910 lines
35 KiB
C
910 lines
35 KiB
C
/*
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* File: z_en_bw.c
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* Overlay: ovl_En_Bw
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* Description: Torch slug
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*/
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#include "z_en_bw.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_bw/object_bw.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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void EnBw_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBw_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnBw_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnBw_Reset(void);
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void func_809CE884(EnBw* this, GlobalContext* globalCtx);
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void func_809CE9A8(EnBw* this);
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void func_809CEA24(EnBw* this, GlobalContext* globalCtx);
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void func_809CF72C(EnBw* this);
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void func_809CF7AC(EnBw* this, GlobalContext* globalCtx);
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void func_809CF8F0(EnBw* this);
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void func_809CF984(EnBw* this, GlobalContext* globalCtx);
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void func_809CFBA8(EnBw* this);
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void func_809CFC4C(EnBw* this, GlobalContext* globalCtx);
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void func_809CFF10(EnBw* this);
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void func_809CFF98(EnBw* this, GlobalContext* globalCtx);
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void func_809D00F4(EnBw* this);
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void func_809D014C(EnBw* this, GlobalContext* globalCtx);
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void func_809D01CC(EnBw* this);
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void func_809D0268(EnBw* this, GlobalContext* globalCtx);
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void func_809D03CC(EnBw* this);
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void func_809D0424(EnBw* this, GlobalContext* globalCtx);
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const ActorInit En_Bw_InitVars = {
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ACTOR_EN_BW,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_BW,
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sizeof(EnBw),
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(ActorFunc)EnBw_Init,
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(ActorFunc)EnBw_Destroy,
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(ActorFunc)EnBw_Update,
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(ActorFunc)EnBw_Draw,
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(ActorResetFunc)EnBw_Reset,
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};
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static ColliderCylinderInit sCylinderInit1 = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x01, 0x08 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 30, 65, 0, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sCylinderInit2 = {
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 30, 35, 0, { 0, 0, 0 } },
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};
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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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(0, 0x1),
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/* Kokiri sword */ DMG_ENTRY(0, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(2, 0xF),
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/* Ice arrow */ DMG_ENTRY(4, 0xE),
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/* Light arrow */ DMG_ENTRY(2, 0xF),
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/* Unk arrow 1 */ DMG_ENTRY(2, 0xF),
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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(0, 0x6),
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/* Ice magic */ DMG_ENTRY(3, 0xE),
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/* Light magic */ DMG_ENTRY(0, 0x6),
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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, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(2, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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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(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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s32 sSlugGroup = 0;
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void EnBw_SetupAction(EnBw* this, EnBwActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBw* this = (EnBw*)thisx;
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Actor_SetScale(&this->actor, 0.012999999f);
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this->actor.naviEnemyId = 0x23;
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this->actor.gravity = -2.0f;
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SkelAnime_Init(globalCtx, &this->skelAnime, &object_bw_Skel_0020F0, &object_bw_Anim_000228, this->jointTable,
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this->morphTable, 12);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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this->actor.colChkInfo.health = 6;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.focus.pos = this->actor.world.pos;
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func_809CE9A8(this);
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this->color1.a = this->color1.r = 255;
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this->color1.g = this->color1.b = 0;
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this->unk_248 = 0.6f;
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this->unk_221 = 3;
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Collider_InitCylinder(globalCtx, &this->collider1);
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//! this->collider2 should have Init called on it, but it doesn't matter since the heap is zeroed before use.
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Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit1);
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Collider_SetCylinder(globalCtx, &this->collider2, &this->actor, &sCylinderInit2);
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this->unk_236 = this->actor.world.rot.y;
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this->actor.params = sSlugGroup;
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sSlugGroup = (sSlugGroup + 1) & 3;
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}
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void EnBw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnBw* this = (EnBw*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->collider1);
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Collider_DestroyCylinder(globalCtx, &this->collider2);
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}
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void func_809CE884(EnBw* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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this->unk_222 -= 250;
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this->actor.scale.x = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
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this->actor.scale.y = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
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this->actor.scale.z = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0069999998f;
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if (this->unk_222 == 0) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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func_809CE9A8(this);
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}
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}
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void func_809CE9A8(EnBw* this) {
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Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_000228, -2.0f);
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this->unk_220 = 2;
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this->unk_222 = Rand_ZeroOne() * 200.0f + 200.0f;
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this->unk_232 = 0;
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this->actor.speedXZ = 0.0f;
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EnBw_SetupAction(this, func_809CEA24);
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}
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void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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CollisionPoly* sp74 = NULL;
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Vec3f sp68;
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u32 sp64 = 0;
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s16 sp62;
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s16 sp60;
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f32 sp5C;
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f32 sp58;
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Player* player = GET_PLAYER(globalCtx);
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Player* player2 = GET_PLAYER(globalCtx);
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SkelAnime_Update(&this->skelAnime);
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this->unk_244 = this->unk_250 + 0.1f;
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sp58 = Math_CosF(this->unk_240);
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this->unk_240 += this->unk_244;
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if (this->unk_24C < 0.8f) {
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this->unk_24C += 0.1f;
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}
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this->actor.scale.x = 0.013f - Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
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this->actor.scale.y = 0.013f - Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
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this->actor.scale.z = 0.013f + Math_SinF(this->unk_240) * (this->unk_24C * 0.004f);
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sp5C = Math_CosF(this->unk_240);
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if (this->unk_232 == 0) {
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if (ABS(sp58) < ABS(sp5C)) {
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this->unk_232++;
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}
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} else {
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if (ABS(sp58) > ABS(sp5C)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_WALK);
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this->unk_232 = 0;
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}
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}
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sp5C *= this->unk_24C * (10.0f * this->unk_244);
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this->actor.speedXZ = ABS(sp5C);
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if (this->unk_221 != 1) {
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sp58 = Math_SinF(this->unk_240);
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sp60 = ABS(sp58) * 85.0f;
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this->color1.g = sp60;
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}
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if ((((globalCtx->gameplayFrames % 4) == (u32)this->actor.params) && (this->actor.speedXZ != 0.0f) &&
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(sp64 = BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->actor.world.pos, &this->unk_264, &sp68, &sp74, 1, 0, 0,
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1))) ||
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(this->unk_222 == 0)) {
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if (sp74 != NULL) {
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sp74 = SEGMENTED_TO_VIRTUAL(sp74);
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sp62 = Math_FAtan2F(sp74->normal.x, sp74->normal.z) * ((f32)0x8000 / M_PI);
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} else {
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sp62 = this->actor.world.rot.y + 0x8000;
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}
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if ((this->unk_236 != sp62) || (sp64 == 0)) {
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if (BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->unk_270, &this->unk_288, &sp68, &sp74, 1, 0, 0, 1)) {
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sp64 |= 2;
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}
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if (BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->unk_270, &this->unk_27C, &sp68, &sp74, 1, 0, 0, 1)) {
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sp64 |= 4;
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}
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switch (sp64) {
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case 0:
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this->unk_236 += this->unk_238;
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case 1:
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if (this->unk_221 == 3) {
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if (globalCtx->gameplayFrames & 2) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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} else {
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if ((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y) >= 0.0f) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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if (this->unk_221 == 1) {
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this->unk_238 = -this->unk_238;
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}
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}
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break;
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case 2:
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this->unk_236 += this->unk_238;
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case 3:
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this->unk_238 = 0x4000;
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break;
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case 4:
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this->unk_236 += this->unk_238;
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case 5:
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this->unk_238 = -0x4000;
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break;
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case 7:
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this->unk_238 = 0;
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break;
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}
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if (sp64 != 6) {
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this->unk_236 = sp62;
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}
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this->unk_222 = (Rand_ZeroOne() * 200.0f) + 200.0f;
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}
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} else if ((this->actor.speedXZ != 0.0f) && (this->actor.bgCheckFlags & 8)) {
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if (this->unk_236 != this->actor.wallYaw) {
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sp64 = 1;
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this->unk_236 = this->actor.wallYaw;
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if (this->unk_221 == 3) {
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if (globalCtx->gameplayFrames & 0x20) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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this->actor.bgCheckFlags &= ~8;
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this->unk_222 = (Rand_ZeroOne() * 20.0f) + 160.0f;
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} else {
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if ((s16)(this->actor.yawTowardsPlayer - this->unk_236) >= 0) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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if (this->unk_221 == 1) {
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this->unk_238 = -this->unk_238;
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}
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}
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} else if (this->unk_221 == 0) {
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sp64 = BgCheck_AnyLineTest2(&globalCtx->colCtx, &this->actor.world.pos, &player->actor.world.pos, &sp68,
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&sp74, 1, 0, 0, 1);
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if (sp64 != 0) {
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sp74 = SEGMENTED_TO_VIRTUAL(sp74);
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sp60 = Math_FAtan2F(sp74->normal.x, sp74->normal.z) * ((f32)0x8000 / M_PI);
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if (this->unk_236 != sp60) {
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if ((s16)(this->actor.yawTowardsPlayer - sp60) >= 0) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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this->unk_236 = sp60;
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}
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}
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}
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}
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this->unk_222--;
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if (this->unk_224 != 0) {
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this->unk_224--;
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}
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if ((this->unk_234 == 0) &&
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!Actor_TestFloorInDirection(&this->actor, globalCtx, 50.0f, this->unk_236 + this->unk_238)) {
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if (this->unk_238 != 0x4000) {
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this->unk_238 = 0x4000;
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} else {
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this->unk_238 = -0x4000;
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}
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}
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switch (this->unk_221) {
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case 3:
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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if ((this->unk_224 == 0) && (this->actor.xzDistToPlayer < 200.0f) &&
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(ABS(this->actor.yDistToPlayer) < 50.0f) && Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
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func_809CF72C(this);
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} else {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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}
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break;
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case 0:
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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if (sp64 == 0) {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1,
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this->actor.speedXZ * 1000.0f, 0);
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if ((this->actor.xzDistToPlayer < 90.0f) && (this->actor.yDistToPlayer < 50.0f) &&
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Actor_IsFacingPlayer(&this->actor, 0x1554) &&
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Actor_TestFloorInDirection(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsPlayer)) {
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func_809CF8F0(this);
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}
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} else {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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}
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if ((this->unk_224 == 0) || (ABS(this->actor.yDistToPlayer) > 60.0f) || (player2->stateFlags1 & 0x6000)) {
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this->unk_221 = 3;
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this->unk_224 = 150;
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this->unk_250 = 0.0f;
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}
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break;
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case 1:
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if (((sp64 == 0) && !(this->actor.bgCheckFlags & 8)) || Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
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if (Actor_IsFacingPlayer(&this->actor, 0x1C70)) {
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this->unk_238 = -this->unk_238;
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}
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer - 0x8000, 1,
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this->actor.speedXZ * 1000.0f, 0);
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} else {
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Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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}
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if (this->unk_224 <= 200) {
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sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 55.0f;
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this->color1.r = 255 - ABS(sp60);
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sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 115.0f;
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this->color1.g = ABS(sp60) + 85;
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sp60 = Math_SinS(0x960 - this->unk_224) * 255.0f;
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this->color1.b = ABS(sp60);
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if (this->unk_224 == 0) {
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this->unk_221 = 3;
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this->unk_250 = 0.0f;
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}
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}
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break;
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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void func_809CF72C(EnBw* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_0021A0, -2.0f);
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this->unk_220 = 3;
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this->unk_221 = 0;
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this->unk_250 = 0.6f;
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this->unk_222 = 20;
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this->unk_224 = 0xBB8;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_AIM);
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EnBw_SetupAction(this, func_809CF7AC);
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}
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void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
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if (SkelAnime_Update(&this->skelAnime)) {
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if (this->unk_222 > 0) {
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this->unk_222--;
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} else {
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this->unk_222 = 100;
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|
}
|
|
}
|
|
if (this->unk_222 >= 20) {
|
|
this->unk_224 -= 250;
|
|
}
|
|
this->actor.scale.x = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0034999999f;
|
|
this->actor.scale.y = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0245f;
|
|
this->actor.scale.z = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0034999999f;
|
|
if (this->unk_224 == 0) {
|
|
func_809CE9A8(this);
|
|
this->unk_224 = 200;
|
|
}
|
|
}
|
|
|
|
void func_809CF8F0(EnBw* this) {
|
|
Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
|
|
this->actor.speedXZ = 7.0f;
|
|
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
|
this->unk_220 = 4;
|
|
this->unk_222 = 1000;
|
|
this->actor.velocity.y = 11.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_JUMP);
|
|
this->actor.flags |= ACTOR_FLAG_24;
|
|
EnBw_SetupAction(this, func_809CF984);
|
|
}
|
|
|
|
void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
|
|
Player* player = GET_PLAYER(globalCtx);
|
|
s32 floorPolyType;
|
|
|
|
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
|
|
this->unk_222 += 250;
|
|
this->actor.scale.x = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
|
|
this->actor.scale.y = 0.013f + Math_SinF(this->unk_222 * 0.001f) * 0.0245f;
|
|
this->actor.scale.z = 0.013f - Math_SinF(this->unk_222 * 0.001f) * 0.0034999999f;
|
|
if (this->collider1.base.atFlags & AT_HIT) {
|
|
this->collider1.base.atFlags &= ~AT_HIT;
|
|
this->actor.speedXZ = -6.0f;
|
|
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
|
if ((&player->actor == this->collider1.base.at) && !(this->collider1.base.atFlags & AT_BOUNCED)) {
|
|
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
|
|
}
|
|
}
|
|
SkelAnime_Update(&this->skelAnime);
|
|
if (this->actor.bgCheckFlags & 3) {
|
|
floorPolyType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
|
|
if ((floorPolyType == 2) || (floorPolyType == 3) || (floorPolyType == 9)) {
|
|
Actor_Kill(&this->actor);
|
|
return;
|
|
}
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
|
|
this->unk_222 = 3000;
|
|
this->actor.flags &= ~ACTOR_FLAG_24;
|
|
this->actor.speedXZ = 0.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
EnBw_SetupAction(this, func_809CE884);
|
|
}
|
|
}
|
|
|
|
void func_809CFBA8(EnBw* this) {
|
|
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
|
|
this->unk_220 = 5;
|
|
this->unk_222 = 1000;
|
|
this->unk_260 = 0.0f;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->actor.velocity.y = 11.0f;
|
|
this->unk_25C = Rand_ZeroOne() * 0.25f + 1.0f;
|
|
this->unk_224 = 0xBB8;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
|
EnBw_SetupAction(this, func_809CFC4C);
|
|
}
|
|
|
|
void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.z, 0x7FFF, 1, 0xFA0, 0);
|
|
Math_SmoothStepToF(&this->unk_248, 0.0f, 1.0f, 0.05f, 0.0f);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
if (this->actor.bgCheckFlags & 3) {
|
|
if ((globalCtx->gameplayFrames % 0x80) == 0) {
|
|
this->unk_25C = (Rand_ZeroOne() * 0.25f) + 0.7f;
|
|
}
|
|
this->unk_221 = 4;
|
|
this->unk_258 += this->unk_25C;
|
|
Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
|
|
if (this->actor.bgCheckFlags & 2) {
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
}
|
|
if (this->unk_224 != 0) {
|
|
this->unk_224 -= 250;
|
|
this->actor.scale.x = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
|
|
this->actor.scale.y = 0.013f - Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
|
|
this->actor.scale.z = 0.013f + Math_SinF(this->unk_224 * 0.001f) * 0.0069999998f;
|
|
}
|
|
this->unk_222--;
|
|
if (this->unk_222 == 0) {
|
|
func_809CFF10(this);
|
|
}
|
|
} else {
|
|
this->color1.r -= 8;
|
|
this->color1.g += 32;
|
|
if (this->color1.r < 200) {
|
|
this->color1.r = 200;
|
|
}
|
|
if (this->color1.g > 200) {
|
|
this->color1.g = 200;
|
|
}
|
|
if (this->color1.b > 235) {
|
|
this->color1.b = 255;
|
|
} else {
|
|
this->color1.b += 40;
|
|
}
|
|
if (this->actor.shape.yOffset < 1000.0f) {
|
|
this->actor.shape.yOffset += 200.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_809CFF10(EnBw* this) {
|
|
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
|
|
this->unk_220 = 6;
|
|
this->unk_222 = 1000;
|
|
this->unk_221 = 3;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->actor.velocity.y = 11.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_REVERSE);
|
|
this->actor.bgCheckFlags &= ~1;
|
|
EnBw_SetupAction(this, func_809CFF98);
|
|
}
|
|
|
|
void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
|
|
Math_SmoothStepToS(&this->actor.shape.rot.z, 0, 1, 0xFA0, 0);
|
|
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
|
|
SkelAnime_Update(&this->skelAnime);
|
|
if (this->actor.bgCheckFlags & 3) {
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
|
|
this->unk_222 = 0xBB8;
|
|
this->unk_250 = 0.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
|
EnBw_SetupAction(this, func_809CE884);
|
|
}
|
|
if (this->color1.r < 247) {
|
|
this->color1.r += 8;
|
|
} else {
|
|
this->color1.r = 255;
|
|
}
|
|
if (this->color1.g < 32) {
|
|
this->color1.g = 0;
|
|
} else {
|
|
this->color1.g -= 32;
|
|
}
|
|
if (this->color1.b < 40) {
|
|
this->color1.b = 0;
|
|
} else {
|
|
this->color1.b -= 40;
|
|
}
|
|
if (this->actor.shape.yOffset > 0.0f) {
|
|
this->actor.shape.yOffset -= 200.0f;
|
|
}
|
|
}
|
|
|
|
void func_809D00F4(EnBw* this) {
|
|
this->unk_220 = 0;
|
|
this->unk_222 = 40;
|
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
|
this->actor.speedXZ = 0.0f;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);
|
|
EnBw_SetupAction(this, func_809D014C);
|
|
}
|
|
|
|
void func_809D014C(EnBw* this, GlobalContext* globalCtx) {
|
|
if (this->unk_230) {
|
|
this->actor.scale.x += 0.0002f;
|
|
this->actor.scale.y -= 0.0002f;
|
|
this->actor.scale.z += 0.0002f;
|
|
}
|
|
this->actor.shape.shadowAlpha = this->color1.a -= 6;
|
|
this->unk_222--;
|
|
if (this->unk_222 <= 0) {
|
|
Actor_Kill(&this->actor);
|
|
}
|
|
}
|
|
|
|
void func_809D01CC(EnBw* this) {
|
|
this->unk_220 = 1;
|
|
this->actor.speedXZ = 0.0f;
|
|
this->unk_25C = (Rand_ZeroOne() * 0.25f) + 1.0f;
|
|
this->unk_260 = 0.0f;
|
|
if (this->damageEffect == 0xE) {
|
|
this->iceTimer = 0x50;
|
|
}
|
|
this->unk_222 = (this->actor.colorFilterParams & 0x4000) ? 25 : 80;
|
|
EnBw_SetupAction(this, func_809D0268);
|
|
}
|
|
|
|
void func_809D0268(EnBw* this, GlobalContext* globalCtx) {
|
|
this->color1.r -= 1;
|
|
this->color1.g += 4;
|
|
this->color1.b += 5;
|
|
if (this->color1.r < 200) {
|
|
this->color1.r = 200;
|
|
}
|
|
if (this->color1.g > 200) {
|
|
this->color1.g = 200;
|
|
}
|
|
if (this->color1.b > 230) {
|
|
this->color1.b = 230;
|
|
}
|
|
if (this->actor.colorFilterParams & 0x4000) {
|
|
if ((globalCtx->gameplayFrames % 0x80) == 0) {
|
|
this->unk_25C = 0.5f + Rand_ZeroOne() * 0.25f;
|
|
}
|
|
this->unk_258 += this->unk_25C;
|
|
Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
|
|
}
|
|
this->unk_222--;
|
|
if (this->unk_222 == 0) {
|
|
func_809CE9A8(this);
|
|
this->color1.r = this->color1.g = 200;
|
|
this->color1.b = 255;
|
|
this->unk_224 = 0x258;
|
|
this->unk_221 = 1;
|
|
this->unk_250 = 0.7f;
|
|
this->unk_236++;
|
|
}
|
|
}
|
|
|
|
void func_809D03CC(EnBw* this) {
|
|
this->actor.speedXZ = 0.0f;
|
|
if (this->damageEffect == 0xE) {
|
|
this->iceTimer = 32;
|
|
}
|
|
this->unk_23C = this->actor.colorFilterTimer;
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
|
|
EnBw_SetupAction(this, func_809D0424);
|
|
}
|
|
|
|
void func_809D0424(EnBw* this, GlobalContext* globalCtx) {
|
|
if (this->actor.colorFilterTimer == 0) {
|
|
this->unk_23C = 0;
|
|
if (this->actor.colChkInfo.health != 0) {
|
|
if ((this->unk_220 != 5) && (this->unk_220 != 6)) {
|
|
func_809CE9A8(this);
|
|
this->color1.r = this->color1.g = 200;
|
|
this->color1.b = 255;
|
|
this->unk_224 = 0x258;
|
|
this->unk_221 = 1;
|
|
this->unk_250 = 0.7f;
|
|
this->unk_236++;
|
|
} else if (this->unk_220 != 5) {
|
|
EnBw_SetupAction(this, func_809CFF98);
|
|
} else {
|
|
func_809CFF10(this);
|
|
}
|
|
} else {
|
|
if (func_800355E4(globalCtx, &this->collider2.base)) {
|
|
this->unk_230 = 0;
|
|
this->actor.scale.y -= 0.009f;
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
|
|
} else {
|
|
this->unk_230 = 1;
|
|
}
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
|
|
func_809D00F4(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
|
|
if ((this->actor.bgCheckFlags & 0x10) && (this->actor.bgCheckFlags & 1)) {
|
|
this->unk_230 = 0;
|
|
this->actor.scale.y -= 0.009f;
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
|
|
func_809D00F4(this);
|
|
} else {
|
|
if (this->collider2.base.acFlags & AC_HIT) {
|
|
this->collider2.base.acFlags &= ~AC_HIT;
|
|
if ((this->actor.colChkInfo.damageEffect == 0) || (this->unk_220 == 6)) {
|
|
return;
|
|
}
|
|
this->damageEffect = this->actor.colChkInfo.damageEffect;
|
|
Actor_SetDropFlag(&this->actor, &this->collider2.info, 0);
|
|
if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) {
|
|
if (this->unk_23C == 0) {
|
|
Actor_ApplyDamage(&this->actor);
|
|
Actor_SetColorFilter(&this->actor, 0, 0x78, 0, 0x50);
|
|
func_809D03CC(this);
|
|
this->unk_248 = 0.0f;
|
|
}
|
|
return;
|
|
}
|
|
if (this->unk_248 == 0.0f) {
|
|
Actor_ApplyDamage(&this->actor);
|
|
}
|
|
if (((this->unk_221 == 1) || (this->unk_221 == 4)) && (this->actor.colChkInfo.health == 0)) {
|
|
if (this->unk_220 != 0) {
|
|
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
|
if (func_800355E4(globalCtx, &this->collider2.base)) {
|
|
this->unk_230 = 0;
|
|
this->actor.scale.y -= 0.009f;
|
|
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0,
|
|
0, 0);
|
|
} else {
|
|
this->unk_230 = 1;
|
|
}
|
|
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
|
|
func_809D00F4(this);
|
|
}
|
|
} else if ((this->unk_220 != 1) && (this->unk_220 != 6)) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLEWALK_DAMAGE);
|
|
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
|
if (this->unk_220 != 5) {
|
|
func_809D01CC(this);
|
|
}
|
|
this->unk_248 = 0.0f;
|
|
}
|
|
}
|
|
if ((globalCtx->actorCtx.unk_02 != 0) && (this->actor.xzDistToPlayer <= 400.0f) &&
|
|
(this->actor.bgCheckFlags & 1)) {
|
|
if (this->unk_220 == 5) {
|
|
this->unk_23C = 0;
|
|
func_809CFF10(this);
|
|
} else if (this->unk_220 != 0) {
|
|
this->unk_23C = 0;
|
|
func_809CFBA8(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|
GlobalContext* globalCtx = globalCtx2;
|
|
EnBw* this = (EnBw*)thisx;
|
|
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
|
|
Vec3f accel = { 0.0f, 0.0f, 0.0f };
|
|
s32 pad[3]; // probably an unused Vec3f
|
|
Color_RGBA8 sp50 = { 255, 200, 0, 255 };
|
|
Color_RGBA8 sp4C = { 255, 80, 0, 255 };
|
|
Color_RGBA8 sp48 = { 0, 0, 0, 255 };
|
|
Color_RGBA8 sp44 = { 0, 0, 0, 220 };
|
|
|
|
func_809D0584(this, globalCtx);
|
|
if (thisx->colChkInfo.damageEffect != 6) {
|
|
this->actionFunc(this, globalCtx);
|
|
if (this->unk_23C == 0) {
|
|
this->unk_23A = (this->unk_23A + 4) & 0x7F;
|
|
}
|
|
if ((globalCtx->gameplayFrames & this->unk_221) == 0) {
|
|
accel.y = -3.0f;
|
|
velocity.x = Rand_CenteredFloat(this->unk_248 * 24.0f);
|
|
velocity.y = this->unk_248 * 30.0f;
|
|
velocity.z = Rand_CenteredFloat(this->unk_248 * 24.0f);
|
|
accel.x = velocity.x * -0.075f;
|
|
accel.z = velocity.z * -0.075f;
|
|
func_8002836C(globalCtx, &thisx->world.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
|
|
}
|
|
if (this->unk_248 <= 0.4f) {
|
|
this->collider1.info.toucher.effect = 0;
|
|
if (((globalCtx->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
|
|
accel.y = -0.1f;
|
|
velocity.x = Rand_CenteredFloat(4.0f);
|
|
velocity.y = Rand_CenteredFloat(2.0f) + 6.0f;
|
|
velocity.z = Rand_CenteredFloat(4.0f);
|
|
accel.x = velocity.x * -0.1f;
|
|
accel.z = velocity.z * -0.1f;
|
|
Rand_CenteredFloat(4.0f);
|
|
Rand_CenteredFloat(4.0f);
|
|
sp48.a = this->color1.a;
|
|
if (sp48.a >= 30) {
|
|
sp44.a = sp48.a - 30;
|
|
} else {
|
|
sp44.a = 0;
|
|
}
|
|
func_8002836C(globalCtx, &thisx->world.pos, &velocity, &accel, &sp48, &sp44, 0xB4, 0x28,
|
|
20.0f - (this->unk_248 * 40.0f));
|
|
}
|
|
} else {
|
|
this->collider1.info.toucher.effect = 1;
|
|
}
|
|
|
|
this->unk_234 = Actor_TestFloorInDirection(thisx, globalCtx, 50.0f, thisx->world.rot.y);
|
|
if ((this->unk_220 == 4) || (this->unk_220 == 6) || (this->unk_220 == 5) || (this->unk_220 == 1) ||
|
|
(this->unk_234 != 0)) {
|
|
Actor_MoveForward(thisx);
|
|
}
|
|
Actor_UpdateBgCheckInfo(globalCtx, thisx, 20.0f, 30.0f, 21.0f, 0x1F);
|
|
}
|
|
Collider_UpdateCylinder(thisx, &this->collider2);
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
|
if ((this->unk_220 != 0) && ((thisx->colorFilterTimer == 0) || !(thisx->colorFilterParams & 0x4000))) {
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
|
}
|
|
if ((this->unk_221 != 1) && (this->unk_220 < 5) && (this->unk_248 > 0.4f)) {
|
|
Collider_UpdateCylinder(thisx, &this->collider1);
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
|
|
}
|
|
thisx->focus.pos = thisx->world.pos;
|
|
thisx->focus.pos.y += 5.0f;
|
|
}
|
|
|
|
s32 EnBw_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
|
|
Gfx** gfx) {
|
|
EnBw* this = (EnBw*)thisx;
|
|
|
|
if (limbIndex == 1) {
|
|
gSPSegment((*gfx)++, 0x09,
|
|
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
|
|
if ((this->unk_220 == 1) || (this->unk_220 == 5)) {
|
|
Matrix_Push();
|
|
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
|
|
Matrix_RotateX(this->unk_258 * 0.115f, MTXMODE_APPLY);
|
|
Matrix_RotateY(this->unk_258 * 0.13f, MTXMODE_APPLY);
|
|
Matrix_RotateZ(this->unk_258 * 0.1f, MTXMODE_APPLY);
|
|
Matrix_Scale(1.0f - this->unk_260, 1.0f + this->unk_260, 1.0f - this->unk_260, MTXMODE_APPLY);
|
|
Matrix_RotateZ(-(this->unk_258 * 0.1f), MTXMODE_APPLY);
|
|
Matrix_RotateY(-(this->unk_258 * 0.13f), MTXMODE_APPLY);
|
|
Matrix_RotateX(-(this->unk_258 * 0.115f), MTXMODE_APPLY);
|
|
gSPMatrix((*gfx)++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bw.c", 1388),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList((*gfx)++, *dList);
|
|
Matrix_Pop();
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static Vec3f sIceOffsets[] = {
|
|
{ 20.0f, 10.0f, 0.0f }, { -20.0f, 10.0f, 0.0f }, { 0.0f, 10.0f, -25.0f }, { 10.0f, 0.0f, 15.0f },
|
|
{ 10.0f, 0.0f, -15.0f }, { 0.0f, 10.0f, 25.0f }, { -10.0f, 0.0f, 15.0f }, { -10.0f, 0.0f, -15.0f },
|
|
};
|
|
|
|
void EnBw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
|
|
Vec3f spAC = { 0.0f, 0.0f, 0.0f };
|
|
GlobalContext* globalCtx = globalCtx2;
|
|
EnBw* this = (EnBw*)thisx;
|
|
Vec3f icePos;
|
|
s32 iceIndex;
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bw.c", 1423);
|
|
|
|
if (this->color1.a == 0xFF) {
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
gDPSetEnvColor(POLY_OPA_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
|
|
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
|
|
POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
|
EnBw_OverrideLimbDraw, NULL, this, POLY_OPA_DISP);
|
|
} else {
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
gDPPipeSync(POLY_XLU_DISP++);
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->color1.a);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, this->color1.r, this->color1.g, this->color1.b, this->color1.a);
|
|
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
|
|
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
|
EnBw_OverrideLimbDraw, NULL, this, POLY_XLU_DISP);
|
|
}
|
|
|
|
if (((globalCtx->gameplayFrames + 1) % 4) == (u32)thisx->params) {
|
|
spAC.z = thisx->scale.z * 375000.0f;
|
|
Matrix_MultVec3f(&spAC, &this->unk_264);
|
|
spAC.z = thisx->scale.z * 150000.0f;
|
|
Matrix_MultVec3f(&spAC, &this->unk_270);
|
|
spAC.x = thisx->scale.x * 550000.0f;
|
|
Matrix_MultVec3f(&spAC, &this->unk_288);
|
|
spAC.x = -spAC.x;
|
|
Matrix_MultVec3f(&spAC, &this->unk_27C);
|
|
}
|
|
|
|
Matrix_Translate(thisx->world.pos.x, thisx->world.pos.y + ((thisx->scale.y - 0.013f) * 1000.0f), thisx->world.pos.z,
|
|
MTXMODE_NEW);
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
|
|
|
gSPSegment(POLY_XLU_DISP++, 0x08,
|
|
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
|
(globalCtx->gameplayFrames * -20) % 0x200, 0x20, 0x80));
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
|
|
Matrix_Scale(this->unk_248 * 0.01f, this->unk_248 * 0.01f, this->unk_248 * 0.01f, MTXMODE_APPLY);
|
|
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
|
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bw.c", 1500),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
|
|
|
|
if (this->iceTimer != 0) {
|
|
thisx->colorFilterTimer++;
|
|
this->iceTimer--;
|
|
if ((this->iceTimer & 3) == 0) {
|
|
iceIndex = this->iceTimer >> 2;
|
|
|
|
icePos.x = sIceOffsets[iceIndex].x + thisx->world.pos.x;
|
|
icePos.y = sIceOffsets[iceIndex].y + thisx->world.pos.y;
|
|
icePos.z = sIceOffsets[iceIndex].z + thisx->world.pos.z;
|
|
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, thisx, &icePos, 0x96, 0x96, 0x96, 0xFA, 0xEB, 0xF5, 0xFF, 1.3f);
|
|
}
|
|
}
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_bw.c", 1521);
|
|
}
|
|
|
|
void EnBw_Reset(void) {
|
|
sSlugGroup = 0;
|
|
} |