include "enemy.h"
|
||||||
#include "functions.h"
|
#include "functions.h"
|
||||||
|
|
||||||
extern void sub_0803C5F0(Entity*);
|
typedef struct {
|
||||||
extern void sub_0803C690(Entity*);
|
Entity base;
|
||||||
extern void sub_0803C4B0(Entity*);
|
u8 filler[0x12];
|
||||||
extern void sub_0803C5C4(Entity*);
|
u8 unk_0x7a;
|
||||||
extern void sub_0803C624(Entity*);
|
u8 unk_0x7b;
|
||||||
extern void sub_0803C6DC(Entity*);
|
u8 filter[0x4];
|
||||||
extern void sub_0803C714(Entity*);
|
u8 unk_0x80;
|
||||||
extern void sub_0803C634(Entity*);
|
u8 unk_0x81;
|
||||||
extern u32 sub_0803C6F8(Entity*);
|
u8 unk_0x82;
|
||||||
extern u32 sub_0803C568(Entity*);
|
u8 unk_0x83;
|
||||||
|
} BowMoblinEntity;
|
||||||
|
|
||||||
|
void sub_0803C5F0(BowMoblinEntity*);
|
||||||
|
void sub_0803C690(BowMoblinEntity*);
|
||||||
|
void sub_0803C4B0(BowMoblinEntity*);
|
||||||
|
void sub_0803C5C4(BowMoblinEntity*);
|
||||||
|
void sub_0803C624(BowMoblinEntity*);
|
||||||
|
void sub_0803C6DC(BowMoblinEntity*);
|
||||||
|
void sub_0803C714(BowMoblinEntity*);
|
||||||
|
void sub_0803C634(BowMoblinEntity*);
|
||||||
|
u32 sub_0803C6F8(BowMoblinEntity*);
|
||||||
|
u32 sub_0803C568(BowMoblinEntity*);
|
||||||
extern Entity* sub_08049DF4(u32);
|
extern Entity* sub_08049DF4(u32);
|
||||||
extern u32 sub_0806FC80(Entity*, Entity*, s32);
|
extern u32 sub_0806FC80(Entity*, Entity*, s32);
|
||||||
extern void sub_0803C664(Entity*);
|
void sub_0803C664(BowMoblinEntity*);
|
||||||
|
|
||||||
extern void (*const gUnk_080CFF78[])(Entity*);
|
extern void (*const gUnk_080CFF78[])(Entity*);
|
||||||
extern void (*const gUnk_080CFF90[])(Entity*);
|
extern void (*const gUnk_080CFF90[])(Entity*);
|
||||||
|
@ -30,73 +43,73 @@ void BowMoblin(Entity* this) {
|
||||||
SetChildOffset(this, 0, 1, -0x18);
|
SetChildOffset(this, 0, 1, -0x18);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C180(Entity* this) {
|
void sub_0803C180(BowMoblinEntity* this) {
|
||||||
gUnk_080CFF90[this->action](this);
|
gUnk_080CFF90[super->action](super);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C198(Entity* this) {
|
void sub_0803C198(BowMoblinEntity* this) {
|
||||||
Entity* pEVar1;
|
Entity* pEVar1;
|
||||||
|
|
||||||
if (this->field_0x43 != 0) {
|
if (super->field_0x43 != 0) {
|
||||||
sub_0804A9FC(this, 0x1c);
|
sub_0804A9FC(super, 0x1c);
|
||||||
}
|
}
|
||||||
sub_0804AA30(this, gUnk_080CFF78);
|
sub_0804AA30(super, gUnk_080CFF78);
|
||||||
if ((this->bitfield & 0x80) != 0) {
|
if ((super->bitfield & 0x80) != 0) {
|
||||||
sub_0803C5F0(this);
|
sub_0803C5F0(this);
|
||||||
pEVar1 = this->child;
|
pEVar1 = super->child;
|
||||||
if (pEVar1 != NULL) {
|
if (pEVar1 != NULL) {
|
||||||
pEVar1->field_0xf++;
|
pEVar1->field_0xf++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void nullsub_168(Entity* this) {
|
void nullsub_168(BowMoblinEntity* this) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C1E0(Entity* this) {
|
void sub_0803C1E0(BowMoblinEntity* this) {
|
||||||
sub_0804A720(this);
|
sub_0804A720(super);
|
||||||
|
|
||||||
this->action = 1;
|
super->action = 1;
|
||||||
this->field_0x7a.HALF.HI = 0;
|
this->unk_0x7b = 0;
|
||||||
this->field_0x80.HALF.LO = 0;
|
this->unk_0x80 = 0;
|
||||||
this->field_0x82.HALF.HI = 0;
|
this->unk_0x83 = 0;
|
||||||
this->field_0x80.HALF.HI = 0;
|
this->unk_0x81 = 0;
|
||||||
this->field_0x7a.HALF.LO = 0;
|
this->unk_0x7a = 0;
|
||||||
this->field_0x82.HALF.LO = 1;
|
this->unk_0x82 = 1;
|
||||||
|
|
||||||
if (this->actionDelay) {
|
if (super->actionDelay) {
|
||||||
this->animationState = this->type2 << 1;
|
super->animationState = super->type2 << 1;
|
||||||
this->actionDelay = 0x1e;
|
super->actionDelay = 0x1e;
|
||||||
this->speed = 0x80;
|
super->speed = 0x80;
|
||||||
this->direction = this->type2 << 3;
|
super->direction = super->type2 << 3;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
} else {
|
} else {
|
||||||
this->animationState = 0x10;
|
super->animationState = 0x10;
|
||||||
sub_0803C4B0(this);
|
sub_0803C4B0(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C234(Entity* this) {
|
void sub_0803C234(BowMoblinEntity* this) {
|
||||||
u8 mask;
|
u8 mask;
|
||||||
if (this->field_0x80.HALF.HI) {
|
if (this->unk_0x81) {
|
||||||
this->field_0x80.HALF.HI--;
|
this->unk_0x81--;
|
||||||
}
|
}
|
||||||
mask = 0xff;
|
mask = 0xff;
|
||||||
if (((--this->actionDelay) & mask) == 0) {
|
if (((--super->actionDelay) & mask) == 0) {
|
||||||
u8 tmp = ++this->field_0x80.HALF.LO;
|
u8 tmp = ++this->unk_0x80;
|
||||||
|
|
||||||
if ((tmp) > 0xf) {
|
if ((tmp) > 0xf) {
|
||||||
sub_0803C5C4(this);
|
sub_0803C5C4(this);
|
||||||
} else if (((this->field_0x80.HALF.LO & 0x3) == 0) && (Random() & 0x10)) {
|
} else if (((this->unk_0x80 & 0x3) == 0) && (Random() & 0x10)) {
|
||||||
sub_0803C624(this);
|
sub_0803C624(this);
|
||||||
} else {
|
} else {
|
||||||
sub_0803C4B0(this);
|
sub_0803C4B0(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if (sub_0803C6F8(this)) {
|
} else if (sub_0803C6F8(this)) {
|
||||||
sub_0800417E(this, this->collisions);
|
sub_0800417E(super, super->collisions);
|
||||||
this->animationState = ((this->direction + 4) & 0x18) >> 2;
|
super->animationState = ((super->direction + 4) & 0x18) >> 2;
|
||||||
this->field_0x82.HALF.HI++;
|
this->unk_0x83++;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
} else if (sub_0803C568(this)) {
|
} else if (sub_0803C568(this)) {
|
||||||
sub_0803C5F0(this);
|
sub_0803C5F0(this);
|
||||||
|
@ -105,86 +118,86 @@ void sub_0803C234(Entity* this) {
|
||||||
sub_0803C6DC(this);
|
sub_0803C6DC(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C2DC(Entity* this) {
|
void sub_0803C2DC(BowMoblinEntity* this) {
|
||||||
u32 res;
|
u32 res;
|
||||||
u32 actionDelay = --this->actionDelay;
|
u32 actionDelay = --super->actionDelay;
|
||||||
if (actionDelay == 0) {
|
if (actionDelay == 0) {
|
||||||
this->action = 3;
|
super->action = 3;
|
||||||
this->field_0x82.HALF.LO = actionDelay;
|
this->unk_0x82 = actionDelay;
|
||||||
this->field_0x80.HALF.LO = actionDelay;
|
this->unk_0x80 = actionDelay;
|
||||||
this->animationState = 0x10;
|
super->animationState = 0x10;
|
||||||
sub_0803C4B0(this);
|
sub_0803C4B0(this);
|
||||||
} else if (res = sub_0803C568(this), res) {
|
} else if (res = sub_0803C568(this), res) {
|
||||||
this->field_0x7a.HALF.HI |= 0x1;
|
this->unk_0x7b |= 0x1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->field_0xf > 0xb) {
|
if (super->field_0xf > 0xb) {
|
||||||
if (this->field_0x7a.HALF.HI != 0) {
|
if (this->unk_0x7b != 0) {
|
||||||
sub_0803C5F0(this);
|
sub_0803C5F0(this);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
this->field_0xf++;
|
super->field_0xf++;
|
||||||
}
|
}
|
||||||
|
|
||||||
sub_0803C6DC(this);
|
sub_0803C6DC(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C344(Entity* this) {
|
void sub_0803C344(BowMoblinEntity* this) {
|
||||||
if (--this->actionDelay == 0) {
|
if (--super->actionDelay == 0) {
|
||||||
switch (this->field_0x82.HALF.LO) {
|
switch (this->unk_0x82) {
|
||||||
case 3: {
|
case 3: {
|
||||||
this->action = 4;
|
super->action = 4;
|
||||||
this->speed = 0x80;
|
super->speed = 0x80;
|
||||||
this->direction = sub_08049F84(this, 1);
|
super->direction = sub_08049F84(super, 1);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 5: {
|
case 5: {
|
||||||
this->action = 4;
|
super->action = 4;
|
||||||
this->speed = 0x80;
|
super->speed = 0x80;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 2: {
|
case 2: {
|
||||||
u32 tmp;
|
u32 tmp;
|
||||||
this->action = 2;
|
super->action = 2;
|
||||||
this->speed = 0;
|
super->speed = 0;
|
||||||
tmp = Random() & 0x7;
|
tmp = Random() & 0x7;
|
||||||
this->actionDelay = (tmp << 1) + tmp + 0x40;
|
super->actionDelay = (tmp << 1) + tmp + 0x40;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 4: {
|
case 4: {
|
||||||
this->direction = (this->direction + 0x10) & 0x18;
|
super->direction = (super->direction + 0x10) & 0x18;
|
||||||
}
|
}
|
||||||
case 0:
|
case 0:
|
||||||
case 1:
|
case 1:
|
||||||
default: {
|
default: {
|
||||||
u32 tmp;
|
u32 tmp;
|
||||||
this->action = 1;
|
super->action = 1;
|
||||||
this->field_0x82.HALF.LO = 1;
|
this->unk_0x82 = 1;
|
||||||
this->speed = 0x80;
|
super->speed = 0x80;
|
||||||
tmp = (Random() & 0x7);
|
tmp = (Random() & 0x7);
|
||||||
this->actionDelay = (tmp << 1) + tmp + 0x22;
|
super->actionDelay = (tmp << 1) + tmp + 0x22;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->field_0xf = 0;
|
super->field_0xf = 0;
|
||||||
this->animationState = ((this->direction + 4) & 0x18) >> 2;
|
super->animationState = ((super->direction + 4) & 0x18) >> 2;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
}
|
}
|
||||||
sub_0803C6DC(this);
|
sub_0803C6DC(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C400(Entity* this) {
|
void sub_0803C400(BowMoblinEntity* this) {
|
||||||
if (this->field_0xf) {
|
if (super->field_0xf) {
|
||||||
u8 mask;
|
u8 mask;
|
||||||
this->field_0xf--;
|
super->field_0xf--;
|
||||||
mask = 0xff;
|
mask = 0xff;
|
||||||
if ((this->field_0xf & mask) == 0) {
|
if ((super->field_0xf & mask) == 0) {
|
||||||
if (this->field_0x82.HALF.LO == 3) {
|
if (this->unk_0x82 == 3) {
|
||||||
this->field_0x7a.HALF.LO++;
|
this->unk_0x7a++;
|
||||||
if ((this->field_0x7a.HALF.LO & mask) <= 2) {
|
if ((this->unk_0x7a & mask) <= 2) {
|
||||||
if (Random() & 0xc0) {
|
if (Random() & 0xc0) {
|
||||||
this->actionDelay = 0;
|
super->actionDelay = 0;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
sub_0803C6DC(this);
|
sub_0803C6DC(this);
|
||||||
return;
|
return;
|
||||||
|
@ -195,75 +208,75 @@ void sub_0803C400(Entity* this) {
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
Entity* projectile;
|
Entity* projectile;
|
||||||
switch (++this->actionDelay) {
|
switch (++super->actionDelay) {
|
||||||
case 1:
|
case 1:
|
||||||
this->direction = this->animationState << 2;
|
super->direction = super->animationState << 2;
|
||||||
projectile = CreateProjectileWithParent(this, 0xd, this->animationState >> 1);
|
projectile = CreateProjectileWithParent(super, 0xd, super->animationState >> 1);
|
||||||
if (projectile) {
|
if (projectile) {
|
||||||
this->child = projectile;
|
super->child = projectile;
|
||||||
projectile->direction = (this->direction + 4) & 0x18;
|
projectile->direction = (super->direction + 4) & 0x18;
|
||||||
projectile->parent = this;
|
projectile->parent = super;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 24:
|
case 24:
|
||||||
this->actionDelay = 0;
|
super->actionDelay = 0;
|
||||||
this->field_0xf = 0x20;
|
super->field_0xf = 0x20;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
sub_0803C6DC(this);
|
sub_0803C6DC(this);
|
||||||
if (this->child) {
|
if (super->child) {
|
||||||
sub_0803C714(this);
|
sub_0803C714(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C4B0(Entity* this) {
|
void sub_0803C4B0(BowMoblinEntity* this) {
|
||||||
u32 dir;
|
u32 dir;
|
||||||
this->field_0xf = 0;
|
super->field_0xf = 0;
|
||||||
if (this->field_0x82.HALF.LO == 1) {
|
if (this->unk_0x82 == 1) {
|
||||||
this->actionDelay = gUnk_080CFFA4[Random() & 7];
|
super->actionDelay = gUnk_080CFFA4[Random() & 7];
|
||||||
this->speed = 0x80;
|
super->speed = 0x80;
|
||||||
if (sub_08049FA0(this)) {
|
if (sub_08049FA0(super)) {
|
||||||
dir = Random();
|
dir = Random();
|
||||||
dir &= 6;
|
dir &= 6;
|
||||||
this->direction = dir << 2;
|
super->direction = dir << 2;
|
||||||
} else {
|
} else {
|
||||||
dir = sub_08049EE4(this);
|
dir = sub_08049EE4(super);
|
||||||
if (this->field_0x82.HALF.HI == 0) {
|
if (this->unk_0x83 == 0) {
|
||||||
dir += gUnk_080CFFAC[Random() & 0xf];
|
dir += gUnk_080CFFAC[Random() & 0xf];
|
||||||
} else {
|
} else {
|
||||||
dir += gUnk_080CFFAC[Random() & 0x7];
|
dir += gUnk_080CFFAC[Random() & 0x7];
|
||||||
this->actionDelay += 0x10;
|
super->actionDelay += 0x10;
|
||||||
this->field_0x82.HALF.HI--;
|
this->unk_0x83--;
|
||||||
}
|
}
|
||||||
dir = (this->direction = (dir + 4) & 0x18) >> 2;
|
dir = (super->direction = (dir + 4) & 0x18) >> 2;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
this->actionDelay = 0xc;
|
super->actionDelay = 0xc;
|
||||||
this->speed = this->field_0xf;
|
super->speed = super->field_0xf;
|
||||||
dir = this->direction >> 2;
|
dir = super->direction >> 2;
|
||||||
}
|
}
|
||||||
if (dir != this->animationState) {
|
if (dir != super->animationState) {
|
||||||
this->animationState = dir;
|
super->animationState = dir;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
u32 sub_0803C568(Entity* this) {
|
u32 sub_0803C568(BowMoblinEntity* this) {
|
||||||
if (this->field_0x80.HALF.HI == 0) {
|
if (this->unk_0x81 == 0) {
|
||||||
Entity* ent = sub_08049DF4(1);
|
Entity* ent = sub_08049DF4(1);
|
||||||
if (ent) {
|
if (ent) {
|
||||||
if (this->field_0x82.HALF.LO == 2) {
|
if (this->unk_0x82 == 2) {
|
||||||
if (sub_0806FC80(this, ent, 0x30)) {
|
if (sub_0806FC80(super, ent, 0x30)) {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sub_0806FC80(this, ent, 0x40)) {
|
if (sub_0806FC80(super, ent, 0x40)) {
|
||||||
u32 direction = (GetFacingDirection(this, ent) + 4) & 0x18;
|
u32 direction = (GetFacingDirection(super, ent) + 4) & 0x18;
|
||||||
direction = direction >> 2;
|
direction = direction >> 2;
|
||||||
if (direction == this->animationState) {
|
if (direction == super->animationState) {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -273,52 +286,52 @@ u32 sub_0803C568(Entity* this) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C5C4(Entity* this) {
|
void sub_0803C5C4(BowMoblinEntity* this) {
|
||||||
u32 state = ((this->direction + 4) & 0x18) >> 2;
|
u32 state = ((super->direction + 4) & 0x18) >> 2;
|
||||||
this->animationState = state;
|
super->animationState = state;
|
||||||
this->direction = state << 2;
|
super->direction = state << 2;
|
||||||
this->field_0x82.HALF.HI >>= 1;
|
this->unk_0x83 >>= 1;
|
||||||
sub_0803C664(this);
|
sub_0803C664(this);
|
||||||
this->field_0x82.HALF.LO = 2;
|
this->unk_0x82 = 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C5F0(Entity* this) {
|
void sub_0803C5F0(BowMoblinEntity* this) {
|
||||||
this->direction = sub_08049F84(this, 1);
|
super->direction = sub_08049F84(super, 1);
|
||||||
this->animationState = ((this->direction + 4) & 0x18) >> 2;
|
super->animationState = ((super->direction + 4) & 0x18) >> 2;
|
||||||
this->field_0x82.HALF.HI = 0;
|
this->unk_0x83 = 0;
|
||||||
this->field_0x7a.HALF.LO = 0;
|
this->unk_0x7a = 0;
|
||||||
sub_0803C664(this);
|
sub_0803C664(this);
|
||||||
this->field_0x82.HALF.LO = 3;
|
this->unk_0x82 = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C624(Entity* this) {
|
void sub_0803C624(BowMoblinEntity* this) {
|
||||||
sub_0803C664(this);
|
sub_0803C664(this);
|
||||||
this->field_0x82.HALF.LO = 5;
|
this->unk_0x82 = 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C634(Entity* this) {
|
void sub_0803C634(BowMoblinEntity* this) {
|
||||||
this->animationState = ((this->direction + 4) & 0x18) >> 2;
|
super->animationState = ((super->direction + 4) & 0x18) >> 2;
|
||||||
this->direction = this->animationState << 2;
|
super->direction = super->animationState << 2;
|
||||||
this->field_0x82.HALF.HI = 0;
|
this->unk_0x83 = 0;
|
||||||
sub_0803C664(this);
|
sub_0803C664(this);
|
||||||
this->actionDelay <<= 1;
|
super->actionDelay <<= 1;
|
||||||
this->field_0x82.HALF.LO = 4;
|
this->unk_0x82 = 4;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C664(Entity* this) {
|
void sub_0803C664(BowMoblinEntity* this) {
|
||||||
this->action = 3;
|
super->action = 3;
|
||||||
this->actionDelay = 0x20;
|
super->actionDelay = 0x20;
|
||||||
this->field_0xf = 0;
|
super->field_0xf = 0;
|
||||||
this->field_0x80.HALF.LO = 0;
|
this->unk_0x80 = 0;
|
||||||
this->field_0x7a.HALF.HI = 0;
|
this->unk_0x7b = 0;
|
||||||
this->speed = 0;
|
super->speed = 0;
|
||||||
this->field_0x82.HALF.LO = 0;
|
this->unk_0x82 = 0;
|
||||||
sub_0803C690(this);
|
sub_0803C690(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C690(Entity* this) {
|
void sub_0803C690(BowMoblinEntity* this) {
|
||||||
u32 tmp = this->animationState >> 1;
|
u32 tmp = super->animationState >> 1;
|
||||||
switch (this->field_0x82.HALF.LO) {
|
switch (this->unk_0x82) {
|
||||||
case 1:
|
case 1:
|
||||||
case 4: {
|
case 4: {
|
||||||
tmp += 0x4;
|
tmp += 0x4;
|
||||||
|
@ -338,34 +351,34 @@ void sub_0803C690(Entity* this) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
InitializeAnimation(this, tmp);
|
InitializeAnimation(super, tmp);
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C6DC(Entity* this) {
|
void sub_0803C6DC(BowMoblinEntity* this) {
|
||||||
u8 tmp = this->field_0x82.HALF.LO;
|
u8 tmp = this->unk_0x82;
|
||||||
if (tmp == 0) {
|
if (tmp == 0) {
|
||||||
this->speed = tmp;
|
super->speed = tmp;
|
||||||
}
|
}
|
||||||
|
|
||||||
ProcessMovement(this);
|
ProcessMovement(super);
|
||||||
GetNextFrame(this);
|
GetNextFrame(super);
|
||||||
}
|
}
|
||||||
|
|
||||||
u32 sub_0803C6F8(Entity* this) {
|
u32 sub_0803C6F8(BowMoblinEntity* this) {
|
||||||
u32 tmp = (this->collisions & gUnk_080CFFBC[(this->animationState ^ 1) / 2]);
|
u32 tmp = (super->collisions & gUnk_080CFFBC[(super->animationState ^ 1) / 2]);
|
||||||
u32 tmp2 = -tmp;
|
u32 tmp2 = -tmp;
|
||||||
return (tmp2 | tmp) >> 0x1f;
|
return (tmp2 | tmp) >> 0x1f;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sub_0803C714(Entity* this) {
|
void sub_0803C714(BowMoblinEntity* this) {
|
||||||
Entity* child = this->child; // Unused
|
Entity* child = super->child; // Unused
|
||||||
const s8* tmp;
|
const s8* tmp;
|
||||||
u32 offsetX;
|
u32 offsetX;
|
||||||
u32 offsetY;
|
u32 offsetY;
|
||||||
tmp = &gUnk_080CFFC4[this->animationState];
|
tmp = &gUnk_080CFFC4[super->animationState];
|
||||||
// TODO fix array access
|
// TODO fix array access
|
||||||
offsetX = tmp[0] << 0x10;
|
offsetX = tmp[0] << 0x10;
|
||||||
offsetY = tmp[1] << 0x10;
|
offsetY = tmp[1] << 0x10;
|
||||||
|
|
||||||
PositionRelative(this, child, offsetX, offsetY);
|
PositionRelative(super, child, offsetX, offsetY);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue