2022-03-21 21:51:23 -04:00
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/*
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* File: z_bg_hidan_rsekizou.c
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* Overlay: ovl_Bg_Hidan_Rsekizou
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* Description: Spinning Stone flamethrower
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*/
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#include "z_bg_hidan_rsekizou.h"
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#include "objects/object_hidan_objects/object_hidan_objects.h"
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#define FLAGS 0
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void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx);
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void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx);
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const ActorInit Bg_Hidan_Rsekizou_InitVars = {
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ACTOR_BG_HIDAN_RSEKIZOU,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_HIDAN_OBJECTS,
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sizeof(BgHidanRsekizou),
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(ActorFunc)BgHidanRsekizou_Init,
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(ActorFunc)BgHidanRsekizou_Destroy,
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(ActorFunc)BgHidanRsekizou_Update,
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(ActorFunc)BgHidanRsekizou_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[6] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { 0, 30, 40 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { -35, 32, 77 }, 32 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { -80, 35, 130 }, 42 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { 0, 30, -40 }, 25 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { 35, 32, -77 }, 32 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x01, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NONE,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 1, { { 80, 35, -130 }, 42 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_TYPE_2,
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COLSHAPE_JNTSPH,
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},
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6,
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sJntSphElementsInit,
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1500, ICHAIN_STOP),
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};
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static void* sFireballsTexs[] = {
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gFireTempleFireball0Tex, gFireTempleFireball1Tex, gFireTempleFireball2Tex, gFireTempleFireball3Tex,
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gFireTempleFireball4Tex, gFireTempleFireball5Tex, gFireTempleFireball6Tex, gFireTempleFireball7Tex,
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};
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void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
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s32 i;
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s32 pad;
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CollisionHeader* colHeader;
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colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&gFireTempleSpinningFlamethrowerCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderItems);
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for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) {
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this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius;
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}
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this->burnFrame = 0;
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this->bendFrame = 0;
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}
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void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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void BgHidanRsekizou_Update(Actor* thisx, GlobalContext* globalCtx) {
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BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
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s32 i;
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ColliderJntSphElement* sphere;
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s32 pad;
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f32 yawSine;
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f32 yawCosine;
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this->burnFrame = (this->burnFrame + 1) % 8;
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if (this->bendFrame != 0) {
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this->bendFrame--;
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}
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if (this->bendFrame == 0) {
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this->bendFrame = 3;
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}
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this->dyna.actor.shape.rot.y += 0x180; // Approximately 2 Degrees per Frame
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yawSine = Math_SinS(this->dyna.actor.shape.rot.y);
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yawCosine = Math_CosS(this->dyna.actor.shape.rot.y);
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for (i = 0; i < ARRAY_COUNT(this->colliderItems); i++) {
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sphere = &this->collider.elements[i];
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sphere->dim.worldSphere.center.x = this->dyna.actor.home.pos.x + yawCosine * sphere->dim.modelSphere.center.x +
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yawSine * sphere->dim.modelSphere.center.z;
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sphere->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + sphere->dim.modelSphere.center.y;
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sphere->dim.worldSphere.center.z = (this->dyna.actor.home.pos.z - yawSine * sphere->dim.modelSphere.center.x) +
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yawCosine * sphere->dim.modelSphere.center.z;
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}
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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func_8002F974(&this->dyna.actor, NA_SE_EV_FIRE_PILLAR - SFX_FLAG);
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}
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Gfx* BgHidanRsekizou_DrawFireball(GlobalContext* globalCtx, BgHidanRsekizou* this, s16 frame, MtxF* mf, s32 a,
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Gfx* displayList) {
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f32 coss;
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f32 sins;
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s32 temp;
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f32 fVar6;
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f32 tmpf7;
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temp = (((this->burnFrame + frame) % 8) * 7) * (1.0f / 7.0f);
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gSPSegment(displayList++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[temp]));
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frame++;
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fVar6 = (frame != 4) ? frame + ((3 - this->bendFrame) * (1.0f / 3.0f)) : frame;
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gDPSetPrimColor(displayList++, 0, 1, 255, 255, 0, 150);
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gDPSetEnvColor(displayList++, 255, 0, 0, 255);
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if (a == 0) {
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sins = -Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500));
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coss = -Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500));
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} else {
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sins = Math_SinS(this->dyna.actor.shape.rot.y - (frame * 1500));
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coss = Math_CosS(this->dyna.actor.shape.rot.y - (frame * 1500));
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}
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mf->xx = mf->yy = mf->zz = (0.7f * fVar6) + 0.5f;
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tmpf7 = (((((0.7f * fVar6) + 0.5f) * 10.0f) * fVar6) + 20.0f);
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mf->xw = (tmpf7 * sins) + this->dyna.actor.world.pos.x;
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mf->yw = (this->dyna.actor.world.pos.y + 30.0f) + ((7.0f / 10.0f) * fVar6);
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mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
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gSPMatrix(displayList++,
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2022-07-05 19:29:34 -04:00
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Matrix_MtxFToMtx(MATRIX_CHECKFLOATS(mf),
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2022-03-21 21:51:23 -04:00
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Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx))),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(displayList++, gFireTempleFireballDL);
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return displayList;
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}
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void BgHidanRsekizou_Draw(Actor* thisx, GlobalContext* globalCtx) {
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BgHidanRsekizou* this = (BgHidanRsekizou*)thisx;
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s32 i;
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s32 pad;
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MtxF mf;
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2022-07-05 19:29:34 -04:00
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OPEN_DISPS(globalCtx->state.gfxCtx);
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2022-03-21 21:51:23 -04:00
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func_80093D18(globalCtx->state.gfxCtx);
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2022-07-05 19:29:34 -04:00
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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2022-03-21 21:51:23 -04:00
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gFireTempleSpinningFlamethrowerDL);
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Matrix_MtxFCopy(&mf, &gMtxFClear);
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
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2022-05-13 18:43:55 -04:00
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// Strange original code. Add || 1 for frame interpolation to get correct.
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if ((s16)((Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->dyna.actor.shape.rot.y) - 0x2E6C) >= 0 || 1) {
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2022-03-21 21:51:23 -04:00
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for (i = 3; i >= 0; i--) {
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POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP);
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}
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for (i = 0; i < 4; i++) {
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POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP);
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}
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} else {
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for (i = 3; i >= 0; i--) {
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POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 1, POLY_XLU_DISP);
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}
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for (i = 0; i < 4; i++) {
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POLY_XLU_DISP = BgHidanRsekizou_DrawFireball(globalCtx, this, i, &mf, 0, POLY_XLU_DISP);
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}
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}
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2022-07-05 19:29:34 -04:00
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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2022-03-21 21:51:23 -04:00
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}
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