/* * File: z_en_ge2.c * Overlay: ovl_En_Ge2 * Description: Purple-clothed Gerudo */ #include "z_en_ge2.h" #include "vt.h" #include "objects/object_gla/object_gla.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) #define GE2_STATE_ANIMCOMPLETE (1 << 1) #define GE2_STATE_KO (1 << 2) #define GE2_STATE_CAPTURING (1 << 3) #define GE2_STATE_TALKED (1 << 4) typedef enum { /* 0 */ GE2_TYPE_PATROLLING, /* 1 */ GE2_TYPE_STATIONARY, /* 2 */ GE2_TYPE_GERUDO_CARD_GIVER } EnGe2Type; typedef enum { /* 0 */ GE2_ACTION_WALK, /* 1 */ GE2_ACTION_ABOUTTURN, /* 2 */ GE2_ACTION_TURNPLAYERSPOTTED, /* 3 */ GE2_ACTION_KNOCKEDOUT, /* 4 */ GE2_ACTION_CAPTURETURN, /* 5 */ GE2_ACTION_CAPTURECHARGE, /* 6 */ GE2_ACTION_CAPTURECLOSE, /* 7 */ GE2_ACTION_STAND, /* 8 */ GE2_ACTION_WAITLOOKATPLAYER } EnGe2Action; void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx); void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx); void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx); s32 EnGe2_CheckCarpentersFreed(void); void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx); void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx); void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx); void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx); void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx); void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx); void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx); void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx); void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx); void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx); // Update functions void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx); void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx); void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx); const ActorInit En_Ge2_InitVars = { ACTOR_EN_GE2, ACTORCAT_NPC, FLAGS, OBJECT_GLA, sizeof(EnGe2), (ActorFunc)EnGe2_Init, (ActorFunc)EnGe2_Destroy, (ActorFunc)EnGe2_Update, (ActorFunc)EnGe2_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x000007A2, 0x00, 0x00 }, TOUCH_NONE, BUMP_ON, OCELEM_ON, }, { 20, 60, 0, { 0, 0, 0 } }, }; static EnGe2ActionFunc sActionFuncs[] = { EnGe2_Walk, EnGe2_AboutTurn, EnGe2_TurnPlayerSpotted, EnGe2_KnockedOut, EnGe2_CaptureTurn, EnGe2_CaptureCharge, EnGe2_CaptureClose, EnGe2_Stand, EnGe2_WaitLookAtPlayer, }; static AnimationHeader* sAnimations[] = { &gGerudoPurpleWalkingAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleFallingToGroundAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleChargingAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, &gGerudoPurpleLookingAboutAnim, }; static u8 sAnimModes[] = { ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP, ANIMMODE_ONCE, ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_LOOP, ANIMMODE_ONCE, }; void EnGe2_ChangeAction(EnGe2* this, s32 i) { this->actionFunc = sActionFuncs[i]; Animation_Change(&this->skelAnime, sAnimations[i], 1.0f, 0.0f, Animation_GetLastFrame(sAnimations[i]), sAnimModes[i], -8.0f); this->stateFlags &= ~GE2_STATE_ANIMCOMPLETE; } void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnGe2* this = (EnGe2*)thisx; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22); Animation_PlayLoop(&this->skelAnime, &gGerudoPurpleWalkingAnim); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); if (globalCtx->sceneNum == SCENE_SPOT09) { this->actor.uncullZoneForward = 1000.0f; } else { this->actor.uncullZoneForward = 1200.0f; } this->yDetectRange = (this->actor.world.rot.z + 1) * 40.0f; this->actor.world.rot.z = 0; this->actor.shape.rot.z = 0; switch (this->actor.params & 0xFF) { case GE2_TYPE_PATROLLING: EnGe2_ChangeAction(this, GE2_ACTION_WALK); if (EnGe2_CheckCarpentersFreed()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.targetMode = 6; } break; case GE2_TYPE_STATIONARY: EnGe2_ChangeAction(this, GE2_ACTION_STAND); if (EnGe2_CheckCarpentersFreed()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.targetMode = 6; } break; case GE2_TYPE_GERUDO_CARD_GIVER: EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER); this->actor.update = EnGe2_UpdateAfterTalk; this->actionFunc = EnGe2_ForceTalk; this->actor.targetMode = 6; break; default: ASSERT(0); } this->stateFlags = 0; this->unk_304 = 0; // Set and not used this->walkTimer = 0; this->playerSpottedParam = 0; this->actor.minVelocityY = -4.0f; this->actor.gravity = -1.0f; this->walkDirection = this->actor.world.rot.y; this->walkDuration = ((this->actor.params & 0xFF00) >> 8) * 10; } void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnGe2* this = (EnGe2*)thisx; Collider_DestroyCylinder(globalCtx, &this->collider); } // Detection/check functions s32 Ge2_DetectPlayerInAction(GlobalContext* globalCtx, EnGe2* this) { f32 visionScale; visionScale = (!IS_DAY ? 0.75f : 1.5f); if ((250.0f * visionScale) < this->actor.xzDistToPlayer) { return 0; } if (this->actor.xzDistToPlayer < 50.0f) { return 2; } if (func_8002DDE4(globalCtx)) { return 1; } return 0; } s32 Ge2_DetectPlayerInUpdate(GlobalContext* globalCtx, EnGe2* this, Vec3f* pos, s16 yRot, f32 yDetectRange) { Player* player = GET_PLAYER(globalCtx); Vec3f posResult; CollisionPoly* outPoly; f32 visionScale; visionScale = (!IS_DAY ? 0.75f : 1.5f); if ((250.0f * visionScale) < this->actor.xzDistToPlayer) { return 0; } if (yDetectRange < ABS(this->actor.yDistToPlayer)) { return 0; } if (ABS((s16)(this->actor.yawTowardsPlayer - yRot)) > 0x2000) { return 0; } if (BgCheck_AnyLineTest1(&globalCtx->colCtx, pos, &player->bodyPartsPos[7], &posResult, &outPoly, 0)) { return 0; } return 1; } s32 EnGe2_CheckCarpentersFreed(void) { if (gSaveContext.n64ddFlag) { if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) { return 1; } else { return 0; } } if ((u8)(gSaveContext.eventChkInf[9] & 0xF) == 0xF) { return 1; } return 0; } // Actions void EnGe2_CaptureClose(EnGe2* this, GlobalContext* globalCtx) { if (this->timer > 0) { this->timer--; } else { func_8006D074(globalCtx); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { globalCtx->nextEntranceIndex = 0x1A5; } else if (gSaveContext.eventChkInf[12] & 0x80) { globalCtx->nextEntranceIndex = 0x5F8; } else { globalCtx->nextEntranceIndex = 0x3B4; } globalCtx->fadeTransition = 0x26; globalCtx->sceneLoadFlag = 0x14; } } void EnGe2_CaptureCharge(EnGe2* this, GlobalContext* globalCtx) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100); this->actor.shape.rot.y = this->actor.world.rot.y; if (this->actor.xzDistToPlayer < 50.0f) { EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECLOSE); this->actor.speedXZ = 0.0f; } if (this->timer > 0) { this->timer--; } else { func_8006D074(globalCtx); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { globalCtx->nextEntranceIndex = 0x1A5; } else if (gSaveContext.eventChkInf[12] & 0x80) { globalCtx->nextEntranceIndex = 0x5F8; } else { globalCtx->nextEntranceIndex = 0x3B4; } globalCtx->fadeTransition = 0x26; globalCtx->sceneLoadFlag = 0x14; } } void EnGe2_CaptureTurn(EnGe2* this, GlobalContext* globalCtx) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 2, 0x400, 0x100); this->actor.shape.rot.y = this->actor.world.rot.y; if (this->actor.world.rot.y == this->actor.yawTowardsPlayer) { EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECHARGE); this->timer = 50; this->actor.speedXZ = 4.0f; } } void EnGe2_KnockedOut(EnGe2* this, GlobalContext* globalCtx) { static Vec3f effectVelocity = { 0.0f, -0.05f, 0.0f }; static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f }; static Color_RGBA8 effectPrimColor = { 255, 255, 255, 0 }; static Color_RGBA8 effectEnvColor = { 255, 150, 0, 0 }; s32 effectAngle; Vec3f effectPos; this->actor.flags &= ~ACTOR_FLAG_0; if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) { effectAngle = (globalCtx->state.frames) * 0x2800; effectPos.x = this->actor.focus.pos.x + (Math_CosS(effectAngle) * 5.0f); effectPos.y = this->actor.focus.pos.y + 10.0f; effectPos.z = this->actor.focus.pos.z + (Math_SinS(effectAngle) * 5.0f); EffectSsKiraKira_SpawnDispersed(globalCtx, &effectPos, &effectVelocity, &effectAccel, &effectPrimColor, &effectEnvColor, 1000, 16); } } void EnGe2_TurnPlayerSpotted(EnGe2* this, GlobalContext* globalCtx) { s32 playerSpotted; this->actor.speedXZ = 0.0f; if (this->stateFlags & GE2_STATE_TALKED) { this->stateFlags &= ~GE2_STATE_TALKED; } else { playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this); if (playerSpotted != 0) { this->timer = 100; this->yawTowardsPlayer = this->actor.yawTowardsPlayer; if (this->playerSpottedParam < playerSpotted) { this->playerSpottedParam = playerSpotted; } } else if (this->actor.world.rot.y == this->yawTowardsPlayer) { this->playerSpottedParam = 0; EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); return; } } switch (this->playerSpottedParam) { case 1: Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x200, 0x100); break; case 2: Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsPlayer, 2, 0x600, 0x180); break; } this->actor.shape.rot.y = this->actor.world.rot.y; } void EnGe2_AboutTurn(EnGe2* this, GlobalContext* globalCtx) { s32 playerSpotted; this->actor.speedXZ = 0.0f; playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this); if (playerSpotted != 0) { EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED); this->timer = 100; this->playerSpottedParam = playerSpotted; this->yawTowardsPlayer = this->actor.yawTowardsPlayer; } else if (this->stateFlags & GE2_STATE_ANIMCOMPLETE) { Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200); this->actor.shape.rot.y = this->actor.world.rot.y; } if (this->actor.shape.rot.y == this->walkDirection) { EnGe2_ChangeAction(this, GE2_ACTION_WALK); } } void EnGe2_Walk(EnGe2* this, GlobalContext* globalCtx) { u8 playerSpotted; playerSpotted = Ge2_DetectPlayerInAction(globalCtx, this); if (playerSpotted != 0) { this->actor.speedXZ = 0.0f; EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED); this->timer = 100; this->playerSpottedParam = playerSpotted; this->yawTowardsPlayer = this->actor.yawTowardsPlayer; } else if (this->walkTimer >= this->walkDuration) { this->walkTimer = 0; this->walkDirection += 0x8000; EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); this->actor.speedXZ = 0.0f; } else { this->walkTimer++; this->actor.speedXZ = 2.0f; } } void EnGe2_Stand(EnGe2* this, GlobalContext* globalCtx) { Math_SmoothStepToS(&this->actor.world.rot.y, this->walkDirection, 2, 0x400, 0x200); } void EnGe2_TurnToFacePlayer(EnGe2* this, GlobalContext* globalCtx) { s32 pad; s16 angleDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; if (ABS(angleDiff) <= 0x4000) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 6, 4000, 100); this->actor.world.rot.y = this->actor.shape.rot.y; func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos); } else { if (angleDiff < 0) { Math_SmoothStepToS(&this->headRot.y, -0x2000, 6, 6200, 0x100); } else { Math_SmoothStepToS(&this->headRot.y, 0x2000, 6, 6200, 0x100); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 12, 1000, 100); this->actor.world.rot.y = this->actor.shape.rot.y; } } void EnGe2_LookAtPlayer(EnGe2* this, GlobalContext* globalCtx) { if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) && (this->actor.xzDistToPlayer < 200.0f)) { func_80038290(globalCtx, &this->actor, &this->headRot, &this->unk_2EE, this->actor.focus.pos); } else { Math_SmoothStepToS(&this->headRot.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->headRot.y, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2EE.x, 0, 6, 6200, 100); Math_SmoothStepToS(&this->unk_2EE.y, 0, 6, 6200, 100); } } void EnGe2_SetActionAfterTalk(EnGe2* this, GlobalContext* globalCtx) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { switch (this->actor.params & 0xFF) { case GE2_TYPE_PATROLLING: EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN); break; case GE2_TYPE_STATIONARY: EnGe2_ChangeAction(this, GE2_ACTION_STAND); break; case GE2_TYPE_GERUDO_CARD_GIVER: this->actionFunc = EnGe2_WaitLookAtPlayer; break; } this->actor.update = EnGe2_UpdateFriendly; this->actor.flags &= ~ACTOR_FLAG_16; } EnGe2_TurnToFacePlayer(this, globalCtx); } void EnGe2_WaitLookAtPlayer(EnGe2* this, GlobalContext* globalCtx) { EnGe2_LookAtPlayer(this, globalCtx); } void EnGe2_WaitTillCardGiven(EnGe2* this, GlobalContext* globalCtx) { if (Actor_HasParent(&this->actor, globalCtx)) { this->actor.parent = NULL; this->actionFunc = EnGe2_SetActionAfterTalk; } else { if (!gSaveContext.n64ddFlag) { func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f); } else { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_GERUDO_MEMBERSHIP_CARD, GI_GERUDO_CARD); GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f); } } } void EnGe2_GiveCard(EnGe2* this, GlobalContext* globalCtx) { if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { Message_CloseTextbox(globalCtx); this->actor.flags &= ~ACTOR_FLAG_16; this->actionFunc = EnGe2_WaitTillCardGiven; if (!gSaveContext.n64ddFlag) { func_8002F434(&this->actor, globalCtx, GI_GERUDO_CARD, 10000.0f, 50.0f); } else { GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GF_GERUDO_MEMBERSHIP_CARD, GI_GERUDO_CARD); GiveItemEntryFromActor(&this->actor, globalCtx, getItemEntry, 10000.0f, 50.0f); } } } void EnGe2_ForceTalk(EnGe2* this, GlobalContext* globalCtx) { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->actionFunc = EnGe2_GiveCard; } else { this->actor.textId = 0x6004; this->actor.flags |= ACTOR_FLAG_16; func_8002F1C4(&this->actor, globalCtx, 300.0f, 300.0f, 0); } EnGe2_LookAtPlayer(this, globalCtx); } void EnGe2_SetupCapturePlayer(EnGe2* this, GlobalContext* globalCtx) { this->stateFlags |= GE2_STATE_CAPTURING; this->actor.speedXZ = 0.0f; EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN); func_8002DF54(globalCtx, &this->actor, 95); func_80078884(NA_SE_SY_FOUND); Message_StartTextbox(globalCtx, 0x6000, &this->actor); } void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, GlobalContext* globalCtx) { s32 pad; s32 pad2; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5); if (!(this->stateFlags & GE2_STATE_ANIMCOMPLETE) && SkelAnime_Update(&this->skelAnime)) { this->stateFlags |= GE2_STATE_ANIMCOMPLETE; } } void EnGe2_MoveAndBlink(EnGe2* this, GlobalContext* globalCtx) { Actor_MoveForward(&this->actor); if (DECR(this->blinkTimer) == 0) { this->blinkTimer = Rand_S16Offset(60, 60); } this->eyeIndex = this->blinkTimer; if (this->eyeIndex >= 3) { this->eyeIndex = 0; } } // Update functions void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) { EnGe2* this = (EnGe2*)thisx; EnGe2_MaintainColliderAndSetAnimState(this, globalCtx); this->actionFunc(this, globalCtx); if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { if ((this->actor.params & 0xFF) == GE2_TYPE_PATROLLING) { this->actor.speedXZ = 0.0f; EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER); } this->actionFunc = EnGe2_SetActionAfterTalk; this->actor.update = EnGe2_UpdateAfterTalk; } else { this->actor.textId = 0x6005; if (this->actor.xzDistToPlayer < 100.0f) { func_8002F2CC(&this->actor, globalCtx, 100.0f); } } EnGe2_MoveAndBlink(this, globalCtx); } void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx) { EnGe2* this = (EnGe2*)thisx; this->stateFlags |= GE2_STATE_TALKED; EnGe2_MaintainColliderAndSetAnimState(this, globalCtx); this->actionFunc(this, globalCtx); EnGe2_MoveAndBlink(this, globalCtx); } void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) { EnGe2* this = (EnGe2*)thisx; s32 paramsType; EnGe2_MaintainColliderAndSetAnimState(this, globalCtx); if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) { this->actionFunc(this, globalCtx); } else if (this->collider.base.acFlags & 2) { if ((this->collider.info.acHitInfo != NULL) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80)) { Actor_SetColorFilter(&this->actor, 0, 120, 0, 400); this->actor.update = EnGe2_UpdateStunned; return; } EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT); this->timer = 100; this->stateFlags |= GE2_STATE_KO; this->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH); } else { this->actionFunc(this, globalCtx); if (Ge2_DetectPlayerInUpdate(globalCtx, this, &this->actor.focus.pos, this->actor.shape.rot.y, this->yDetectRange)) { // "Discovered!" osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST); EnGe2_SetupCapturePlayer(this, globalCtx); } if (((this->actor.params & 0xFF) == GE2_TYPE_STATIONARY) && (this->actor.xzDistToPlayer < 100.0f)) { // "Discovered!" osSyncPrintf(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST); EnGe2_SetupCapturePlayer(this, globalCtx); } } if (!(this->stateFlags & GE2_STATE_KO)) { paramsType = this->actor.params & 0xFF; // Not necessary, but looks a bit nicer if ((paramsType == GE2_TYPE_PATROLLING) || (paramsType == GE2_TYPE_STATIONARY)) { CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } } EnGe2_MoveAndBlink(this, globalCtx); if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) { this->actor.update = EnGe2_UpdateFriendly; this->actor.targetMode = 6; } } void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) { GlobalContext* globalCtx = globalCtx2; EnGe2* this = (EnGe2*)thisx; Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5); if ((this->collider.base.acFlags & 2) && ((this->collider.info.acHitInfo == NULL) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0x80))) { this->actor.colorFilterTimer = 0; EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT); this->timer = 100; this->stateFlags |= GE2_STATE_KO; this->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_VO_SK_CRASH); } CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); if (EnGe2_CheckCarpentersFreed()) { this->actor.update = EnGe2_UpdateFriendly; this->actor.targetMode = 6; this->actor.colorFilterTimer = 0; } else if (this->actor.colorFilterTimer == 0) { this->actor.update = EnGe2_Update; } } s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnGe2* this = (EnGe2*)thisx; if (limbIndex == 3) { rot->x += this->headRot.y; rot->z += this->headRot.x; } return 0; } void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { static Vec3f D_80A343B0 = { 600.0f, 700.0f, 0.0f }; EnGe2* this = (EnGe2*)thisx; if (limbIndex == 6) { Matrix_MultVec3f(&D_80A343B0, &this->actor.focus.pos); } } void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx) { static void* eyeTextures[] = { gGerudoPurpleEyeOpenTex, gGerudoPurpleEyeHalfTex, gGerudoPurpleEyeClosedTex }; s32 pad; EnGe2* this = (EnGe2*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); func_800943C8(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeIndex])); func_8002EBCC(&this->actor, globalCtx, 0); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnGe2_OverrideLimbDraw, EnGe2_PostLimbDraw, this); CLOSE_DISPS(globalCtx->state.gfxCtx); }