Shipwright/soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c

531 lines
22 KiB
C

/*
* File: z_en_ba.c
* Overlay: ovl_En_Ba
* Description: Tentacle from inside Lord Jabu-Jabu
*/
#include "z_en_ba.h"
#include "objects/object_bxa/object_bxa.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
void EnBa_Init(Actor* thisx, GlobalContext* globalCtx);
void EnBa_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnBa_Update(Actor* thisx, GlobalContext* globalCtx);
void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnBa_SetupIdle(EnBa* this);
void EnBa_SetupFallAsBlob(EnBa* this);
void EnBa_Idle(EnBa* this, GlobalContext* globalCtx);
void EnBa_FallAsBlob(EnBa* this, GlobalContext* globalCtx);
void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx);
void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx);
void EnBa_Die(EnBa* this, GlobalContext* globalCtx);
void EnBa_SetupSwingAtPlayer(EnBa* this);
const ActorInit En_Ba_InitVars = {
ACTOR_EN_BA,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BXA,
sizeof(EnBa),
(ActorFunc)EnBa_Init,
(ActorFunc)EnBa_Destroy,
(ActorFunc)EnBa_Update,
(ActorFunc)EnBa_Draw,
NULL,
};
static Vec3f D_809B8080 = { 0.0f, 0.0f, 32.0f };
static ColliderJntSphElementInit sJntSphElementInit[2] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000010, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 8, { { 0, 0, 0 }, 20 }, 100 },
},
{
{
ELEMTYPE_UNK0,
{ 0x20000000, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ 13, { { 0, 0, 0 }, 25 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HIT0,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_JNTSPH,
},
2,
sJntSphElementInit,
};
void EnBa_SetupAction(EnBa* this, EnBaActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
static Vec3f D_809B80E4 = { 0.01f, 0.01f, 0.01f };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x15, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 2500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
};
void EnBa_Init(Actor* thisx, GlobalContext* globalCtx) {
EnBa* this = (EnBa*)thisx;
Vec3f sp38 = D_809B80E4;
s32 pad;
s16 i;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.world.pos.y = this->actor.home.pos.y + 100.0f;
for (i = 13; i >= 0; i--) {
this->unk_200[i] = sp38;
this->unk_2A8[i].x = -0x4000;
this->unk_158[i] = this->actor.world.pos;
this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f;
}
this->actor.targetMode = 4;
this->upperParams = (thisx->params >> 8) & 0xFF;
thisx->params &= 0xFF;
this->epoch++;
if (this->actor.params < EN_BA_DEAD_BLOB) {
if (Flags_GetSwitch(globalCtx, this->upperParams)) {
Actor_Kill(&this->actor);
return;
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
Actor_SetScale(&this->actor, 0.01f);
EnBa_SetupIdle(this);
this->actor.colChkInfo.health = 4;
this->actor.colChkInfo.mass = MASS_HEAVY;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
} else {
Actor_SetScale(&this->actor, 0.021f);
EnBa_SetupFallAsBlob(this);
}
}
void EnBa_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnBa* this = (EnBa*)thisx;
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnBa_SetupIdle(EnBa* this) {
this->unk_14C = 2;
this->unk_31C = 1500;
this->actor.speedXZ = 10.0f;
EnBa_SetupAction(this, EnBa_Idle);
}
void EnBa_Idle(EnBa* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 i;
s32 pad;
Vec3s sp5C;
if ((this->actor.colChkInfo.mass == MASS_IMMOVABLE) && (this->actor.xzDistToPlayer > 175.0f)) {
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 330.0f, 1.0f, 7.0f, 0.0f);
} else {
this->actor.flags |= ACTOR_FLAG_0;
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 100.0f, 1.0f, 10.0f, 0.0f);
}
this->unk_2FC = this->actor.world.pos;
if (globalCtx->gameplayFrames % 16 == 0) {
this->unk_308.z += Rand_CenteredFloat(180.0f);
this->unk_314 += Rand_CenteredFloat(180.0f);
this->unk_308.x = Math_SinF(this->unk_308.z) * 80.0f;
this->unk_308.y = Math_CosF(this->unk_314) * 80.0f;
}
this->unk_2FC.y -= 448.0f;
this->unk_2FC.x += this->unk_308.x;
this->unk_2FC.z += this->unk_308.y;
func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f);
for (i = 12; i >= 0; i--) {
func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp5C, 0);
Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW);
Matrix_RotateZYX(sp5C.x, sp5C.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i]);
}
func_80035844(&this->unk_158[0], &this->unk_2FC, &sp5C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_2A8[0].y, 3, this->unk_31C, 182);
Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_2A8[0].x, 3, this->unk_31C, 182);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]);
this->unk_2A8[13].y = sp5C.y;
this->unk_2A8[13].x = sp5C.x + 0x8000;
for (i = 0; i < 13; i++) {
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[i + 1].y, 3, this->unk_31C, 182);
Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[i + 1].x, 3, this->unk_31C, 182);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]);
}
this->unk_2A8[13].x = this->unk_2A8[12].x;
this->unk_2A8[13].y = this->unk_2A8[12].y;
if (!(player->stateFlags1 & 0x4000000) && (this->actor.xzDistToPlayer <= 175.0f) &&
(this->actor.world.pos.y == this->actor.home.pos.y + 100.0f)) {
EnBa_SetupSwingAtPlayer(this);
}
}
void EnBa_SetupFallAsBlob(EnBa* this) {
this->unk_14C = 0;
this->actor.speedXZ = Rand_CenteredFloat(8.0f);
this->actor.world.rot.y = Rand_CenteredFloat(65535.0f);
this->unk_318 = 20;
this->actor.gravity = -2.0f;
EnBa_SetupAction(this, EnBa_FallAsBlob);
}
/**
* Action function of the pink fleshy blobs that spawn and fall to the floor when a tentacle dies
*/
void EnBa_FallAsBlob(EnBa* this, GlobalContext* globalCtx) {
if (this->actor.bgCheckFlags & 1) {
this->actor.scale.y -= 0.001f;
this->actor.scale.x += 0.0005f;
this->actor.scale.z += 0.0005f;
this->unk_318--;
if (this->unk_318 == 0) {
Actor_Kill(&this->actor);
}
} else {
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 28.0f, 80.0f, 5);
}
}
void EnBa_SetupSwingAtPlayer(EnBa* this) {
this->unk_14C = 3;
this->unk_318 = 20;
this->unk_31A = 0;
this->unk_31C = 1500;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.speedXZ = 20.0f;
EnBa_SetupAction(this, EnBa_SwingAtPlayer);
}
void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 temp;
s16 i;
Vec3s sp58;
s16 phi_fp;
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 60.0f, 1.0f, 10.0f, 0.0f);
if ((this->actor.xzDistToPlayer <= 175.0f) || (this->unk_31A != 0)) {
if (this->unk_318 == 20) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_UP);
this->unk_31C = 1500;
}
if (this->unk_318 != 0) {
this->unk_31A = 10;
this->unk_318--;
if (this->unk_318 >= 11) {
this->unk_2FC = player->actor.world.pos;
this->unk_2FC.y += 30.0f;
phi_fp = this->actor.yawTowardsPlayer;
} else {
phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_2FC);
}
Math_SmoothStepToS(&this->unk_31C, 1500, 1, 30, 0);
func_80035844(&this->actor.world.pos, &this->unk_158[0], &sp58, 0);
Math_SmoothStepToS(&this->actor.shape.rot.y, sp58.y, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, (sp58.x + 0x8000), 1, this->unk_31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateZYX((this->actor.shape.rot.x - 0x8000), this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]);
for (i = 0; i < 13; i++) {
Math_SmoothStepToS(&this->unk_2A8[i].x, (i * 1200) - 0x4000, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->unk_2A8[i].y, phi_fp, 1, this->unk_31C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX((this->unk_2A8[i].x - 0x8000), this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]);
}
} else {
if (this->unk_31A == 10) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_DOWN);
}
if (this->unk_31A != 0) {
this->unk_31C = 8000;
this->actor.speedXZ = 30.0f;
phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_2FC);
temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, phi_fp, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk_31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, this->unk_158);
for (i = 0; i < 13; i++) {
temp = -Math_CosS(this->unk_31A * 0xCCC) * (i * 1200);
Math_SmoothStepToS(&this->unk_2A8[i].x, temp - 0x4000, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->unk_2A8[i].y, phi_fp, 1, this->unk_31C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]);
}
this->unk_31A--;
} else if ((this->actor.xzDistToPlayer > 175.0f) || (player->stateFlags1 & 0x4000000)) {
EnBa_SetupIdle(this);
} else {
EnBa_SetupSwingAtPlayer(this);
this->unk_318 = 27;
this->unk_31C = 750;
}
}
this->unk_2A8[13].x = this->unk_2A8[12].x;
this->unk_2A8[13].y = this->unk_2A8[12].y;
if (this->collider.base.atFlags & 2) {
this->collider.base.atFlags &= ~2;
if (this->collider.base.at == &player->actor) {
func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
}
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
return;
}
if ((this->actor.xzDistToPlayer > 175.0f) || (player->stateFlags1 & 0x4000000)) {
EnBa_SetupIdle(this);
} else {
EnBa_SetupSwingAtPlayer(this);
this->unk_318 = 27;
this->unk_31C = 750;
}
}
void func_809B7174(EnBa* this) {
this->unk_14C = 1;
this->unk_31C = 1500;
this->unk_318 = 20;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.speedXZ = 10.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_DAMAGE);
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 12);
EnBa_SetupAction(this, EnBa_RecoilFromDamage);
}
void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx) {
s32 i;
Vec3s sp6C;
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 330.0f, 1.0f, 30.0f, 0.0f);
this->unk_2FC = this->actor.world.pos;
if (globalCtx->gameplayFrames % 16 == 0) {
this->unk_308.z += Rand_CenteredFloat(180.0f);
this->unk_314 += Rand_CenteredFloat(180.0f);
this->unk_308.x = Math_SinF(this->unk_308.z) * 80.0f;
this->unk_308.y = Math_CosF(this->unk_314) * 80.0f;
}
this->unk_2FC.y -= 448.0f;
this->unk_2FC.x += this->unk_308.x;
this->unk_2FC.z += this->unk_308.y;
func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f);
for (i = 12; i >= 0; i--) {
func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp6C, 0);
Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW);
Matrix_RotateZYX(sp6C.x, sp6C.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i]);
}
func_80035844(&this->actor.world.pos, &this->unk_158[0], &sp6C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_SmoothStepToS(&this->actor.shape.rot.y, sp6C.y, 3, this->unk_31C, 182);
Math_SmoothStepToS(&this->actor.shape.rot.x, sp6C.x + 0x8000, 3, this->unk_31C, 182);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]);
for (i = 0; i < 13; i++) {
func_80035844(&this->unk_158[i], &this->unk_158[i + 1], &sp6C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Math_SmoothStepToS(&this->unk_2A8[i].y, sp6C.y, 3, this->unk_31C, 182);
Math_SmoothStepToS(&this->unk_2A8[i].x, sp6C.x + 0x8000, 3, this->unk_31C, 182);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]);
}
this->unk_2A8[13].x = this->unk_2A8[12].x;
this->unk_2A8[13].y = this->unk_2A8[12].y;
this->unk_318--;
if (this->unk_318 == 0) {
EnBa_SetupIdle(this);
}
}
void func_809B75A0(EnBa* this, GlobalContext* globalCtx2) {
s16 unk_temp;
s32 i;
Vec3f sp74 = { 0.0f, 0.0f, 0.0f };
GlobalContext* globalCtx = globalCtx2;
this->unk_31C = 2500;
EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_BALINADE_HAND_DEAD, 1, 1, 40);
this->unk_14C = 0;
for (i = 7; i < 14; i++) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BA, this->unk_158[i].x, this->unk_158[i].y,
this->unk_158[i].z, 0, 0, 0, EN_BA_DEAD_BLOB);
}
unk_temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, unk_temp, 1, this->unk_31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]);
this->actor.flags &= ~ACTOR_FLAG_0;
for (i = 5; i < 13; i++) {
Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[5].x, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[5].y, 1, this->unk_31C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&sp74, &this->unk_158[i + 1]);
}
this->unk_31A = 15;
EnBa_SetupAction(this, EnBa_Die);
}
void EnBa_Die(EnBa* this, GlobalContext* globalCtx) {
Vec3f sp6C = { 0.0f, 0.0f, 0.0f };
s16 temp;
s32 i;
if (this->unk_31A != 0) {
this->actor.speedXZ = 30.0f;
this->unk_31C = 8000;
this->actor.world.pos.y += 8.0f;
temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk_31C, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]);
for (i = 0; i < 5; i++) {
temp = -Math_CosS(this->unk_31A * 0x444) * (i * 400);
Math_SmoothStepToS(&this->unk_2A8[i].x, temp - 0x4000, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->unk_2A8[i].y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]);
}
for (i = 5; i < 13; i++) {
Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[5].x, 1, this->unk_31C, 0);
Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[5].y, 1, this->unk_31C, 0);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&sp6C, &this->unk_158[i + 1]);
}
this->unk_31A--;
} else {
Flags_SetSwitch(globalCtx, this->upperParams);
Actor_Kill(&this->actor);
}
}
void EnBa_Update(Actor* thisx, GlobalContext* globalCtx) {
EnBa* this = (EnBa*)thisx;
if ((this->actor.params < EN_BA_DEAD_BLOB) && (this->collider.base.acFlags & 2)) {
this->collider.base.acFlags &= ~2;
this->actor.colChkInfo.health--;
if (this->actor.colChkInfo.health == 0) {
func_809B75A0(this, globalCtx);
} else {
func_809B7174(this);
}
}
this->actionFunc(this, globalCtx);
if (this->actor.params < EN_BA_DEAD_BLOB) {
this->actor.focus.pos = this->unk_158[6];
}
if (this->unk_14C >= 2) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
static void* D_809B8118[] = {
object_bxa_Tex_0024F0,
object_bxa_Tex_0027F0,
object_bxa_Tex_0029F0,
};
void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnBa* this = (EnBa*)thisx;
s32 pad;
s16 i;
Mtx* mtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx) * 14);
Vec3f unused = { 0.0f, 0.0f, 448.0f };
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
if (this->actor.params < EN_BA_DEAD_BLOB) {
Matrix_Push();
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B8118[this->actor.params]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0,
(globalCtx->gameplayFrames * -10) % 128, 32, 32));
for (i = 0; i < 14; i++, mtx++) {
FrameInterpolation_RecordOpenChild(this, this->epoch + i * 25);
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY);
Matrix_Scale(this->unk_200[i].x, this->unk_200[i].y, this->unk_200[i].z, MTXMODE_APPLY);
if ((i == 6) || (i == 13)) {
switch (i) {
case 13:
Collider_UpdateSpheres(i, &this->collider);
break;
default:
Matrix_Scale(0.5f, 0.5f, 1.0f, MTXMODE_APPLY);
Collider_UpdateSpheres(8, &this->collider);
break;
}
}
MATRIX_TOMTX(mtx);
FrameInterpolation_RecordCloseChild();
}
Matrix_Pop();
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
} else {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->gameplayFrames * 2) % 128,
(globalCtx->gameplayFrames * 2) % 128, 32, 32, 1,
(globalCtx->gameplayFrames * -5) % 128, (globalCtx->gameplayFrames * -5) % 128, 32,
32));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_001D80);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}