2022-03-21 21:51:23 -04:00
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/*
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* File: z_en_tp.c
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* Overlay: ovl_En_Tp
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* Description: Electric Tailpasaran
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*/
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#include "z_en_tp.h"
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#include "objects/object_tp/object_tp.h"
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#define FLAGS 0
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void EnTp_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnTp_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnTp_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnTp_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnTp_Tail_SetupFollowHead(EnTp* this);
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void EnTp_Tail_FollowHead(EnTp* this, GlobalContext* globalCtx);
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void EnTp_Head_SetupApproachPlayer(EnTp* this);
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void EnTp_Head_ApproachPlayer(EnTp* this, GlobalContext* globalCtx);
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void EnTp_SetupDie(EnTp* this);
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void EnTp_Die(EnTp* this, GlobalContext* globalCtx);
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void EnTp_Fragment_SetupFade(EnTp* this);
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void EnTp_Fragment_Fade(EnTp* this, GlobalContext* globalCtx);
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void EnTp_Head_SetupTakeOff(EnTp* this);
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void EnTp_Head_TakeOff(EnTp* this, GlobalContext* globalCtx);
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void EnTp_Head_SetupWait(EnTp* this);
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void EnTp_Head_Wait(EnTp* this, GlobalContext* globalCtx);
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void EnTp_Head_SetupBurrowReturnHome(EnTp* this);
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void EnTp_Head_BurrowReturnHome(EnTp* this, GlobalContext* globalCtx);
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typedef enum {
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/* 0 */ TAILPASARAN_ACTION_FRAGMENT_FADE,
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/* 1 */ TAILPASARAN_ACTION_DIE,
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/* 2 */ TAILPASARAN_ACTION_TAIL_FOLLOWHEAD,
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/* 4 */ TAILPASARAN_ACTION_HEAD_WAIT = 4,
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/* 7 */ TAILPASARAN_ACTION_HEAD_APPROACHPLAYER = 7,
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/* 8 */ TAILPASARAN_ACTION_HEAD_TAKEOFF,
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/* 9 */ TAILPASARAN_ACTION_HEAD_BURROWRETURNHOME
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} TailpasaranAction;
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const ActorInit En_Tp_InitVars = {
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ACTOR_EN_TP,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_TP,
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sizeof(EnTp),
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(ActorFunc)EnTp_Init,
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(ActorFunc)EnTp_Destroy,
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(ActorFunc)EnTp_Update,
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(ActorFunc)EnTp_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x03, 0x08 },
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{ 0xFFCFFFFF, 0x01, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 0, { { 0, 0, 0 }, 4 }, 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_HIT1,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphElementsInit,
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};
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typedef enum {
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/* 00 */ TAILPASARAN_DMGEFF_NONE,
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/* 01 */ TAILPASARAN_DMGEFF_DEKUNUT,
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/* 14 */ TAILPASARAN_DMGEFF_SHOCKING = 14, // Kills the Tailpasaran but shocks Player
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/* 15 */ TAILPASARAN_DMGEFF_INSULATING // Kills the Tailpasaran and does not shock Player
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} TailpasaranDamageEffect;
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_DEKUNUT),
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/* Deku stick */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_INSULATING),
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/* Slingshot */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Explosive */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Boomerang */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_INSULATING),
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/* Normal arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Hammer swing */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING),
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/* Hookshot */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Kokiri sword */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_SHOCKING),
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/* Master sword */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING),
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/* Giant's Knife */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING),
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/* Fire arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Ice arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Light arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Unk arrow 1 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Unk arrow 2 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Unk arrow 3 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Fire magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Ice magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Light magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Shield */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Mirror Ray */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Kokiri spin */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_SHOCKING),
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/* Giant spin */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING),
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/* Master spin */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING),
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/* Kokiri jump */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING),
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/* Giant jump */ DMG_ENTRY(8, TAILPASARAN_DMGEFF_SHOCKING),
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/* Master jump */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING),
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/* Unknown 1 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Unblockable */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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/* Hammer jump */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING),
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/* Unknown 2 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE),
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
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};
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void EnTp_SetupAction(EnTp* this, EnTpActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnTp_Init(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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EnTp* this = (EnTp*)thisx;
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EnTp* now;
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EnTp* next;
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s32 i;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.targetMode = 3;
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this->actor.colChkInfo.damageTable = &sDamageTable;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.14f);
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this->unk_150 = 0;
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this->actor.colChkInfo.health = 1;
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now = this;
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this->alpha = 255;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
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if (this->actor.params <= TAILPASARAN_HEAD) {
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this->actor.naviEnemyId = 0x06;
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this->timer = 0;
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this->collider.base.acFlags |= AC_HARD;
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this->collider.elements->dim.modelSphere.radius = this->collider.elements->dim.worldSphere.radius = 8;
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EnTp_Head_SetupWait(this);
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4;
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Actor_SetScale(&this->actor, 1.5f);
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for (i = 0; i <= 6; i++) {
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next = (EnTp*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_TP, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0 * i);
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if (0 * i) {} // Very fake, but needed to get the s registers right
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if (next != NULL) {
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now->actor.child = &next->actor;
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next->actor.parent = &now->actor;
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next->kiraSpawnTimer = i + 1;
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next->head = this;
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Actor_SetScale(&next->actor, 0.3f);
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if (i == 2) {
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next->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4;
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next->unk_150 = 1; // Why?
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}
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next->timer = next->unk_15C = i * -5;
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next->horizontalVariation = 6.0f - (i * 0.75f);
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now = next;
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if (0 * i) {}
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}
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}
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} else if (this->actor.params == TAILPASARAN_TAIL) {
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EnTp_Tail_SetupFollowHead(this);
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} else {
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EnTp_Fragment_SetupFade(this);
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}
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}
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void EnTp_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnTp* this = (EnTp*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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void EnTp_Tail_SetupFollowHead(EnTp* this) {
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this->actionIndex = TAILPASARAN_ACTION_TAIL_FOLLOWHEAD;
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EnTp_SetupAction(this, EnTp_Tail_FollowHead);
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}
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void EnTp_Tail_FollowHead(EnTp* this, GlobalContext* globalCtx) {
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s16 angle;
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s16 phase;
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if (this->actor.params == TAILPASARAN_TAIL_DYING) {
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this->actionIndex = TAILPASARAN_ACTION_DIE;
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if (this->actor.parent == NULL) {
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EnTp_SetupDie(this);
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}
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} else {
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if (this->unk_150 != 0) {
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this->actor.flags |= ACTOR_FLAG_0;
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}
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if (this->head->unk_150 != 0) {
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this->actor.speedXZ = this->red = this->actor.velocity.y = this->heightPhase = 0.0f;
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if (this->actor.world.pos.y < this->head->actor.home.pos.y) {
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this->actor.flags &= ~ACTOR_FLAG_0;
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}
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this->actor.world.pos = this->actor.parent->prevPos;
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} else {
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Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.parent->world.pos.y - 4.0f, 1.0f, 1.0f, 0.0f);
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angle = this->head->actor.shape.rot.y + 0x4000;
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phase = 2000 * (this->head->unk_15C + this->timer);
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this->actor.world.pos.x =
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this->actor.home.pos.x + Math_SinS(phase) * (Math_SinS(angle) * this->horizontalVariation);
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this->actor.world.pos.z =
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this->actor.home.pos.z + Math_SinS(phase) * (Math_CosS(angle) * this->horizontalVariation);
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}
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}
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}
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void EnTp_Head_SetupApproachPlayer(EnTp* this) {
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this->actionIndex = TAILPASARAN_ACTION_HEAD_APPROACHPLAYER;
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this->timer = 200;
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EnTp_SetupAction(this, EnTp_Head_ApproachPlayer);
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}
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void EnTp_Head_ApproachPlayer(EnTp* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 30.0f, 1.0f, 0.5f, 0.0f);
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Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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if (&player->actor == this->collider.base.at) {
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this->timer = 1;
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}
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}
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if (this->red < 255) {
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this->red += 15;
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}
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if (Math_CosF(this->heightPhase) == 0.0f) {
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this->extraHeightVariation = 2.0f * Rand_ZeroOne();
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}
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this->actor.world.pos.y += Math_CosF(this->heightPhase) * (2.0f + this->extraHeightVariation);
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this->heightPhase += 0.2f;
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Math_SmoothStepToF(&this->actor.speedXZ, 2.5f, 0.1f, 0.2f, 0.0f);
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this->timer--;
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if (this->timer != 0) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 750, 0);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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} else {
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EnTp_Head_SetupBurrowReturnHome(this);
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}
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}
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void EnTp_SetupDie(EnTp* this) {
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Actor* now;
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this->timer = 2;
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if (this->actor.params <= TAILPASARAN_HEAD) {
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for (now = this->actor.child; now != NULL; now = now->child) {
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now->params = TAILPASARAN_TAIL_DYING;
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now->colChkInfo.health = 0;
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}
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this->timer = 13;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_TAIL_DEAD);
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}
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this->actionIndex = TAILPASARAN_ACTION_DIE;
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EnTp_SetupAction(this, EnTp_Die);
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}
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/**
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* Spawns effects and smaller tail segment-like fragments
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*/
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void EnTp_Die(EnTp* this, GlobalContext* globalCtx) {
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EnTp* now;
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s16 i;
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s32 pad;
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Vec3f effectVelAccel = { 0.0f, 0.5f, 0.0f };
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Vec3f effectPos = { 0.0f, 0.0f, 0.0f };
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this->timer--;
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if (this->timer <= 0) {
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if (this->actor.params == TAILPASARAN_HEAD_DYING) {
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effectPos.x = ((Rand_ZeroOne() - 0.5f) * 15.0f) + this->actor.world.pos.x;
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effectPos.z = ((Rand_ZeroOne() - 0.5f) * 15.0f) + this->actor.world.pos.z;
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effectPos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + this->actor.world.pos.y;
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EffectSsDeadDb_Spawn(globalCtx, &effectPos, &effectVelAccel, &effectVelAccel, 100, 0, 255, 255, 255, 255, 0,
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0, 255, 1, 9, 1);
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|
|
|
effectPos.x = ((Rand_ZeroOne() - 0.5f) * 15.0f) + this->actor.world.pos.x;
|
|
|
|
effectPos.z = ((Rand_ZeroOne() - 0.5f) * 15.0f) + this->actor.world.pos.z;
|
|
|
|
effectPos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + this->actor.world.pos.y;
|
|
|
|
EffectSsDeadDb_Spawn(globalCtx, &effectPos, &effectVelAccel, &effectVelAccel, 100, 0, 255, 255, 255, 255, 0,
|
|
|
|
0, 255, 1, 9, 1);
|
|
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x50);
|
|
|
|
} else {
|
|
|
|
for (i = 0; i < 1; i++) {
|
|
|
|
now =
|
|
|
|
(EnTp*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_TP, this->actor.world.pos.x,
|
|
|
|
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TAILPASARAN_FRAGMENT);
|
|
|
|
|
|
|
|
if (now != NULL) {
|
|
|
|
Actor_SetScale(&now->actor, this->actor.scale.z * 0.5f);
|
|
|
|
now->red = this->red;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actor.child != NULL) {
|
|
|
|
this->actor.child->parent = NULL;
|
|
|
|
this->actor.child->params = TAILPASARAN_TAIL_DYING;
|
|
|
|
this->actor.child->colChkInfo.health = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->unk_150 = 2;
|
|
|
|
Actor_Kill(&this->actor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Fragment_SetupFade(EnTp* this) {
|
|
|
|
this->actionIndex = TAILPASARAN_ACTION_FRAGMENT_FADE;
|
|
|
|
this->actor.world.pos.x += ((Rand_ZeroOne() - 0.5f) * 5.0f);
|
|
|
|
this->actor.world.pos.y += ((Rand_ZeroOne() - 0.5f) * 5.0f);
|
|
|
|
this->actor.world.pos.z += ((Rand_ZeroOne() - 0.5f) * 5.0f);
|
|
|
|
this->actor.velocity.x = (Rand_ZeroOne() - 0.5f) * 1.5f;
|
|
|
|
this->actor.velocity.y = (Rand_ZeroOne() - 0.5f) * 1.5f;
|
|
|
|
this->actor.velocity.z = (Rand_ZeroOne() - 0.5f) * 1.5f;
|
|
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
|
|
EnTp_SetupAction(this, EnTp_Fragment_Fade);
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Fragment_Fade(EnTp* this, GlobalContext* globalCtx) {
|
|
|
|
func_8002D7EC(&this->actor);
|
|
|
|
this->alpha -= 20;
|
|
|
|
|
|
|
|
if (this->alpha < 20) {
|
|
|
|
this->alpha = 0;
|
|
|
|
Actor_Kill(&this->actor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Head_SetupTakeOff(EnTp* this) {
|
|
|
|
this->timer = (Rand_ZeroOne() * 15.0f) + 40.0f;
|
|
|
|
this->actionIndex = TAILPASARAN_ACTION_HEAD_TAKEOFF;
|
|
|
|
EnTp_SetupAction(this, EnTp_Head_TakeOff);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Flies up and loops around until it makes for Player
|
|
|
|
*/
|
|
|
|
void EnTp_Head_TakeOff(EnTp* this, GlobalContext* globalCtx) {
|
|
|
|
s32 pad;
|
|
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
|
|
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 2.5f, 0.1f, 0.2f, 0.0f);
|
|
|
|
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 85.0f + this->horizontalVariation, 1.0f,
|
|
|
|
this->actor.speedXZ * 0.25f, 0.0f);
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
|
|
|
&D_801333E8);
|
|
|
|
|
|
|
|
if (this->collider.base.atFlags & AT_HIT) {
|
|
|
|
this->collider.base.atFlags &= ~AT_HIT;
|
|
|
|
if (&player->actor == this->collider.base.at) {
|
|
|
|
this->unk_15C = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->red != 0) {
|
|
|
|
this->red -= 15;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Math_CosF(this->heightPhase) == 0.0f) {
|
|
|
|
this->extraHeightVariation = Rand_ZeroOne() * 4.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.world.pos.y +=
|
|
|
|
Math_CosF(this->heightPhase) * ((this->actor.speedXZ * 0.25f) + this->extraHeightVariation);
|
|
|
|
this->actor.world.rot.y += this->unk_164;
|
|
|
|
this->heightPhase += 0.2f;
|
|
|
|
|
|
|
|
if (this->timer != 0) {
|
|
|
|
this->timer--;
|
|
|
|
}
|
|
|
|
|
|
|
|
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos), 1, 750,
|
|
|
|
0);
|
|
|
|
|
|
|
|
if (this->timer == 0) {
|
|
|
|
EnTp_Head_SetupApproachPlayer(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.shape.rot.y = this->actor.world.rot.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Head_SetupWait(EnTp* this) {
|
|
|
|
this->actionIndex = TAILPASARAN_ACTION_HEAD_WAIT;
|
|
|
|
this->unk_150 = 0;
|
|
|
|
this->actor.shape.rot.x = -0x4000;
|
|
|
|
this->timer = 60;
|
|
|
|
this->unk_15C = 0;
|
|
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
EnTp_SetupAction(this, EnTp_Head_Wait);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Awaken and rise from the ground when Player is closer than 200
|
|
|
|
*/
|
|
|
|
void EnTp_Head_Wait(EnTp* this, GlobalContext* globalCtx) {
|
|
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
s16 yaw;
|
|
|
|
|
|
|
|
this->unk_15C--;
|
|
|
|
|
|
|
|
if (this->actor.xzDistToPlayer < 200.0f) {
|
|
|
|
if (this->collider.base.atFlags & AT_HIT) {
|
|
|
|
this->collider.base.atFlags &= ~AT_HIT;
|
|
|
|
if (&player->actor == this->collider.base.at) {
|
|
|
|
this->timer = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->timer != 0) {
|
|
|
|
this->timer--;
|
|
|
|
|
|
|
|
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 500, 0);
|
|
|
|
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 1500, 0);
|
|
|
|
|
|
|
|
yaw = Math_Vec3f_Yaw(&this->actor.home.pos, &player->actor.world.pos) + 0x4000;
|
|
|
|
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 30.0f, 0.3f, 1.0f, 0.3f);
|
|
|
|
this->actor.world.pos.x = this->actor.home.pos.x +
|
|
|
|
(Math_SinS(2000 * this->unk_15C) * (Math_SinS(yaw) * this->horizontalVariation));
|
|
|
|
this->actor.world.pos.z = this->actor.home.pos.z +
|
|
|
|
(Math_SinS(2000 * this->unk_15C) * (Math_CosS(yaw) * this->horizontalVariation));
|
|
|
|
} else {
|
|
|
|
this->actor.shape.rot.x = 0;
|
|
|
|
this->unk_150 = 1;
|
|
|
|
EnTp_Head_SetupTakeOff(this);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Math_SmoothStepToS(&this->actor.shape.rot.x, -0x4000, 1, 500, 0);
|
|
|
|
|
|
|
|
if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.3f, 1.5f, 0.3f) == 0.0f) {
|
|
|
|
this->timer = 60;
|
|
|
|
} else {
|
|
|
|
yaw = Math_Vec3f_Yaw(&this->actor.home.pos, &player->actor.world.pos);
|
|
|
|
this->actor.world.pos.x =
|
|
|
|
this->actor.home.pos.x + (Math_SinS(2000 * this->unk_15C) * (Math_SinS(yaw) * 6.0f));
|
|
|
|
this->actor.world.pos.z =
|
|
|
|
this->actor.home.pos.z + (Math_SinS(2000 * this->unk_15C) * (Math_CosS(yaw) * 6.0f));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.shape.rot.y = this->actor.world.rot.y;
|
|
|
|
|
|
|
|
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
|
|
|
&D_801333E8);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Head_SetupBurrowReturnHome(EnTp* this) {
|
|
|
|
this->actionIndex = TAILPASARAN_ACTION_HEAD_BURROWRETURNHOME;
|
|
|
|
this->timer = 0;
|
|
|
|
EnTp_SetupAction(this, EnTp_Head_BurrowReturnHome);
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Head_BurrowReturnHome(EnTp* this, GlobalContext* globalCtx) {
|
|
|
|
static Vec3f bubbleAccel = { 0.0f, -0.5f, 0.0f };
|
|
|
|
static Color_RGBA8 bubblePrimColor = { 255, 255, 255, 255 };
|
|
|
|
static Color_RGBA8 bubbleEnvColor = { 150, 150, 150, 0 };
|
|
|
|
Vec3f bubbleVelocity;
|
|
|
|
Vec3f bubblePos;
|
|
|
|
s32 closeToFloor;
|
|
|
|
EnTp* now;
|
|
|
|
s16 temp_v0; // Required to match, usage can maybe be improved
|
|
|
|
|
|
|
|
closeToFloor = false;
|
|
|
|
temp_v0 = this->timer;
|
|
|
|
this->unk_15C--;
|
|
|
|
|
|
|
|
if ((temp_v0 != 0) || ((this->actor.home.pos.y - this->actor.world.pos.y) > 60.0f)) {
|
|
|
|
this->timer = temp_v0 - 1;
|
|
|
|
temp_v0 = this->timer;
|
|
|
|
|
|
|
|
if (temp_v0 == 0) {
|
|
|
|
EnTp_Head_SetupWait(this);
|
|
|
|
|
|
|
|
for (now = (EnTp*)this->actor.child; now != NULL; now = (EnTp*)now->actor.child) {
|
|
|
|
now->unk_15C = now->timer;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (this->actor.shape.rot.x != -0x4000) {
|
|
|
|
this->timer = 80;
|
|
|
|
this->actor.velocity.y = 0.0f;
|
|
|
|
this->actor.speedXZ = 0.0f;
|
|
|
|
this->actor.world.pos = this->actor.home.pos;
|
|
|
|
this->actor.shape.rot.x = -0x4000;
|
|
|
|
|
|
|
|
for (now = (EnTp*)this->actor.child; now != NULL; now = (EnTp*)now->actor.child) {
|
|
|
|
now->actor.velocity.y = 0.0f;
|
|
|
|
now->actor.speedXZ = 0.0f;
|
|
|
|
now->actor.world.pos = this->actor.home.pos;
|
|
|
|
now->actor.world.pos.y = this->actor.home.pos.y - 80.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.world.pos.y = this->actor.home.pos.y - this->timer;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (this->actor.shape.rot.x != 0x4000) {
|
|
|
|
this->actor.shape.rot.x -= 0x400;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->red != 0) {
|
|
|
|
this->red -= 15;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.speedXZ = 2.0f * Math_CosS(this->actor.shape.rot.x);
|
|
|
|
this->actor.velocity.y = Math_SinS(this->actor.shape.rot.x) * -2.0f;
|
|
|
|
|
|
|
|
if ((this->actor.world.pos.y - this->actor.floorHeight) < 20.0f) {
|
|
|
|
closeToFloor = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
|
|
|
&D_801333E8);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (closeToFloor && ((globalCtx->gameplayFrames & 1) != 0)) {
|
|
|
|
bubblePos = this->actor.world.pos;
|
|
|
|
bubblePos.y = this->actor.floorHeight;
|
|
|
|
|
|
|
|
bubbleVelocity.x = Rand_CenteredFloat(5.0f);
|
|
|
|
bubbleVelocity.y = (Rand_ZeroOne() * 3.5f) + 1.5f;
|
|
|
|
bubbleVelocity.z = Rand_CenteredFloat(5.0f);
|
|
|
|
|
|
|
|
EffectSsDtBubble_SpawnCustomColor(globalCtx, &bubblePos, &bubbleVelocity, &bubbleAccel, &bubblePrimColor,
|
|
|
|
&bubbleEnvColor, Rand_S16Offset(100, 50), 20, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_UpdateDamage(EnTp* this, GlobalContext* globalCtx) {
|
|
|
|
s32 phi_s2;
|
|
|
|
s32 phi_s4;
|
|
|
|
EnTp* head; // Can eliminate this and just use now, but they're used differently
|
|
|
|
EnTp* now;
|
|
|
|
|
|
|
|
if ((this->collider.base.acFlags & AC_HIT) && (this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD)) {
|
|
|
|
phi_s4 = phi_s2 = 0;
|
|
|
|
|
|
|
|
if (this->actor.params <= TAILPASARAN_HEAD) {
|
|
|
|
phi_s2 = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->collider.base.acFlags &= ~AC_HIT;
|
|
|
|
Actor_SetDropFlagJntSph(&this->actor, &this->collider, 1);
|
|
|
|
this->damageEffect = this->actor.colChkInfo.damageEffect;
|
|
|
|
|
|
|
|
if (this->actor.colChkInfo.damageEffect != TAILPASARAN_DMGEFF_NONE) {
|
|
|
|
if (this->actor.colChkInfo.damageEffect == TAILPASARAN_DMGEFF_DEKUNUT) {
|
|
|
|
phi_s4 = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Head is invincible
|
|
|
|
if (phi_s2 == 0) {
|
|
|
|
Actor_ApplyDamage(&this->actor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actor.colChkInfo.health == 0) {
|
|
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
|
|
head = this->head;
|
|
|
|
|
|
|
|
if (head->actor.params <= TAILPASARAN_HEAD) {
|
|
|
|
EnTp_SetupDie(head);
|
|
|
|
head->damageEffect = this->actor.colChkInfo.damageEffect;
|
|
|
|
head->actor.params = TAILPASARAN_HEAD_DYING;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (phi_s4 != 0) {
|
|
|
|
this->actor.freezeTimer = 80;
|
|
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
|
|
|
if (phi_s2 != 0) {
|
|
|
|
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50);
|
|
|
|
} else {
|
|
|
|
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0x2000, 0x50);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (now = (EnTp*)this->actor.parent; now != NULL; now = (EnTp*)now->actor.parent) {
|
|
|
|
now->collider.base.acFlags &= ~AC_HIT;
|
|
|
|
|
|
|
|
if (phi_s4 != 0) {
|
|
|
|
now->actor.freezeTimer = 80;
|
|
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
|
|
|
|
|
|
|
if (phi_s2 != 0) {
|
|
|
|
Actor_SetColorFilter(&now->actor, 0, 0xFF, 0, 0x50);
|
|
|
|
} else {
|
|
|
|
Actor_SetColorFilter(&now->actor, 0, 0xFF, 0x2000, 0x50);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (now = (EnTp*)this->actor.child; now != NULL; now = (EnTp*)now->actor.child) {
|
|
|
|
now->collider.base.acFlags &= ~AC_HIT;
|
|
|
|
if (phi_s4 != 0) {
|
|
|
|
now->actor.freezeTimer = 80;
|
|
|
|
|
|
|
|
if (phi_s2 != 0) {
|
|
|
|
Actor_SetColorFilter(&now->actor, 0, 0xFF, 0, 0x50);
|
|
|
|
} else {
|
|
|
|
Actor_SetColorFilter(&now->actor, 0, 0xFF, 0x2000, 0x50);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
|
|
s32 pad;
|
|
|
|
EnTp* this = (EnTp*)thisx;
|
|
|
|
Vec3f kiraVelocity = { 0.0f, 0.0f, 0.0f };
|
|
|
|
Vec3f kiraAccel = { 0.0f, -0.6f, 0.0f };
|
|
|
|
Vec3f kiraPos;
|
|
|
|
Color_RGBA8 kiraPrimColor = { 0, 0, 255, 255 };
|
|
|
|
Color_RGBA8 kiraEnvColor = { 0, 0, 0, 0 };
|
|
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
|
|
s16 yawToWall;
|
|
|
|
|
|
|
|
if (player->stateFlags1 & 0x4000000) { // Shielding
|
|
|
|
this->damageEffect = TAILPASARAN_DMGEFF_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actor.colChkInfo.health != 0) {
|
|
|
|
EnTp_UpdateDamage(this, globalCtx);
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actionFunc(this, globalCtx);
|
|
|
|
|
|
|
|
if (this->actor.params <= TAILPASARAN_HEAD) {
|
|
|
|
Actor_MoveForward(&this->actor);
|
|
|
|
|
|
|
|
if (this->actionIndex != TAILPASARAN_ACTION_HEAD_BURROWRETURNHOME) {
|
|
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 15.0f, 10.0f, 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Turn away from wall
|
|
|
|
if ((this->actor.speedXZ != 0.0f) && (this->actor.bgCheckFlags & 8)) {
|
|
|
|
yawToWall = this->actor.wallYaw - this->actor.world.rot.y;
|
|
|
|
|
|
|
|
if (ABS(yawToWall) > 0x4000) {
|
|
|
|
if (yawToWall >= 0) {
|
|
|
|
this->actor.world.rot.y -= 500;
|
|
|
|
} else {
|
|
|
|
this->actor.world.rot.y += 500;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.shape.rot.y = this->actor.world.rot.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.shape.rot.z += 0x800;
|
|
|
|
|
|
|
|
if (this->actor.shape.rot.z == 0) {
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_EN_TAIL_CRY, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
|
|
|
&D_801333E8);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD) {
|
|
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this->actor.params != TAILPASARAN_TAIL_DYING) {
|
|
|
|
this->kiraSpawnTimer--;
|
|
|
|
this->kiraSpawnTimer &= 7;
|
|
|
|
}
|
|
|
|
|
|
|
|
this->actor.focus.pos = this->actor.world.pos;
|
|
|
|
|
|
|
|
if (this->damageEffect == TAILPASARAN_DMGEFF_SHOCKING) {
|
|
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((this->kiraSpawnTimer & 7) == 0) {
|
|
|
|
kiraPrimColor.r = this->red;
|
|
|
|
kiraAccel.x = -this->actor.velocity.x * 0.25f;
|
|
|
|
kiraAccel.y = -this->actor.velocity.y * 0.25f;
|
|
|
|
kiraAccel.z = -this->actor.velocity.z * 0.25f;
|
|
|
|
kiraPos.x = ((Rand_ZeroOne() - 0.5f) * 25.0f) + this->actor.world.pos.x;
|
|
|
|
kiraPos.y = ((Rand_ZeroOne() - 0.5f) * 20.0f) + this->actor.world.pos.y;
|
|
|
|
kiraPos.z = ((Rand_ZeroOne() - 0.5f) * 25.0f) + this->actor.world.pos.z;
|
|
|
|
EffectSsKiraKira_SpawnSmall(globalCtx, &kiraPos, &kiraVelocity, &kiraAccel, &kiraPrimColor, &kiraEnvColor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD) && (this->actor.colChkInfo.health != 0)) {
|
|
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EnTp_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
|
|
s32 pad;
|
|
|
|
EnTp* this = (EnTp*)thisx;
|
|
|
|
|
2022-07-05 19:29:34 -04:00
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
if (this->unk_150 != 2) {
|
|
|
|
if ((thisx->params <= TAILPASARAN_HEAD) || (thisx->params == TAILPASARAN_HEAD_DYING)) {
|
|
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
|
|
|
2022-07-05 19:29:34 -04:00
|
|
|
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
|
2022-03-21 21:51:23 -04:00
|
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
|
|
gSPDisplayList(POLY_OPA_DISP++, gTailpasaranHeadDL);
|
|
|
|
|
|
|
|
Matrix_Translate(0.0f, 0.0f, 8.0f, MTXMODE_APPLY);
|
|
|
|
} else {
|
|
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
|
|
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
|
|
|
|
|
|
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->red, 0, 255, this->alpha);
|
|
|
|
gDPPipeSync(POLY_XLU_DISP++);
|
|
|
|
gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT,
|
|
|
|
TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT,
|
|
|
|
TEXEL0, ENVIRONMENT);
|
|
|
|
gDPPipeSync(POLY_XLU_DISP++);
|
|
|
|
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gTailpasaranTailSegmentTex));
|
|
|
|
gDPPipeSync(POLY_XLU_DISP++);
|
2022-07-05 19:29:34 -04:00
|
|
|
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
|
2022-03-21 21:51:23 -04:00
|
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
|
|
gSPDisplayList(POLY_XLU_DISP++, gTailpasaranTailSegmentDL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-07-05 19:29:34 -04:00
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
if ((thisx->params <= TAILPASARAN_TAIL) || (thisx->params == TAILPASARAN_TAIL_DYING)) {
|
|
|
|
Collider_UpdateSpheres(0, &this->collider);
|
|
|
|
}
|
|
|
|
}
|