/* * File: z_en_po_sisters.c * Overlay: ovl_En_Po_Sisters * Description: Forest Temple Four Poe Sisters */ #include "z_en_po_sisters.h" #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_po_sisters/object_po_sisters.h" #include "soh/frame_interpolation.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_12 | ACTOR_FLAG_14) void EnPoSisters_Init(Actor* thisx, PlayState* play); void EnPoSisters_Destroy(Actor* thisx, PlayState* play); void EnPoSisters_Update(Actor* thisx, PlayState* play); void EnPoSisters_Draw(Actor* thisx, PlayState* play); void EnPoSisters_Reset(void); void func_80ADA094(EnPoSisters* this, PlayState* play); void func_80ADA4A8(EnPoSisters* this, PlayState* play); void func_80ADA530(EnPoSisters* this, PlayState* play); void func_80ADA6A0(EnPoSisters* this, PlayState* play); void func_80ADA7F0(EnPoSisters* this, PlayState* play); void func_80ADA8C0(EnPoSisters* this, PlayState* play); void func_80ADA9E8(EnPoSisters* this, PlayState* play); void func_80ADAAA4(EnPoSisters* this, PlayState* play); void func_80ADAC70(EnPoSisters* this, PlayState* play); void func_80ADAD54(EnPoSisters* this, PlayState* play); void func_80ADAE6C(EnPoSisters* this, PlayState* play); void func_80ADAFC0(EnPoSisters* this, PlayState* play); void func_80ADB17C(EnPoSisters* this, PlayState* play); void func_80ADB2B8(EnPoSisters* this, PlayState* play); void func_80ADB338(EnPoSisters* this, PlayState* play); void func_80ADB9F0(EnPoSisters* this, PlayState* play); void func_80ADB4B0(EnPoSisters* this, PlayState* play); void func_80ADB51C(EnPoSisters* this, PlayState* play); void func_80ADB770(EnPoSisters* this, PlayState* play); void func_80ADBB6C(EnPoSisters* this, PlayState* play); void func_80ADBBF4(EnPoSisters* this, PlayState* play); void func_80ADBC88(EnPoSisters* this, PlayState* play); void func_80ADBD38(EnPoSisters* this, PlayState* play); void func_80ADBD8C(EnPoSisters* this, PlayState* play); void func_80ADBEE8(EnPoSisters* this, PlayState* play); void func_80ADBF58(EnPoSisters* this, PlayState* play); void func_80AD9AA8(EnPoSisters* this, PlayState* play); void func_80AD9C24(EnPoSisters* this, PlayState* play); void func_80AD9D44(EnPoSisters* this); static Color_RGBA8 D_80ADD6F0[4] = { { 255, 170, 255, 255 }, { 255, 200, 0, 255 }, { 0, 170, 255, 255 }, { 170, 255, 0, 255 }, }; static Color_RGBA8 D_80ADD700[4] = { { 100, 0, 255, 255 }, { 255, 0, 0, 255 }, { 0, 0, 255, 255 }, { 0, 150, 0, 255 }, }; const ActorInit En_Po_Sisters_InitVars = { ACTOR_EN_PO_SISTERS, ACTORCAT_ENEMY, FLAGS, OBJECT_PO_SISTERS, sizeof(EnPoSisters), (ActorFunc)EnPoSisters_Init, (ActorFunc)EnPoSisters_Destroy, (ActorFunc)EnPoSisters_Update, (ActorFunc)EnPoSisters_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_HIT3, AT_ON | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK0, { 0xFFCFFFFF, 0x00, 0x08 }, { 0x4FC7FFEA, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NORMAL, BUMP_ON | BUMP_HOOKABLE, OCELEM_ON, }, { 18, 60, 15, { 0, 0, 0 } }, }; static CollisionCheckInfoInit sColChkInfoInit = { 10, 25, 60, 40 }; static DamageTable sDamageTable = { /* Deku nut */ DMG_ENTRY(0, 0xF), /* Deku stick */ DMG_ENTRY(2, 0x0), /* Slingshot */ DMG_ENTRY(1, 0x0), /* Explosive */ DMG_ENTRY(2, 0x0), /* Boomerang */ DMG_ENTRY(0, 0x0), /* Normal arrow */ DMG_ENTRY(2, 0x0), /* Hammer swing */ DMG_ENTRY(2, 0x0), /* Hookshot */ DMG_ENTRY(2, 0x0), /* Kokiri sword */ DMG_ENTRY(1, 0xE), /* Master sword */ DMG_ENTRY(2, 0xE), /* Giant's Knife */ DMG_ENTRY(4, 0xE), /* Fire arrow */ DMG_ENTRY(2, 0x0), /* Ice arrow */ DMG_ENTRY(2, 0x0), /* Light arrow */ DMG_ENTRY(2, 0x0), /* Unk arrow 1 */ DMG_ENTRY(2, 0x0), /* Unk arrow 2 */ DMG_ENTRY(2, 0x0), /* Unk arrow 3 */ DMG_ENTRY(2, 0x0), /* Fire magic */ DMG_ENTRY(0, 0x0), /* Ice magic */ DMG_ENTRY(0, 0x0), /* Light magic */ DMG_ENTRY(0, 0x0), /* Shield */ DMG_ENTRY(0, 0x0), /* Mirror Ray */ DMG_ENTRY(0, 0x0), /* Kokiri spin */ DMG_ENTRY(1, 0xE), /* Giant spin */ DMG_ENTRY(4, 0xE), /* Master spin */ DMG_ENTRY(2, 0xE), /* Kokiri jump */ DMG_ENTRY(2, 0xE), /* Giant jump */ DMG_ENTRY(8, 0xE), /* Master jump */ DMG_ENTRY(4, 0xE), /* Unknown 1 */ DMG_ENTRY(0, 0x0), /* Unblockable */ DMG_ENTRY(0, 0x0), /* Hammer jump */ DMG_ENTRY(4, 0x0), /* Unknown 2 */ DMG_ENTRY(0, 0x0), }; static s32 D_80ADD784 = 0; static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_STOP), }; static Vec3f sZeroVector = { 0.0f, 0.0f, 0.0f }; static s16 D_80ADD79C[4] = { 0xB000, 0xD000, 0x5000, 0x3000 }; static Vec3s D_80ADD7A4[4] = { { -22, 337, -1704 }, { -431, 879, -3410 }, { 549, 879, -3410 }, { 1717, 515, -1340 }, }; static Vec3f D_80ADD7BC = { 120.0f, 250.0f, -1420.0f }; static Gfx* D_80ADD7C8[4] = { gPoeSistersMegBodyDL, gPoeSistersJoelleBodyDL, gPoeSistersBethBodyDL, gPoeSistersAmyBodyDL, }; static Gfx* D_80ADD7D8[4] = { gPoeSistersMegFaceDL, gPoeSistersJoelleFaceDL, gPoeSistersBethFaceDL, gPoSistersAmyFaceDL, }; static Color_RGBA8 D_80ADD7E8[4] = { { 80, 0, 100, 0 }, { 80, 15, 0, 0 }, { 0, 70, 50, 0 }, { 70, 70, 0, 0 }, }; static Vec3f D_80ADD7F8 = { 1000.0f, -1700.0f, 0.0f }; void EnPoSisters_Init(Actor* thisx, PlayState* play) { EnPoSisters* this = (EnPoSisters*)thisx; s32 pad; this->epoch++; // Skip Poe Intro Cutscene if (gSaveContext.n64ddFlag && thisx->params == 4124 && !Randomizer_GetSettingValue(RSK_ENABLE_GLITCH_CUTSCENES)) { Flags_SetSwitch(play, 0x1B); Actor_Kill(thisx); } Actor_ProcessInitChain(&this->actor, sInitChain); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 50.0f); SkelAnime_Init(play, &this->skelAnime, &gPoeSistersSkel, &gPoeSistersSwayAnim, this->jointTable, this->morphTable, 12); this->unk_22E.r = 255; this->unk_22E.g = 255; this->unk_22E.b = 210; this->unk_22E.a = 255; this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); Lights_PointGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, 0, 0, 0, 0); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); this->unk_194 = (thisx->params >> 8) & 3; this->actor.naviEnemyId = this->unk_194 + 0x50; this->unk_195 = (thisx->params >> 0xA) & 3; this->unk_196 = 32; this->unk_197 = 20; this->unk_198 = 1; this->unk_199 = 32; this->unk_294 = 110.0f; this->actor.flags &= ~ACTOR_FLAG_0; if (this->actor.params & 0x1000) { func_80ADA094(this, play); } else if (this->unk_194 == 0) { if (this->unk_195 == 0) { this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_PLAYER; func_80AD9AA8(this, play); } else { this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_14); this->collider.info.elemType = ELEMTYPE_UNK4; this->collider.info.bumper.dmgFlags |= 1; this->collider.base.ocFlags1 = OC1_NONE; func_80AD9C24(this, NULL); } } else { func_80AD9D44(this); } this->actor.params &= 0x3F; } void EnPoSisters_Destroy(Actor* thisx, PlayState* play) { EnPoSisters* this = (EnPoSisters*)thisx; LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); if (this->unk_194 == 0 && this->unk_195 == 0) { func_800F5B58(); } Collider_DestroyCylinder(play, &this->collider); } void func_80AD9240(EnPoSisters* this, s32 arg1, Vec3f* arg2) { f32 temp_f20 = SQ(arg1) * 0.1f; Vec3f* vec; s32 i; for (i = 0; i < this->unk_198; i++) { vec = &this->unk_234[i]; vec->x = arg2->x + Math_SinS((s16)(this->actor.shape.rot.y + (this->unk_19A * 0x800) + i * 0x2000)) * temp_f20; vec->z = arg2->z + Math_CosS((s16)(this->actor.shape.rot.y + (this->unk_19A * 0x800) + i * 0x2000)) * temp_f20; vec->y = arg2->y + arg1; } } void func_80AD9368(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersSwayAnim, -3.0f); this->unk_19A = Rand_S16Offset(2, 3); this->actionFunc = func_80ADA4A8; this->actor.speedXZ = 0.0f; } void func_80AD93C4(EnPoSisters* this) { if (this->actionFunc != func_80ADA6A0) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); } this->unk_19A = Rand_S16Offset(0xF, 3); this->unk_199 |= 7; this->actionFunc = func_80ADA530; } void func_80AD943C(EnPoSisters* this) { this->actionFunc = func_80ADA6A0; } void func_80AD944C(EnPoSisters* this) { if (this->unk_22E.a != 0) { this->collider.base.colType = COLTYPE_METAL; this->collider.base.acFlags |= AC_HARD; } Animation_MorphToLoop(&this->skelAnime, &gPoeSistersAttackAnim, -5.0f); this->actor.speedXZ = 0.0f; this->unk_19A = Animation_GetLastFrame(&gPoeSistersAttackAnim) * 3 + 3; this->unk_199 &= ~2; this->actionFunc = func_80ADA7F0; } void func_80AD94E0(EnPoSisters* this) { this->actor.speedXZ = 5.0f; if (this->unk_194 == 0) { this->collider.base.colType = COLTYPE_METAL; this->collider.base.acFlags |= AC_HARD; Animation_MorphToLoop(&this->skelAnime, &gPoeSistersAttackAnim, -5.0f); } this->unk_19A = 5; this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->unk_199 |= 8; this->actionFunc = func_80ADA8C0; } void func_80AD9568(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000; if (this->unk_194 != 0) { this->collider.base.colType = COLTYPE_HIT3; this->collider.base.acFlags &= ~AC_HARD; } this->actionFunc = func_80ADA9E8; } void func_80AD95D8(EnPoSisters* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gPoeSistersDamagedAnim, -3.0f); if (this->collider.base.ac != NULL) { this->actor.world.rot.y = (this->collider.info.acHitInfo->toucher.dmgFlags & 0x1F824) ? this->collider.base.ac->world.rot.y : Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000; } if (this->unk_194 != 0) { this->actor.speedXZ = 10.0f; } this->unk_199 &= ~0xB; Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0x10); this->actionFunc = func_80ADAAA4; } void func_80AD96A4(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFleeAnim, -3.0f); this->actor.world.rot.y = this->actor.shape.rot.y + 0x8000; this->unk_19A = 5; this->unk_199 |= 0xB; this->actor.speedXZ = 5.0f; this->actionFunc = func_80ADAC70; } void func_80AD9718(EnPoSisters* this) { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 1.5f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE, -3.0f); this->actor.speedXZ = 0.0f; this->unk_19C = 100; this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_199 &= ~5; Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_DISAPPEAR); Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); this->actionFunc = func_80ADAD54; } void func_80AD97C8(EnPoSisters* this, PlayState* play) { Player* player = GET_PLAYER(play); f32 sp20; if (this->unk_195 == 0 || this->actionFunc != func_80ADAAA4) { if ((player->swordState == 0 || player->swordAnimation >= 24) && player->actor.world.pos.y - player->actor.floorHeight < 1.0f) { Math_StepToF(&this->unk_294, 110.0f, 3.0f); } else { Math_StepToF(&this->unk_294, 170.0f, 10.0f); } sp20 = this->unk_294; } else if (this->unk_195 != 0) { sp20 = this->actor.parent->xzDistToPlayer; } this->actor.world.pos.x = (Math_SinS(this->actor.shape.rot.y + 0x8000) * sp20) + player->actor.world.pos.x; this->actor.world.pos.z = (Math_CosS(this->actor.shape.rot.y + 0x8000) * sp20) + player->actor.world.pos.z; } void func_80AD98F4(EnPoSisters* this, PlayState* play) { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 1.5f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE, -3.0f); if (this->unk_194 == 0) { this->unk_294 = 110.0f; func_80AD97C8(this, play); this->unk_22E.a = 0; this->actor.draw = EnPoSisters_Draw; } else { this->actor.world.rot.y = this->actor.shape.rot.y; } this->unk_19A = 15; this->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_APPEAR); this->unk_199 &= ~1; this->actionFunc = func_80ADAE6C; } void func_80AD99D4(EnPoSisters* this, PlayState* play) { this->unk_19A = 0; this->actor.speedXZ = 0.0f; this->actor.world.pos.y += 42.0f; this->actor.shape.yOffset = -6000.0f; this->actor.flags &= ~ACTOR_FLAG_0; this->unk_199 = 0; this->actionFunc = func_80ADAFC0; OnePointCutscene_Init(play, 3190, 999, &this->actor, MAIN_CAM); } void func_80AD9A54(EnPoSisters* this, PlayState* play) { this->unk_19A = 0; this->actor.world.pos.y = this->unk_234[0].y; Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x80); this->actionFunc = func_80ADB17C; } // Meg spawning fakes void func_80AD9AA8(EnPoSisters* this, PlayState* play) { Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x400); Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x800); Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xC00); s32 pad; s32 pad1; if (actor1 == NULL || actor2 == NULL || actor3 == NULL) { if (actor1 != NULL) { Actor_Kill(actor1); } if (actor2 != NULL) { Actor_Kill(actor2); } if (actor3 != NULL) { Actor_Kill(actor3); } Actor_Kill(&this->actor); } else { actor3->parent = &this->actor; actor2->parent = &this->actor; actor1->parent = &this->actor; Animation_PlayLoop(&this->skelAnime, &gPoeSistersMegCryAnim); this->unk_198 = 0; this->unk_199 = 160; this->actionFunc = func_80ADB2B8; } } void func_80AD9C24(EnPoSisters* this, PlayState* play) { Vec3f vec; this->actor.draw = NULL; this->actor.flags &= ~ACTOR_FLAG_0; this->unk_19C = 100; this->unk_199 = 32; this->collider.base.colType = COLTYPE_HIT3; this->collider.base.acFlags &= ~AC_HARD; if (play != NULL) { vec.x = this->actor.world.pos.x; vec.y = this->actor.world.pos.y + 45.0f; vec.z = this->actor.world.pos.z; EffectSsDeadDb_Spawn(play, &vec, &sZeroVector, &sZeroVector, 150, 0, 255, 255, 255, 155, 150, 150, 150, 1, 9, 0); } Lights_PointSetColorAndRadius(&this->lightInfo, 0, 0, 0, 0); this->actionFunc = func_80ADB338; } void func_80AD9D44(EnPoSisters* this) { if (this->unk_194 == 3) { Animation_PlayOnce(&this->skelAnime, &gPoeSistersAppearDisappearAnim); Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_APPEAR); } else { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 0.5f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE_INTERP, 0.0f); } this->unk_22E.a = 0; this->unk_199 = 32; this->actionFunc = func_80ADB9F0; } void func_80AD9DF0(EnPoSisters* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gPoeSistersAppearDisappearAnim, -5.0f); this->unk_198 = 1; this->unk_199 &= ~0x80; this->actionFunc = func_80ADB4B0; OnePointCutscene_Init(play, 3180, 156, &this->actor, MAIN_CAM); } void func_80AD9E60(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->unk_19A = Animation_GetLastFrame(&gPoeSistersFloatAnim) * 7 + 7; if (this->actor.parent != NULL) { this->actor.world.pos = this->actor.parent->world.pos; this->actor.shape.rot.y = this->actor.parent->shape.rot.y; } else { this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->unk_19A++; } if (this->unk_195 == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); } this->actionFunc = func_80ADB51C; } void func_80AD9F1C(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->unk_22E.a = 255; this->unk_19A = 300; this->unk_19C = 3; this->unk_199 |= 9; this->actor.flags |= ACTOR_FLAG_0; this->actionFunc = func_80ADB770; } void func_80AD9F90(EnPoSisters* this) { if (this->unk_194 == 1) { this->actor.home.pos.x = -632.0f; this->actor.home.pos.z = -3440.0f; } else { this->actor.home.pos.x = 752.0f; this->actor.home.pos.z = -3440.0f; } Animation_PlayLoop(&this->skelAnime, &gPoeSistersFloatAnim); this->unk_199 |= 0xA; this->actionFunc = func_80ADBB6C; this->actor.speedXZ = 5.0f; } void func_80ADA028(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersSwayAnim, -3.0f); this->unk_22E.a = 255; this->unk_199 |= 0x15; this->actor.flags |= ACTOR_FLAG_0; this->actionFunc = func_80ADBBF4; this->actor.speedXZ = 0.0f; } void func_80ADA094(EnPoSisters* this, PlayState* play) { D_80ADD784 = 0; this->unk_22E.a = 0; this->unk_199 = 128; this->unk_19A = 50; this->unk_234[0] = this->actor.home.pos; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); this->actionFunc = func_80ADBC88; } void func_80ADA10C(EnPoSisters* this) { s32 i; this->unk_198 = ARRAY_COUNT(this->unk_234); for (i = 0; i < ARRAY_COUNT(this->unk_234); i++) { this->unk_234[i] = this->unk_234[0]; } this->actionFunc = func_80ADBD38; } void func_80ADA1B8(EnPoSisters* this) { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 0.833f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE_INTERP, 0.0f); if (this->unk_194 == 0 || this->unk_194 == 1) { this->unk_19A = 40; } else { this->unk_19A = 76; } this->unk_198 = 0; D_80ADD784 = 0; this->actionFunc = func_80ADBD8C; } void func_80ADA25C(EnPoSisters* this) { Animation_PlayLoop(&this->skelAnime, &gPoeSistersSwayAnim); this->unk_198 = 8; this->unk_19A = 32; func_80AD9240(this, this->unk_19A, &this->actor.home.pos); this->actionFunc = func_80ADBEE8; } void func_80ADA2BC(EnPoSisters* this, PlayState* play) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->unk_198 = 0; this->unk_199 = 40; this->unk_19A = 90; this->unk_196 = 32; this->actor.world.rot.y = D_80ADD79C[this->unk_194]; this->actor.home.pos.y = this->actor.world.pos.y; if (this->unk_194 == 0) { Flags_SetSwitch(play, 0x1B); } Audio_PlayActorSound2(&this->actor, NA_SE_EV_FLAME_IGNITION); this->actionFunc = func_80ADBF58; } void func_80ADA35C(EnPoSisters* this, PlayState* play) { f32 targetY; Player* player = GET_PLAYER(play); if (this->actionFunc == func_80ADBF58) { targetY = this->actor.home.pos.y; } else if (this->unk_194 == 0 || this->unk_194 == 3) { targetY = player->actor.world.pos.y + 5.0f; } else { targetY = 832.0f; } Math_ApproachF(&this->actor.world.pos.y, targetY, 0.5f, 3.0f); if (!this->unk_196) { this->unk_196 = 32; } if (this->unk_196 != 0) { this->unk_196--; } this->actor.world.pos.y += (2.0f + 0.5f * Rand_ZeroOne()) * Math_SinS(this->unk_196 * 0x800); if (this->unk_22E.a == 255 && this->actionFunc != func_80ADA8C0 && this->actionFunc != func_80ADA7F0) { if (this->actionFunc == func_80ADAC70) { func_8002F974(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG); } else { func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG); } } } void func_80ADA4A8(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->unk_19A != 0) { this->unk_19A--; } if (this->unk_19A == 0 || this->actor.xzDistToPlayer < 200.0f) { func_80AD93C4(this); } } void func_80ADA530(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_StepToF(&this->actor.speedXZ, 1.0f, 0.2f); if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->unk_19A != 0) { this->unk_19A--; } if (this->actor.xzDistToPlayer < 200.0f && fabsf(this->actor.yDistToPlayer + 5.0f) < 30.0f) { func_80AD943C(this); } else if (this->unk_19A == 0 && Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f) != 0) { func_80AD9368(this); } if (this->actor.bgCheckFlags & 8) { Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x71C); } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x71C); } } void func_80ADA6A0(EnPoSisters* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 temp_v0; SkelAnime_Update(&this->skelAnime); temp_v0 = this->actor.yawTowardsPlayer - player->actor.shape.rot.y; Math_StepToF(&this->actor.speedXZ, 2.0f, 0.2f); if (temp_v0 > 0x3000) { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer + 0x3000, 0x71C); } else if (temp_v0 < -0x3000) { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer - 0x3000, 0x71C); } else { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x71C); } if (this->actor.xzDistToPlayer < 160.0f && fabsf(this->actor.yDistToPlayer + 5.0f) < 30.0f) { func_80AD944C(this); } else if (this->actor.xzDistToPlayer > 240.0f) { func_80AD93C4(this); } } void func_80ADA7F0(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->unk_19A != 0) { this->unk_19A--; } this->actor.shape.rot.y += 384.0f * ((this->skelAnime.endFrame + 1.0f) * 3.0f - this->unk_19A); if (this->unk_19A == 18 || this->unk_19A == 7) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_ROLL); } if (this->unk_19A == 0) { func_80AD94E0(this); } } void func_80ADA8C0(EnPoSisters* this, PlayState* play) { s32 pad; SkelAnime_Update(&this->skelAnime); if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->unk_19A != 0) { this->unk_19A--; } this->actor.shape.rot.y += (384.0f * this->skelAnime.endFrame) * 3.0f; if (this->unk_19A == 0 && ABS((s16)(this->actor.shape.rot.y - this->actor.world.rot.y)) < 0x1000) { if (this->unk_194 != 0) { this->collider.base.colType = COLTYPE_HIT3; this->collider.base.acFlags &= ~AC_HARD; func_80AD93C4(this); } else { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); func_80AD9C24(this, play); } } if (Animation_OnFrame(&this->skelAnime, 1.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_ROLL); } } void func_80ADA9E8(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->actor.shape.rot.y -= (this->actor.speedXZ * 10.0f) * 128.0f; if (Math_StepToF(&this->actor.speedXZ, 0.0f, 0.1f) != 0) { this->actor.world.rot.y = this->actor.shape.rot.y; if (this->unk_194 != 0) { func_80AD93C4(this); } else { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); func_80AD9C24(this, play); } } } void func_80ADAAA4(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_15)) { if (this->actor.colChkInfo.health != 0) { if (this->unk_194 != 0) { func_80AD96A4(this); } else if (this->unk_195 != 0) { func_80AD9C24(this, NULL); } else { func_80AD9C24(this, play); } } else { func_80AD99D4(this, play); } } if (this->unk_195 != 0) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y, (this->unk_195 == 2) ? 0x800 : 0x400); this->unk_22E.a = ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame; this->actor.world.pos.y = this->actor.parent->world.pos.y; func_80AD97C8(this, play); } else if (this->unk_194 != 0) { Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f); } } void func_80ADAC70(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer + 0x8000, 1820); if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->unk_19A != 0) { this->unk_19A--; } if (this->actor.bgCheckFlags & 8) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_199 |= 2; func_80AD9718(this); } else if (this->unk_19A == 0 && 240.0f < this->actor.xzDistToPlayer) { this->actor.world.rot.y = this->actor.shape.rot.y; func_80AD93C4(this); } } void func_80ADAD54(EnPoSisters* this, PlayState* play) { s32 endFrame; if (SkelAnime_Update(&this->skelAnime)) { this->unk_22E.a = 0; this->collider.info.bumper.dmgFlags = 0x00060001; func_80AD93C4(this); } else { endFrame = this->skelAnime.endFrame; this->unk_22E.a = ((endFrame - this->skelAnime.curFrame) * 255.0f) / endFrame; } } void func_80ADAE6C(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->unk_22E.a = 255; if (this->unk_194 != 0) { this->unk_199 |= 1; this->collider.info.bumper.dmgFlags = 0x4FC7FFEA; if (this->unk_19A != 0) { this->unk_19A--; } if (this->unk_19A == 0) { this->unk_197 = 20; func_80AD93C4(this); } } else { func_80AD9F1C(this); } } else { this->unk_22E.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; if (this->unk_194 == 0) { func_80AD97C8(this, play); } } } void func_80ADAFC0(EnPoSisters* this, PlayState* play) { s32 i; this->unk_19A++; this->unk_198 = CLAMP_MAX(this->unk_198 + 1, 8); for (i = this->unk_198 - 1; i > 0; i--) { this->unk_234[i] = this->unk_234[i - 1]; } this->unk_234[0].x = (Math_SinS((this->actor.shape.rot.y + this->unk_19A * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + this->actor.world.pos.x; this->unk_234[0].z = (Math_CosS((this->actor.shape.rot.y + this->unk_19A * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + this->actor.world.pos.z; if (this->unk_19A < 8) { this->unk_234[0].y = this->unk_234[1].y - 9.0f; } else { this->unk_234[0].y = this->unk_234[1].y + 2.0f; if (this->unk_19A >= 16) { if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.001f) != 0) { func_80AD9A54(this, play); } this->actor.scale.z = this->actor.scale.x; this->actor.scale.y = this->actor.scale.x; } } if (this->unk_19A == 16) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_DEAD2); } } void func_80ADB17C(EnPoSisters* this, PlayState* play) { this->unk_19A++; if (this->unk_19A == 64) { Flags_SetSwitch(play, this->actor.params); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EV_FLAME_IGNITION); if (this->unk_194 == 0) { Flags_UnsetSwitch(play, 0x1B); } play->envCtx.unk_BF = 0xFF; func_80078884(NA_SE_SY_CORRECT_CHIME); Actor_Kill(&this->actor); } else if (this->unk_19A < 32) { func_80AD9240(this, this->unk_19A, &this->actor.world.pos); } else { func_80AD9240(this, 64 - this->unk_19A, &this->actor.world.pos); } if (this->unk_19A == 32) { this->actor.world.pos.x = D_80ADD7A4[this->unk_194].x; this->actor.world.pos.y = D_80ADD7A4[this->unk_194].y; this->actor.world.pos.z = D_80ADD7A4[this->unk_194].z; } } void func_80ADB2B8(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->actor.xzDistToPlayer < 130.0f) { func_80AD9DF0(this, play); } if (Animation_OnFrame(&this->skelAnime, 0.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_CRY); } this->actor.shape.rot.y = this->actor.yawTowardsPlayer; } void func_80ADB338(EnPoSisters* this, PlayState* play) { Player* player = GET_PLAYER(play); EnPoSisters* realMeg = (EnPoSisters*)this->actor.parent; if (this->unk_195 == 0) { if (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) < 600.0f) { if (this->unk_19C != 0) { this->unk_19C--; // Force Meg to respawn instantly after getting hit if (gSaveContext.n64ddFlag) { this->unk_19C = 0; } } } else { this->unk_19C = 100; } if (this->unk_19C == 0) { this->actor.shape.rot.y = (s32)(4.0f * Rand_ZeroOne()) * 0x4000 + this->actor.yawTowardsPlayer; this->actor.world.pos.y = player->actor.world.pos.y + 5.0f; func_80AD98F4(this, play); } } else { if (realMeg->actionFunc == func_80ADB51C) { this->actor.draw = EnPoSisters_Draw; func_80AD9E60(this); } else if (realMeg->actionFunc == func_80ADAE6C) { this->actor.shape.rot.y = this->actor.parent->shape.rot.y + this->unk_195 * 0x4000; this->actor.world.pos.y = player->actor.world.pos.y + 5.0f; func_80AD98F4(this, play); } else if (realMeg->actionFunc == func_80ADAFC0) { Actor_Kill(&this->actor); } } } void func_80ADB4B0(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { func_80AD9E60(this); } func_80AD97C8(this, play); this->actor.world.pos.y += 1.0f; Actor_SetFocus(&this->actor, 40.0f); } void func_80ADB51C(EnPoSisters* this, PlayState* play) { f32 temp_f2; s16 phi_v0; s16 phi_a2; u8 temp; SkelAnime_Update(&this->skelAnime); temp_f2 = this->skelAnime.endFrame * 0.5f; this->unk_22E.a = (fabsf(temp_f2 - this->skelAnime.curFrame) * 255.0f) / temp_f2; if (this->unk_19A != 0) { this->unk_19A -= 1; } if (this->unk_19A == 0) { this->actor.world.rot.y = this->actor.shape.rot.y += 0x4000 * (s32)(Rand_ZeroOne() * 4.0f); if (this->unk_195 == 0) { func_800F5ACC(NA_BGM_MINI_BOSS); } func_80AD9F1C(this); } else { this->actor.world.pos.y += 0.1f; temp = this->unk_195; if (temp != 0) { if (this->unk_19A > 90) { phi_v0 = 1; phi_a2 = 64; } else if (this->unk_19A > 70) { phi_v0 = 0; phi_a2 = 64; } else if (this->unk_19A > 55) { phi_v0 = 1; phi_a2 = 96; } else if (this->unk_19A > 40) { phi_v0 = 0; phi_a2 = 96; } else { phi_v0 = 1; phi_a2 = 256; } if (this->unk_195 == 2) { phi_a2 *= 2; } Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y + (this->unk_195 * 0x4000) * phi_v0, phi_a2); } else if (this->unk_19A == 70 || this->unk_19A == 40) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); } } func_80AD97C8(this, play); Actor_SetFocus(&this->actor, 40.0f); } void func_80ADB770(EnPoSisters* this, PlayState* play) { s32 temp_v0; s32 phi_a0; if (this->unk_19A != 0) { this->unk_19A--; } if (this->unk_19C > 0) { if (this->unk_19A >= 16) { SkelAnime_Update(&this->skelAnime); if (this->unk_195 == 0) { if (ABS((s16)(16 - this->unk_196)) < 14) { this->actor.shape.rot.y += (0x580 - (this->unk_19C * 0x180)) * fabsf(Math_SinS(this->unk_196 * 0x800)); } if (this->unk_19A >= 284 || this->unk_19A < 31) { this->unk_199 |= 0x40; } else { this->unk_199 &= ~0x40; } } else { this->actor.shape.rot.y = (s16)(this->actor.parent->shape.rot.y + (this->unk_195 * 0x4000)); } } } if (this->unk_195 == 0) { if (this->unk_19A >= 284 || (this->unk_19A < 31 && this->unk_19A >= 16)) { this->unk_199 |= 0x40; } else { this->unk_199 &= ~0x40; } } if (Actor_WorldDistXZToPoint(&GET_PLAYER(play)->actor, &this->actor.home.pos) > 600.0f) { this->unk_199 &= ~0x40; func_80AD9C24(this, play); } else if (this->unk_19A == 0) { if (this->unk_195 == 0) { func_80AD94E0(this); } else { func_80AD9C24(this, play); } } else if (this->unk_195 != 0) { EnPoSisters* realMeg = (EnPoSisters*)this->actor.parent; if (realMeg->actionFunc == func_80ADAAA4) { func_80AD95D8(this); } } else if (this->unk_19C == 0) { this->unk_19C = -15; } else if (this->unk_19C < 0) { this->unk_19C++; if (this->unk_19C == 0) { func_80AD94E0(this); } } func_80AD97C8(this, play); } void func_80ADB9F0(EnPoSisters* this, PlayState* play) { f32 div; if (SkelAnime_Update(&this->skelAnime)) { this->unk_22E.a = 255; if (this->unk_194 == 3) { this->actor.flags |= ACTOR_FLAG_0; this->actor.home.pos.x = 1992.0f; this->actor.home.pos.z = -1440.0f; this->unk_199 |= 0x18; func_80AD93C4(this); } else { func_80AD9F90(this); } } else { div = this->skelAnime.curFrame / this->skelAnime.endFrame; this->unk_22E.a = 255.0f * div; } if (this->unk_194 != 3 && Animation_OnFrame(&this->skelAnime, 1.0f)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_APPEAR); } Actor_SetFocus(&this->actor, 40.0f); } void func_80ADBB6C(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 10.0f) { func_80ADA028(this); } else { Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 1820); } } void func_80ADBBF4(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1820); if (this->actor.xzDistToPlayer < 240.0f && fabsf(this->actor.yDistToPlayer + 5.0f) < 30.0f) { func_80AD93C4(this); } } void func_80ADBC88(EnPoSisters* this, PlayState* play) { if (D_80ADD784 != 0 || !Player_InCsMode(play)) { if (this->unk_19A != 0) { this->unk_19A--; } if (this->unk_19A == 30) { if (this->unk_194 == 0) { OnePointCutscene_Init(play, 3140, 999, NULL, MAIN_CAM); } D_80ADD784 = 1; } if (this->unk_19A == 0) { func_80ADA10C(this); } } func_8002F974(&this->actor, NA_SE_EV_TORCH - SFX_FLAG); } void func_80ADBD38(EnPoSisters* this, PlayState* play) { this->unk_19A++; func_80AD9240(this, this->unk_19A, &this->actor.home.pos); if (this->unk_19A == 32) { func_80ADA1B8(this); } } void func_80ADBD8C(EnPoSisters* this, PlayState* play) { this->unk_19A--; if (this->unk_19A == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_APPEAR); this->unk_199 &= ~0x80; } if (this->unk_19A <= 0) { if (SkelAnime_Update(&this->skelAnime)) { this->unk_22E.a = 255; D_80ADD784 |= (1 << this->unk_194); } else { this->unk_22E.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; } } if (D_80ADD784 == 15) { func_80ADA25C(this); } } void func_80ADBEE8(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->unk_19A != 0) { this->unk_19A--; } func_80AD9240(this, this->unk_19A, &this->actor.home.pos); if (this->unk_19A == 0) { func_80ADA2BC(this, play); } } void func_80ADBF58(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->unk_19A--; Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 0x500); if (this->unk_19A == 0 && this->unk_194 == 0) { play->envCtx.unk_BF = 4; } if (this->unk_19A < 0) { Math_StepToF(&this->actor.speedXZ, 5.0f, 0.2f); } if (this->unk_19A == -70 && this->unk_194 == 1) { SoundSource_PlaySfxAtFixedWorldPos(play, &D_80ADD7BC, 40, NA_SE_EN_PO_LAUGH); } if (this->unk_19A < -120) { Actor_Kill(&this->actor); } } void func_80ADC034(EnPoSisters* this, PlayState* play) { if (this->actor.isTargeted && this->unk_22E.a == 255) { if (this->unk_197 != 0) { this->unk_197--; } } else { this->unk_197 = 20; } if (this->unk_22E.a == 0) { if (this->unk_19C != 0) { this->unk_19C--; } } if (this->actionFunc != func_80ADA7F0 && this->actionFunc != func_80ADA8C0 && this->actionFunc != func_80ADAAA4) { if (this->unk_197 == 0) { func_80AD9718(this); } else if (this->unk_19C == 0 && this->unk_22E.a == 0) { func_80AD98F4(this, play); } } } void func_80ADC10C(EnPoSisters* this, PlayState* play) { Vec3f sp24; if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.info, 1); if (this->unk_195 != 0) { ((EnPoSisters*)this->actor.parent)->unk_19C--; Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_LAUGH2); func_80AD9C24(this, play); if (Rand_ZeroOne() < 0.2f) { sp24.x = this->actor.world.pos.x; sp24.y = this->actor.world.pos.y; sp24.z = this->actor.world.pos.z; Item_DropCollectible(play, &sp24, ITEM00_ARROWS_SMALL); } } else if (this->collider.base.colType == 9 || (this->actor.colChkInfo.damageEffect == 0 && this->actor.colChkInfo.damage == 0)) { if (this->unk_194 == 0) { this->actor.freezeTimer = 0; } } else if (this->actor.colChkInfo.damageEffect == 0xF) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_199 |= 2; func_80AD98F4(this, play); } else if (this->unk_194 == 0 && this->actor.colChkInfo.damageEffect == 0xE && this->actionFunc == func_80ADB770) { if (this->unk_19C == 0) { this->unk_19C = -45; } } else { if (Actor_ApplyDamage(&this->actor) != 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_DAMAGE); } else { Enemy_StartFinishingBlow(play, &this->actor); Audio_PlayActorSound2(&this->actor, NA_SE_EN_PO_SISTER_DEAD); gSaveContext.sohStats.count[COUNT_ENEMIES_DEFEATED_POE_SISTERS]++; } func_80AD95D8(this); } } } void EnPoSisters_Update(Actor* thisx, PlayState* play) { s32 pad; EnPoSisters* this = (EnPoSisters*)thisx; s16 temp; if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; func_80AD9568(this); } func_80ADC10C(this, play); if (this->unk_199 & 4) { func_80ADC034(this, play); } this->actionFunc(this, play); if (this->unk_199 & 0x1F) { if (this->unk_199 & 8) { func_80ADA35C(this, play); } Actor_MoveForward(&this->actor); if (this->unk_199 & 0x10) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f, 5); } else { Vec3f vec; s32 sp34; vec.x = this->actor.world.pos.x; vec.y = this->actor.world.pos.y + 10.0f; vec.z = this->actor.world.pos.z; this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp34, &this->actor, &vec); } Collider_UpdateCylinder(&this->actor, &this->collider); if (this->actionFunc == func_80ADA8C0 || this->actionFunc == func_80ADA7F0) { this->unk_198++; this->unk_198 = CLAMP_MAX(this->unk_198, 8); } else if (this->actionFunc != func_80ADAFC0) { temp = this->unk_198 - 1; this->unk_198 = CLAMP_MIN(temp, 1); } if (this->actionFunc == func_80ADA8C0) { this->actor.flags |= ACTOR_FLAG_24; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } if (this->unk_199 & 1) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); } if (this->actionFunc != func_80ADB338) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); } Actor_SetFocus(&this->actor, 40.0f); if (this->actionFunc == func_80ADAC70) { this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000; } else if (this->unk_199 & 2) { this->actor.shape.rot.y = this->actor.world.rot.y; } } } void func_80ADC55C(EnPoSisters* this) { s16 temp_var; if (this->skelAnime.animation == &gPoeSistersAttackAnim) { this->unk_22E.r = CLAMP_MAX((s16)(this->unk_22E.r + 5), 255); this->unk_22E.g = CLAMP_MIN((s16)(this->unk_22E.g - 5), 50); temp_var = this->unk_22E.b - 5; this->unk_22E.b = CLAMP_MIN(temp_var, 0); } else if (this->skelAnime.animation == &gPoeSistersFleeAnim) { this->unk_22E.r = CLAMP_MAX((s16)(this->unk_22E.r + 5), 80); this->unk_22E.g = CLAMP_MAX((s16)(this->unk_22E.g + 5), 255); temp_var = this->unk_22E.b + 5; this->unk_22E.b = CLAMP_MAX(temp_var, 225); } else if (this->skelAnime.animation == &gPoeSistersDamagedAnim) { if (this->actor.colorFilterTimer & 2) { this->unk_22E.r = 0; this->unk_22E.g = 0; this->unk_22E.b = 0; } else { this->unk_22E.r = 80; this->unk_22E.g = 255; this->unk_22E.b = 225; } } else { this->unk_22E.r = CLAMP_MAX((s16)(this->unk_22E.r + 5), 255); this->unk_22E.g = CLAMP_MAX((s16)(this->unk_22E.g + 5), 255); if (this->unk_22E.b > 210) { temp_var = this->unk_22E.b - 5; this->unk_22E.b = CLAMP_MIN(temp_var, 210); } else { temp_var = this->unk_22E.b + 5; this->unk_22E.b = CLAMP_MAX(temp_var, 210); } } } s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx, Gfx** gfxP) { EnPoSisters* this = (EnPoSisters*)thisx; Color_RGBA8* color; if (limbIndex == 1 && (this->unk_199 & 0x40)) { if (this->unk_19A >= 284) { rot->x += (this->unk_19A * 0x1000) + 0xFFEE4000; } else { rot->x += (this->unk_19A * 0x1000) + 0xFFFF1000; } } if (this->unk_22E.a == 0 || limbIndex == 8 || (this->actionFunc == func_80ADAFC0 && this->unk_19A >= 8)) { *dList = NULL; } else if (limbIndex == 9) { *dList = D_80ADD7C8[this->unk_194]; } else if (limbIndex == 10) { *dList = D_80ADD7D8[this->unk_194]; gDPPipeSync((*gfxP)++); gDPSetEnvColor((*gfxP)++, this->unk_22E.r, this->unk_22E.g, this->unk_22E.b, this->unk_22E.a); } else if (limbIndex == 11) { color = &D_80ADD7E8[this->unk_194]; gDPPipeSync((*gfxP)++); gDPSetEnvColor((*gfxP)++, color->r, color->g, color->b, this->unk_22E.a); } return false; } void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfxP) { EnPoSisters* this = (EnPoSisters*)thisx; s32 i; s32 pad; if (this->actionFunc == func_80ADAFC0 && this->unk_19A >= 8 && limbIndex == 9) { gSPMatrix((*gfxP)++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList((*gfxP)++, gPoSistersBurnDL); } if (limbIndex == 8 && this->actionFunc != func_80ADB2B8) { if (this->unk_199 & 0x20) { for (i = this->unk_198 - 1; i > 0; i--) { this->unk_234[i] = this->unk_234[i - 1]; } Matrix_MultVec3f(&D_80ADD7F8, &this->unk_234[0]); } else if (this->actionFunc == func_80ADBD8C) { Matrix_MultVec3f(&D_80ADD7F8, &this->actor.home.pos); } if (this->unk_198 > 0) { Color_RGBA8* color = &D_80ADD6F0[this->unk_194]; f32 temp_f2 = Rand_ZeroOne() * 0.3f + 0.7f; if (this->actionFunc == func_80ADB17C || this->actionFunc == func_80ADBD38 || this->actionFunc == func_80ADBEE8) { Lights_PointNoGlowSetInfo(&this->lightInfo, this->unk_234[0].x, this->unk_234[0].y + 15.0f, this->unk_234[0].z, color->r * temp_f2, color->g * temp_f2, color->b * temp_f2, 200); } else { Lights_PointGlowSetInfo(&this->lightInfo, this->unk_234[0].x, this->unk_234[0].y + 15.0f, this->unk_234[0].z, color->r * temp_f2, color->g * temp_f2, color->b * temp_f2, 200); } } else { Lights_PointSetColorAndRadius(&this->lightInfo, 0, 0, 0, 0); } if (!(this->unk_199 & 0x80)) { Matrix_Get(&this->unk_2F8); } } } void EnPoSisters_Draw(Actor* thisx, PlayState* play) { EnPoSisters* this = (EnPoSisters*)thisx; u8 phi_s5 = 0; f32 phi_f20; s32 i; u8 spE7 = 0; Color_RGBA8* temp_s1 = &D_80ADD700[this->unk_194]; Color_RGBA8* temp_s7 = &D_80ADD6F0[this->unk_194]; s32 pad; OPEN_DISPS(play->state.gfxCtx); func_80ADC55C(this); func_80093D18(play->state.gfxCtx); func_80093D84(play->state.gfxCtx); if (this->unk_22E.a == 255 || this->unk_22E.a == 0) { gDPSetEnvColor(POLY_OPA_DISP++, this->unk_22E.r, this->unk_22E.g, this->unk_22E.b, this->unk_22E.a); gSPSegment(POLY_OPA_DISP++, 0x09, D_80116280 + 2); POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_OPA_DISP); } else { gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->unk_22E.a); gSPSegment(POLY_XLU_DISP++, 0x09, D_80116280); POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_XLU_DISP); } if (!(this->unk_199 & 0x80)) { Matrix_Put(&this->unk_2F8); gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, gPoSistersTorchDL); } gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 512, 0x20, 0x80)); gDPSetEnvColor(POLY_XLU_DISP++, temp_s1->r, temp_s1->g, temp_s1->b, temp_s1->a); if (this->actionFunc == func_80ADB17C) { if (this->unk_19A < 32) { phi_s5 = ((32 - this->unk_19A) * 255) / 32; phi_f20 = 0.0056000003f; } else { phi_s5 = (this->unk_19A * 255 - 8160) / 32; phi_f20 = 0.0027f; } } else if (this->actionFunc == func_80ADBD38) { phi_s5 = ((32 - this->unk_19A) * 255) / 32; phi_f20 = 0.0027f; } else if (this->actionFunc == func_80ADBEE8) { phi_s5 = ((32 - this->unk_19A) * 255) / 32; phi_f20 = 0.0035f; } else if (this->actionFunc == func_80ADBC88) { //! @bug uninitialised spE7 phi_s5 = spE7; phi_f20 = 0.0027f; } else { phi_s5 = spE7; phi_f20 = this->actor.scale.x * 0.5f; } for (i = 0; i < this->unk_198; i++) { if (this->actionFunc != func_80ADB17C && this->actionFunc != func_80ADBD38 && this->actionFunc != func_80ADBEE8) { phi_s5 = -i * 31 + 248; } FrameInterpolation_RecordOpenChild(this, this->epoch + i * 25); gDPPipeSync(POLY_XLU_DISP++); gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, temp_s7->r, temp_s7->g, temp_s7->b, phi_s5); Matrix_Translate(this->unk_234[i].x, this->unk_234[i].y, this->unk_234[i].z, MTXMODE_NEW); Matrix_RotateZYX(0, (s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000), 0, MTXMODE_APPLY); if (this->actionFunc == func_80ADAFC0) { phi_f20 = (this->unk_19A - i) * 0.025f + 0.5f; phi_f20 = CLAMP(phi_f20, 0.5f, 0.8f) * 0.007f; } Matrix_Scale(phi_f20, phi_f20, phi_f20, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL); FrameInterpolation_RecordCloseChild(); } CLOSE_DISPS(play->state.gfxCtx); } void EnPoSisters_Reset(void) { D_80ADD784 = 0; }