mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
505 lines
18 KiB
C
505 lines
18 KiB
C
/*
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* File: z_en_sb.c
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* Overlay: ovl_En_Sb
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* Description: Shellblade
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*/
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#include "z_en_sb.h"
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#include "vt.h"
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#include "objects/object_sb/object_sb.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
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void EnSb_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnSb_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnSb_SetupWaitClosed(EnSb* this);
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void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx);
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void EnSb_Open(EnSb* this, GlobalContext* globalCtx);
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void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx);
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void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx);
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void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx);
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void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx);
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void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx);
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const ActorInit En_Sb_InitVars = {
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ACTOR_EN_SB,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_SB,
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sizeof(EnSb),
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(ActorFunc)EnSb_Init,
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(ActorFunc)EnSb_Destroy,
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(ActorFunc)EnSb_Update,
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(ActorFunc)EnSb_Draw,
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NULL,
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};
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static ColliderCylinderInitType1 sCylinderInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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COLSHAPE_CYLINDER,
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},
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{ 0x00, { 0xFFCFFFFF, 0x04, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
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{ 30, 40, 0, { 0, 0, 0 } },
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};
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static DamageTable sDamageTable[] = {
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(0, 0x0),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0xF),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(2, 0xF),
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/* Hammer swing */ DMG_ENTRY(2, 0xF),
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/* Hookshot */ DMG_ENTRY(2, 0x1),
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/* Kokiri sword */ DMG_ENTRY(1, 0xD),
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/* Master sword */ DMG_ENTRY(2, 0xD),
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/* Giant's Knife */ DMG_ENTRY(4, 0xD),
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/* Fire arrow */ DMG_ENTRY(4, 0x2),
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/* Ice arrow */ DMG_ENTRY(2, 0xF),
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/* Light arrow */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xF),
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/* Fire magic */ DMG_ENTRY(4, 0x2),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0xD),
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/* Giant spin */ DMG_ENTRY(4, 0xD),
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/* Master spin */ DMG_ENTRY(2, 0xD),
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/* Kokiri jump */ DMG_ENTRY(2, 0xD),
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/* Giant jump */ DMG_ENTRY(8, 0xD),
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/* Master jump */ DMG_ENTRY(4, 0xD),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(0, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 0x27, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
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};
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static Vec3f sFlamePosOffsets[] = {
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{ 5.0f, 0.0f, 0.0f },
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{ -5.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 5.0f },
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{ 0.0f, 0.0f, -5.0f },
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};
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typedef enum {
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/* 0x00 */ SHELLBLADE_OPEN,
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/* 0x01 */ SHELLBLADE_WAIT_CLOSED,
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/* 0x02 */ SHELLBLADE_WAIT_OPEN,
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/* 0x03 */ SHELLBLADE_LUNGE,
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/* 0x04 */ SHELLBLADE_BOUNCE
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} ShellbladeBehavior;
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void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnSb* this = (EnSb*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = sDamageTable;
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this->actor.colChkInfo.health = 2;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_sb_Skel_002BF0, &object_sb_Anim_000194, NULL, NULL, 0);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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this->isDead = false;
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this->actor.colChkInfo.mass = 0;
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Actor_SetScale(&this->actor, 0.006f);
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this->actor.shape.rot.y = 0;
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this->actor.speedXZ = 0.0f;
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this->actor.gravity = -0.35f;
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this->fire = 0;
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this->hitByWindArrow = false;
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this->actor.velocity.y = -1.0f;
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EnSb_SetupWaitClosed(this);
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}
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void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnSb* this = (EnSb*)thisx;
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SkelAnime_Free(&this->skelAnime, globalCtx);
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
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s32 i;
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if (this->actor.yDistToWater > 0) {
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for (i = 0; i < 10; i++) {
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EffectSsBubble_Spawn(globalCtx, &this->actor.world.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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}
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}
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}
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void EnSb_SetupWaitClosed(EnSb* this) {
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Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_00004C),
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ANIMMODE_ONCE, 0.0f);
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this->behavior = SHELLBLADE_WAIT_CLOSED;
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this->actionFunc = EnSb_WaitClosed;
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}
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void EnSb_SetupOpen(EnSb* this) {
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Animation_Change(&this->skelAnime, &object_sb_Anim_000194, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_000194),
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ANIMMODE_ONCE, 0.0f);
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this->behavior = SHELLBLADE_OPEN;
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this->actionFunc = EnSb_Open;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
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}
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void EnSb_SetupWaitOpen(EnSb* this) {
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Animation_Change(&this->skelAnime, &object_sb_Anim_002C8C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_002C8C),
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ANIMMODE_LOOP, 0.0f);
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this->behavior = SHELLBLADE_WAIT_OPEN;
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this->actionFunc = EnSb_WaitOpen;
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}
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void EnSb_SetupLunge(EnSb* this) {
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f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_000124);
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f32 playbackSpeed = this->actor.yDistToWater > 0.0f ? 1.0f : 0.0f;
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Animation_Change(&this->skelAnime, &object_sb_Anim_000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0);
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this->behavior = SHELLBLADE_LUNGE;
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this->actionFunc = EnSb_Lunge;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
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}
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void EnSb_SetupBounce(EnSb* this) {
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Animation_Change(&this->skelAnime, &object_sb_Anim_0000B4, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_0000B4),
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ANIMMODE_ONCE, 0.0f);
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this->behavior = SHELLBLADE_BOUNCE;
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this->actionFunc = EnSb_Bounce;
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}
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void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
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f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_00004C);
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if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
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Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, frameCount, ANIMMODE_ONCE, 0.0f);
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}
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this->behavior = SHELLBLADE_WAIT_CLOSED;
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if (changeSpeed) {
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.speedXZ = -5.0f;
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if (this->actor.velocity.y < 0.0f) {
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this->actor.velocity.y = 2.1f;
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}
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} else {
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this->actor.speedXZ = -6.0f;
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if (this->actor.velocity.y < 0.0f) {
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this->actor.velocity.y = 1.4f;
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}
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}
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}
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this->timer = 60;
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this->actionFunc = EnSb_Cooldown;
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}
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void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
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// always face toward link
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToPlayer <= 160.0f) && (this->actor.xzDistToPlayer > 40.0f)) {
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EnSb_SetupOpen(this);
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}
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}
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void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
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f32 currentFrame = this->skelAnime.curFrame;
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if (Animation_GetLastFrame(&object_sb_Anim_000194) <= currentFrame) {
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this->timer = 15;
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EnSb_SetupWaitOpen(this);
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} else {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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}
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}
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void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
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s16 timer = this->timer;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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if (timer != 0) {
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this->timer = timer - 1;
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} else {
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this->timer = 0;
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this->attackYaw = this->actor.yawTowardsPlayer;
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this->actionFunc = EnSb_TurnAround;
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}
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}
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void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
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s16 invertedYaw;
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invertedYaw = this->attackYaw + 0x8000;
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Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
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if (this->actor.shape.rot.y == invertedYaw) {
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this->actor.world.rot.y = this->attackYaw;
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.velocity.y = 3.0f;
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this->actor.speedXZ = 5.0f;
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this->actor.gravity = -0.35f;
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} else {
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this->actor.velocity.y = 2.0f;
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this->actor.speedXZ = 6.0f;
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this->actor.gravity = -2.0f;
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}
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EnSb_SpawnBubbles(globalCtx, this);
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this->bouncesLeft = 3;
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EnSb_SetupLunge(this);
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// "Attack!!"
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osSyncPrintf("アタァ〜ック!!\n");
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}
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}
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void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
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if ((this->actor.velocity.y <= -0.1f) || ((this->actor.bgCheckFlags & 2))) {
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if (!(this->actor.yDistToWater > 0.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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this->actor.bgCheckFlags = this->actor.bgCheckFlags & ~2;
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EnSb_SetupBounce(this);
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}
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}
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void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
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s32 pad;
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f32 currentFrame;
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f32 frameCount;
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currentFrame = this->skelAnime.curFrame;
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frameCount = Animation_GetLastFrame(&object_sb_Anim_0000B4);
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
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if (currentFrame == frameCount) {
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if (this->bouncesLeft != 0) {
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this->bouncesLeft--;
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this->timer = 1;
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.velocity.y = 3.0f;
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this->actor.speedXZ = 5.0f;
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this->actor.gravity = -0.35f;
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} else {
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this->actor.velocity.y = 2.0f;
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this->actor.speedXZ = 6.0f;
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this->actor.gravity = -2.0f;
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}
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EnSb_SpawnBubbles(globalCtx, this);
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EnSb_SetupLunge(this);
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} else if (this->actor.bgCheckFlags & 1) {
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this->actor.bgCheckFlags &= ~2;
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this->actor.speedXZ = 0.0f;
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this->timer = 1;
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EnSb_SetupWaitClosed(this);
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osSyncPrintf(VT_FGCOL(RED) "攻撃終了!!" VT_RST "\n"); // "Attack Complete!"
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}
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}
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}
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void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx) {
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if (this->timer != 0) {
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this->timer--;
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if (this->actor.bgCheckFlags & 1) {
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this->actor.bgCheckFlags &= ~1;
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this->actor.speedXZ = 0.0f;
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}
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} else {
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if (this->actor.bgCheckFlags & 1) {
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this->actor.bgCheckFlags &= ~1;
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this->actionFunc = EnSb_WaitClosed;
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this->actor.speedXZ = 0.0f;
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}
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}
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}
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s32 EnSb_IsVulnerable(EnSb* this) {
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switch (this->behavior) {
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case SHELLBLADE_OPEN:
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if ((this->skelAnime.curFrame >= 2.0f) && (this->skelAnime.curFrame <= 5.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_WAIT_CLOSED:
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if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 1.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_WAIT_OPEN:
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if ((this->skelAnime.curFrame >= 0.0f) && (this->skelAnime.curFrame <= 19.0f)) {
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return true;
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}
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break;
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case SHELLBLADE_LUNGE:
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if (this->skelAnime.curFrame == 0.0f) {
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return true;
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}
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break;
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case SHELLBLADE_BOUNCE:
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if ((this->skelAnime.curFrame >= 3.0f) && (this->skelAnime.curFrame <= 5.0f)) {
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return true;
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}
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break;
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}
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return false;
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}
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s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
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Vec3f hitPoint;
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f32 hitY;
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s16 yawDiff;
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s32 tookDamage;
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u8 hitByWindArrow;
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// hit box collided, switch to cool down
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if ((this->collider.base.atFlags & AT_HIT)) {
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EnSb_SetupCooldown(this, 1);
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return 1;
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}
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// hurt box collided, take damage if appropriate
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if ((this->collider.base.acFlags & AC_HIT)) {
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hitByWindArrow = false;
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tookDamage = false;
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this->collider.base.acFlags &= ~AC_HIT;
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switch (this->actor.colChkInfo.damageEffect) {
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case 14: // wind arrow
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hitByWindArrow = true;
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case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
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tookDamage = true;
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}
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}
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break;
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case 2: // fire arrow, dins fire
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this->fire = 4;
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
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tookDamage = true;
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break;
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case 1: // hookshot/longshot
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case 13: // all sword damage
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
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tookDamage = true;
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EnSb_SetupCooldown(this, 0);
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}
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}
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break;
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default:
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break;
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}
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if (this->actor.colChkInfo.health == 0) {
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this->hitByWindArrow = hitByWindArrow;
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BodyBreak_Alloc(&this->bodyBreak, 8, globalCtx);
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this->isDead = true;
|
|
Enemy_StartFinishingBlow(globalCtx, &this->actor);
|
|
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EN_SHELL_DEAD);
|
|
return 1;
|
|
}
|
|
|
|
// if player attack didn't do damage, play recoil sound and spawn sparks
|
|
if (!tookDamage) {
|
|
hitPoint.x = this->collider.info.bumper.hitPos.x;
|
|
hitPoint.y = this->collider.info.bumper.hitPos.y;
|
|
hitPoint.z = this->collider.info.bumper.hitPos.z;
|
|
CollisionCheck_SpawnShieldParticlesMetal2(globalCtx, &hitPoint);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnSb* this = (EnSb*)thisx;
|
|
s32 pad;
|
|
|
|
if (this->isDead) {
|
|
if (this->actor.yDistToWater > 0.0f) {
|
|
this->actor.params = 4;
|
|
} else {
|
|
this->actor.params = 1;
|
|
}
|
|
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, this->actor.params)) {
|
|
if (!this->hitByWindArrow) {
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80);
|
|
} else {
|
|
Item_DropCollectible(globalCtx, &this->actor.world.pos, 8);
|
|
}
|
|
Actor_Kill(&this->actor);
|
|
}
|
|
} else {
|
|
Actor_SetFocus(&this->actor, 20.0f);
|
|
Actor_SetScale(&this->actor, 0.006f);
|
|
Actor_MoveForward(&this->actor);
|
|
this->actionFunc(this, globalCtx);
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5);
|
|
EnSb_UpdateDamage(this, globalCtx);
|
|
Collider_UpdateCylinder(&this->actor, &this->collider);
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
}
|
|
}
|
|
|
|
void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
|
EnSb* this = (EnSb*)thisx;
|
|
|
|
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 6, 8, dList, BODYBREAK_OBJECT_DEFAULT);
|
|
}
|
|
|
|
void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnSb* this = (EnSb*)thisx;
|
|
Vec3f flamePos;
|
|
Vec3f* offset;
|
|
s16 fireDecr;
|
|
|
|
func_8002EBCC(&this->actor, globalCtx, 1);
|
|
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
NULL, EnSb_PostLimbDraw, this);
|
|
if (this->fire != 0) {
|
|
this->actor.colorFilterTimer++;
|
|
fireDecr = this->fire - 1;
|
|
// this is intended to draw flames after being burned, but the condition is never met to run this code
|
|
// fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement
|
|
if ((fireDecr & 1) == 0) {
|
|
offset = &sFlamePosOffsets[(fireDecr & 3)];
|
|
flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.x + offset->x);
|
|
flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.y + offset->y);
|
|
flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.z + offset->z);
|
|
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, 100, 0, 0, -1);
|
|
}
|
|
}
|
|
}
|