/* * File: z_en_zl1.c * Overlay: ovl_En_Zl1 * Description: Child Princess Zelda (at window) */ #include "z_en_zl1.h" #include "objects/object_zl1/object_zl1.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4) void EnZl1_Init(Actor* thisx, GlobalContext* globalCtx); void EnZl1_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnZl1_Update(Actor* thisx, GlobalContext* globalCtx); void EnZl1_Draw(Actor* thisx, GlobalContext* globalCtx); void func_80B4AE18(EnZl1* this); void func_80B4AF18(EnZl1* this, GlobalContext* globalCtx); void func_80B4B010(EnZl1* this, GlobalContext* globalCtx); void func_80B4B240(EnZl1* this, GlobalContext* globalCtx); void func_80B4B8B4(EnZl1* this, GlobalContext* globalCtx); void func_80B4BBC4(EnZl1* this, GlobalContext* globalCtx); void func_80B4BC78(EnZl1* this, GlobalContext* globalCtx); void func_80B4BF2C(EnZl1* this, GlobalContext* globalCtx); extern CutsceneData D_80B4C5D0[]; #include "z_en_zl1_camera_data.c" const ActorInit En_Zl1_InitVars = { ACTOR_EN_ZL1, ACTORCAT_NPC, FLAGS, OBJECT_ZL1, sizeof(EnZl1), (ActorFunc)EnZl1_Init, (ActorFunc)EnZl1_Destroy, (ActorFunc)EnZl1_Update, (ActorFunc)EnZl1_Draw, NULL, }; static ColliderCylinderInit sCylinderInit = { { COLTYPE_HIT0, AT_NONE, AC_NONE, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK1, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, TOUCH_NONE, BUMP_NONE, OCELEM_ON, }, { 20, 46, 0, { 0, 0, 0 } }, }; static void* D_80B4E61C[] = { gChildZelda1EyeOpenLookingUpRightTex, gChildZelda1EyeHalf2Tex, gChildZelda1EyeClosedTex, gChildZelda1EyeHalf2Tex, }; static void* D_80B4E62C[] = { gChildZelda1MouthNeutralTex }; void func_80B4AB40(void) { } void func_80B4AB48(void) { } void EnZl1_Init(Actor* thisx, GlobalContext* globalCtx) { f32 frameCount; EnZl1* this = (EnZl1*)thisx; frameCount = Animation_GetLastFrame(&gChildZelda1Anim_12118); SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gChildZelda1Skel, NULL, NULL, NULL, 0); Animation_Change(&this->skelAnime, &gChildZelda1Anim_12118, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); Collider_InitCylinder(globalCtx, &this->collider); Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); Actor_SetScale(&this->actor, 0.01f); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f); this->actor.targetMode = 0; if (gSaveContext.sceneSetupIndex >= 4) { frameCount = Animation_GetLastFrame(&gChildZelda1Anim_00438); Animation_Change(&this->skelAnime, &gChildZelda1Anim_00438, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); this->unk_1E6 = 0; this->actionFunc = func_80B4BC78; } else if (Flags_GetEventChkInf(9) && Flags_GetEventChkInf(0x25) && Flags_GetEventChkInf(0x37)) { Actor_Kill(&this->actor); } else if ((Flags_GetEventChkInf(9) && Flags_GetEventChkInf(0x25)) || (Flags_GetEventChkInf(9) && Flags_GetEventChkInf(0x37))) { frameCount = Animation_GetLastFrame(&gChildZelda1Anim_00438); Animation_Change(&this->skelAnime, &gChildZelda1Anim_00438, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); this->actor.textId = 0x703D; this->actionFunc = func_80B4AF18; } else if (Flags_GetEventChkInf(0x40)) { frameCount = Animation_GetLastFrame(&gChildZelda1Anim_00438); Animation_Change(&this->skelAnime, &gChildZelda1Anim_00438, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); this->actor.textId = 0x703C; this->actionFunc = func_80B4AF18; } else { this->actor.textId = 0xFFFF; this->actionFunc = func_80B4B010; } } void EnZl1_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnZl1* this = (EnZl1*)thisx; SkelAnime_Free(&this->skelAnime, globalCtx); Collider_DestroyCylinder(globalCtx, &this->collider); } void func_80B4AE18(EnZl1* this) { if ((this->skelAnime.animation == &gChildZelda1Anim_10B38) && (this->skelAnime.curFrame < 26.0f)) { this->unk_1F4 = gChildZelda1EyeOpenLookingRightTex; this->unk_1F8 = gChildZelda1EyeOpenLookingLeftTex; this->unk_1FC = 2; } else { if (DECR(this->unk_1FC) == 0) { this->unk_1FC = Rand_S16Offset(0x1E, 0xA); } this->unk_1FE = (this->unk_1FC < 4) ? this->unk_1FC : 0; this->unk_1F4 = D_80B4E61C[this->unk_1FE]; this->unk_1F8 = D_80B4E61C[this->unk_1FE]; this->unk_1EC = D_80B4E62C[this->unk_1F2]; } } void func_80B4AF18(EnZl1* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); s32 pad; func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.focus.pos); if (this->unk_1E6 != 0) { if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->unk_1E6 = 0; } } else if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->unk_1E6 = 1; } else if (this->actor.world.pos.y <= player->actor.world.pos.y) { func_8002F2F4(&this->actor, globalCtx); } Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } void func_80B4B010(EnZl1* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); s32 pad2; s32 pad3; s32 pad; Vec3f vec1 = { -460.0f, 118.0f, 0.0f }; Vec3f vec2 = { -406.0f, 110.0f, 0.0f }; Vec3f playerPos = { -398.0f, 84.0f, 0.0f }; s16 rotDiff; if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { Animation_Change(&this->skelAnime, &gChildZelda1Anim_10B38, 1.0f, 0.0f, Animation_GetLastFrame(&gChildZelda1Anim_10B38), ANIMMODE_ONCE_INTERP, -10.0f); this->unk_1E8 = Gameplay_CreateSubCamera(globalCtx); Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT); Gameplay_ChangeCameraStatus(globalCtx, this->unk_1E8, CAM_STAT_ACTIVE); func_800C0808(globalCtx, this->unk_1E8, player, CAM_SET_FREE0); globalCtx->envCtx.screenFillColor[0] = 255; globalCtx->envCtx.screenFillColor[1] = 255; globalCtx->envCtx.screenFillColor[2] = 255; globalCtx->envCtx.screenFillColor[3] = 24; globalCtx->envCtx.fillScreen = true; Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &vec1, &vec2); Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 30.0f); ShrinkWindow_SetVal(0x20); Interface_ChangeAlpha(2); player->actor.world.pos = playerPos; player->actor.speedXZ = 0.0f; this->unk_1E2 = 0; this->actionFunc = func_80B4B240; Audio_PlayFanfare(NA_BGM_APPEAR); } else { rotDiff = ABS(this->actor.yawTowardsPlayer - this->actor.shape.rot.y); if ((rotDiff < 0x238E) && !(player->actor.world.pos.y < this->actor.world.pos.y)) { func_8002F2F4(&this->actor, globalCtx); } } } void func_80B4B240(EnZl1* this, GlobalContext* globalCtx) { Vec3f sp74 = { -427.0f, 108.0, 26.0 }; Vec3f sp68 = { -340.0f, 108.0f, 98.0f }; s32 pad; Vec3f sp58 = { -434.0f, 84.0f, 0.0f }; u8 sp54[] = { 0x00, 0x00, 0x02 }; s32 pad2; Player* player = GET_PLAYER(globalCtx); AnimationHeader* animHeaderSeg; MessageContext* msgCtx = &globalCtx->msgCtx; f32 frameCount; s32 sp3C = 0; switch (this->unk_1E2) { case 0: switch ((s16)this->skelAnime.curFrame) { case 14: this->unk_1E4 = 0; break; case 15: if (DECR(this->unk_1E4) != 0) { this->skelAnime.curFrame = 15.0f; } break; case 64: animHeaderSeg = &gChildZelda1Anim_11348; sp3C = 1; this->actor.textId = 0x702E; Message_StartTextbox(globalCtx, this->actor.textId, NULL); this->unk_1E2++; break; } break; case 1: if ((Message_GetState(msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { globalCtx->envCtx.fillScreen = false; Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &sp74, &sp68); Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 25.0f); player->actor.world.pos = sp58; this->actor.textId = 0x702F; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } break; case 2: if ((Message_GetState(msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { if (msgCtx->choiceIndex == 0) { animHeaderSeg = &gChildZelda1Anim_13F10; sp3C = 2; this->unk_1E2++; } else { animHeaderSeg = &gChildZelda1Anim_116E4; sp3C = 2; this->unk_1E2 = 6; } } break; case 3: frameCount = Animation_GetLastFrame(&gChildZelda1Anim_13F10); if (this->skelAnime.curFrame == frameCount) { animHeaderSeg = &gChildZelda1Anim_143A8; sp3C = 1; this->actor.textId = 0x7032; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } break; case 4: if ((Message_GetState(msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { if (msgCtx->choiceIndex == 0) { animHeaderSeg = &gChildZelda1Anim_132D8; sp3C = 2; this->unk_1E2 = 9; } else { this->actor.textId = 0x7034; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } } break; case 5: if ((Message_GetState(msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { this->actor.textId = 0x7033; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2--; } break; case 6: frameCount = Animation_GetLastFrame(&gChildZelda1Anim_116E4); if (this->skelAnime.curFrame == frameCount) { animHeaderSeg = &gChildZelda1Anim_12B88; sp3C = 1; this->actor.textId = 0x7031; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } break; case 7: if ((Message_GetState(msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { this->actor.textId = 0x7030; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } break; case 8: if ((Message_GetState(msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { if (msgCtx->choiceIndex == 0) { animHeaderSeg = &gChildZelda1Anim_138E0; sp3C = 2; this->unk_1E2 = 3; } else { this->actor.textId = 0x7031; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2--; } } break; case 9: frameCount = Animation_GetLastFrame(&gChildZelda1Anim_132D8); if (this->skelAnime.curFrame == frameCount) { animHeaderSeg = &gChildZelda1Anim_00438; sp3C = 1; globalCtx->csCtx.segment = D_80B4C5D0; gSaveContext.cutsceneTrigger = 1; this->actionFunc = func_80B4B8B4; this->unk_1E2++; } break; } if (sp3C != 0) { frameCount = Animation_GetLastFrame(animHeaderSeg); Animation_Change(&this->skelAnime, animHeaderSeg, 1.0f, 0.0f, frameCount, sp54[sp3C], -10.0f); } func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.focus.pos); } void func_80B4B7F4(CsCmdActorAction* npcAction, Vec3f* pos) { pos->x = npcAction->startPos.x; pos->y = npcAction->startPos.y; pos->z = npcAction->startPos.z; } void func_80B4B834(CsCmdActorAction* npcAction, Vec3f* pos) { pos->x = npcAction->endPos.x; pos->y = npcAction->endPos.y; pos->z = npcAction->endPos.z; } void func_80B4B874(EnZl1* this, GlobalContext* globalCtx) { this->skelAnime.moveFlags |= 1; AnimationContext_SetMoveActor(globalCtx, &this->actor, &this->skelAnime, 1.0f); } void func_80B4B8B4(EnZl1* this, GlobalContext* globalCtx) { AnimationHeader* spB0[] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, &gChildZelda1Anim_12B04, &gChildZelda1Anim_12118, &gChildZelda1Anim_10B38, }; u8 spA4[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x02, }; Vec3f sp98 = { -421.0f, 143.0f, -5.0f }; Vec3f sp8C = { -512.0f, 105.0f, -4.0f }; s32 pad2; f32 actionLength; CsCmdActorAction* npcAction; Vec3f sp74; Vec3f sp68; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; s32 pad; f32 frameCount; Vec3f sp48; SkelAnime_Update(&this->skelAnime); func_80B4B874(this, globalCtx); if (globalCtx->csCtx.state == CS_STATE_IDLE) { this->actionFunc = func_80B4BBC4; return; } npcAction = globalCtx->csCtx.npcActions[0]; if (npcAction != NULL) { func_80B4B7F4(npcAction, &sp74); func_80B4B834(npcAction, &sp68); if (this->unk_1E6 == 0) { sp48 = sp74; this->actor.home.pos = sp48; this->actor.world.pos = sp48; } if (this->unk_1E6 != npcAction->action) { frameCount = Animation_GetLastFrame(spB0[npcAction->action]); Animation_Change(&this->skelAnime, spB0[npcAction->action], 1.0f, 0.0f, frameCount, spA4[npcAction->action], -10.0f); this->unk_1E6 = npcAction->action; } this->actor.velocity = velocity; if (globalCtx->csCtx.frames < npcAction->endFrame) { actionLength = npcAction->endFrame - npcAction->startFrame; this->actor.velocity.x = (sp68.x - sp74.x) / actionLength; this->actor.velocity.y = (sp68.y - sp74.y) / actionLength; this->actor.velocity.y += this->actor.gravity; if (this->actor.velocity.y < this->actor.minVelocityY) { this->actor.velocity.y = this->actor.minVelocityY; } this->actor.velocity.z = (sp68.z - sp74.z) / actionLength; } func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.focus.pos); Gameplay_CameraSetAtEye(globalCtx, this->unk_1E8, &sp98, &sp8C); Gameplay_CameraSetFov(globalCtx, this->unk_1E8, 70.0f); } } void func_80B4BBC4(EnZl1* this, GlobalContext* globalCtx) { s32 pad; f32 frameCount = Animation_GetLastFrame(&gChildZelda1Anim_00438); Player* player = GET_PLAYER(globalCtx); Animation_Change(&this->skelAnime, &gChildZelda1Anim_00438, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); func_8002DF54(globalCtx, &this->actor, 1); func_8002F7DC(&player->actor, NA_SE_VO_LI_SURPRISE_KID); this->actor.textId = 0x7039; Message_StartTextbox(globalCtx, this->actor.textId, NULL); this->unk_1E2 = 0; this->actionFunc = func_80B4BF2C; } void func_80B4BC78(EnZl1* this, GlobalContext* globalCtx) { AnimationHeader* sp90[] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, &gChildZelda1Anim_12B04, &gChildZelda1Anim_12118, &gChildZelda1Anim_10B38, }; u8 sp84[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x02, }; s32 pad2; f32 actionLength; Vec3f sp70; Vec3f sp64; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; CsCmdActorAction* npcAction; s32 pad; f32 frameCount; if (SkelAnime_Update(&this->skelAnime) && (this->skelAnime.animation == &gChildZelda1Anim_10B38)) { frameCount = Animation_GetLastFrame(&gChildZelda1Anim_11348); Animation_Change(&this->skelAnime, &gChildZelda1Anim_11348, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, -10.0f); } func_80B4B874(this, globalCtx); npcAction = globalCtx->csCtx.npcActions[0]; if (npcAction != NULL) { func_80B4B7F4(npcAction, &sp70); func_80B4B834(npcAction, &sp64); if (this->unk_1E6 == 0) { this->actor.world.pos = this->actor.home.pos = sp70; } if (this->unk_1E6 != npcAction->action) { frameCount = Animation_GetLastFrame(sp90[npcAction->action]); Animation_Change(&this->skelAnime, sp90[npcAction->action], 1.0f, 0.0f, frameCount, sp84[npcAction->action], -10.0f); this->unk_1E6 = npcAction->action; } this->actor.velocity = velocity; if (globalCtx->csCtx.frames < npcAction->endFrame) { actionLength = npcAction->endFrame - npcAction->startFrame; this->actor.velocity.x = (sp64.x - sp70.x) / actionLength; this->actor.velocity.y = (sp64.y - sp70.y) / actionLength; this->actor.velocity.y += this->actor.gravity; if (this->actor.velocity.y < this->actor.minVelocityY) { this->actor.velocity.y = this->actor.minVelocityY; } this->actor.velocity.z = (sp64.z - sp70.z) / actionLength; } } } void func_80B4BF2C(EnZl1* this, GlobalContext* globalCtx) { s32 pad; MessageContext* msgCtx = &globalCtx->msgCtx; Player* player = GET_PLAYER(globalCtx); switch (this->unk_1E2) { case 0: if ((Message_GetState(msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) { if (msgCtx->choiceIndex == 0) { this->actor.textId = 0x703B; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2++; } else { this->actor.textId = 0x703A; Message_ContinueTextbox(globalCtx, this->actor.textId); this->unk_1E2 = 0; } } break; case 1: if ((Message_GetState(msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) { this->actor.textId = 0xFFFF; globalCtx->talkWithPlayer(globalCtx, &this->actor); func_8002F434(&this->actor, globalCtx, GI_LETTER_ZELDA, 120.0f, 10.0f); globalCtx->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; globalCtx->msgCtx.stateTimer = 4; this->unk_1E2++; } else { break; } case 2: if (Actor_HasParent(&this->actor, globalCtx)) { Gameplay_CopyCamera(globalCtx, MAIN_CAM, this->unk_1E8); Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE); Gameplay_ClearCamera(globalCtx, this->unk_1E8); this->actor.parent = NULL; this->unk_1E2++; } else { func_8002F434(&this->actor, globalCtx, GI_LETTER_ZELDA, 120.0f, 10.0f); } break; case 3: if ((Message_GetState(msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(globalCtx)) { this->actor.textId = 0x703C; Message_ContinueTextbox(globalCtx, this->actor.textId); Flags_SetEventChkInf(0x40); this->unk_1E2 = 6; } break; case 4: if (player->actor.world.pos.y < this->actor.world.pos.y) { break; } else { if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) { this->unk_1E2++; } else { func_8002F2F4(&this->actor, globalCtx); } } break; case 5: if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { this->unk_1E2--; } break; case 6: if (Actor_TextboxIsClosing(&this->actor, globalCtx)) { func_8002DF54(globalCtx, &this->actor, 7); Interface_ChangeAlpha(50); this->actor.flags &= ~ACTOR_FLAG_8; this->unk_1E2 = 4; } break; } func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.focus.pos); } void EnZl1_Update(Actor* thisx, GlobalContext* globalCtx) { s32 pad; EnZl1* this = (EnZl1*)thisx; if ((this->actionFunc != func_80B4B8B4) && (this->actionFunc != func_80B4BC78)) { SkelAnime_Update(&this->skelAnime); } Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 5); this->actionFunc(this, globalCtx); if (this->actionFunc != func_80B4B8B4) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x, 0xA, 0x3E8, 1); Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 0xA, 0x3E8, 1); Math_SmoothStepToS(&this->actor.shape.rot.z, this->actor.world.rot.z, 0xA, 0x3E8, 1); func_80B4AE18(this); } s32 EnZl1_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnZl1* this = (EnZl1*)thisx; if ((limbIndex == 4) || (limbIndex == 3) || (limbIndex == 6) || (limbIndex == 5)) { *dList = NULL; } if (limbIndex != 10) { if (limbIndex == 17) { rot->x += this->unk_200.y; rot->y += this->unk_200.z; rot->z += this->unk_200.x; } } else { rot->x += this->unk_206.y; rot->y += this->unk_206.x; rot->z += this->unk_206.z; } return 0; } void EnZl1_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Vec3f vec = { 0.0f, 0.0f, 0.0f }; EnZl1* this = (EnZl1*)thisx; if (limbIndex == 17) { Matrix_MultVec3f(&vec, &this->actor.focus.pos); } } void EnZl1_Draw(Actor* thisx, GlobalContext* globalCtx) { EnZl1* this = (EnZl1*)thisx; OPEN_DISPS(globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(this->unk_1F4)); gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(this->unk_1F8)); gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(this->unk_1EC)); func_80093D18(globalCtx->state.gfxCtx); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnZl1_OverrideLimbDraw, EnZl1_PostLimbDraw, this); CLOSE_DISPS(globalCtx->state.gfxCtx); }