tmc/src/code_0805EC04.c

108 lines
2.2 KiB
C

#include "entity.h"
#include "player.h"
typedef struct {
u16 unk0;
u16 unk2;
u16 unk4;
u8 unk6;
u8 unk7;
} VStruct;
typedef struct {
u8 filler[0x420];
VStruct unk[0x100];
} UStruct;
extern UStruct gUnk_03000000;
bool32 sub_0805EC04(Entity* this) {
u32 i = 1;
UStruct* temp = &gUnk_03000000;
u32 j = 1;
for (; i < 0x20; i++) {
if (temp->unk[i].unk6 == 0) {
temp->unk[i].unk6 = j;
this->spriteOrientation.b1 = i;
this->spriteRendering.b0 |= j;
return TRUE;
}
}
return FALSE;
}
void sub_0805EC60(Entity* this) {
u8 temp;
UStruct* temp2;
if (this->spriteRendering.b0 != 0) {
this->spriteRendering.b0 = 0;
temp = this->spriteOrientation.b1;
this->spriteOrientation.b1 = 0;
temp2 = &gUnk_03000000;
temp2->unk[temp].unk6 = 0;
}
}
NAKED
bool32 sub_0805EC9C(Entity* ent, u32 param_2, u32 param_3, u32 param_4) {
asm_unified("\
push {r4, r5, r6, r7, lr} \n\
adds r4, r0, #0 \n\
adds r5, r1, #0 \n\
adds r6, r2, #0 \n\
adds r7, r3, #0 \n\
ldrb r0, [r4, #0x1b] \n\
lsls r0, r0, #0x1a \n\
lsrs r0, r0, #0x1b \n\
cmp r0, #0 \n\
bne _0805ECBE \n\
adds r0, r4, #0 \n\
bl sub_0805EC04 \n\
cmp r0, #0 \n\
bne _0805ECBE \n\
movs r0, #0 \n\
b _0805ECE0 \n\
_0805ECBE: \n\
ldr r1, _0805ECE4 @ =gUnk_03000000 \n\
ldr r0, _0805ECE8 @ =0x00000427 \n\
adds r2, r1, r0 \n\
movs r0, #1 \n\
strb r0, [r2] \n\
ldrb r0, [r4, #0x1b] \n\
lsls r0, r0, #0x1a \n\
lsrs r0, r0, #0x1b \n\
lsls r0, r0, #3 \n\
movs r2, #0x84 \n\
lsls r2, r2, #3 \n\
adds r1, r1, r2 \n\
adds r0, r0, r1 \n\
strh r5, [r0] \n\
strh r6, [r0, #2] \n\
strh r7, [r0, #4] \n\
movs r0, #1 \n\
_0805ECE0: \n\
pop {r4, r5, r6, r7, pc} \n\
.align 2, 0 \n\
_0805ECE4: .4byte gUnk_03000000 \n\
_0805ECE8: .4byte 0x00000427 \n\
");
}
void sub_0805ECEC(int param_1, u32 param_2, u32 param_3, u32 param_4) {
u16* temp;
gUnk_03000000.unk[0].unk7 = 1;
temp = &gUnk_03000000.unk[param_1].unk0;
temp[0] = param_2;
temp[1] = param_3;
temp[2] = param_4;
}
void sub_0805ED14(u32 param_1) {
gPlayerState.field_0x9c = param_1;
gPlayerState.field_0x98 = 0;
gPlayerState.field_0x9a = 0;
}