Shipwright/soh/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c

631 lines
23 KiB
C

/*
* 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);
}