Shipwright/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c

679 lines
23 KiB
C

/*
* File: z_en_reeba.c
* Overlay: ovl_En_Reeba
* Description: Leever
*/
#include "z_en_reeba.h"
#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#include "vt.h"
#include "objects/object_reeba/object_reeba.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_27)
void EnReeba_Init(Actor* thisx, GlobalContext* globalCtx);
void EnReeba_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnReeba_Update(Actor* thisx, GlobalContext* globalCtx);
void EnReeba_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80AE4F40(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5054(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5270(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5688(EnReeba* this, GlobalContext* globalCtx);
void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx);
void func_80AE538C(EnReeba* this, GlobalContext* globalCtx);
void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5E48(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5854(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5C38(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5938(EnReeba* this, GlobalContext* globalCtx);
void func_80AE5A9C(EnReeba* this, GlobalContext* globalCtx);
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(2, 0xE),
/* Slingshot */ DMG_ENTRY(1, 0xE),
/* Explosive */ DMG_ENTRY(2, 0xE),
/* Boomerang */ DMG_ENTRY(1, 0xC),
/* Normal arrow */ DMG_ENTRY(2, 0xE),
/* Hammer swing */ DMG_ENTRY(2, 0xE),
/* Hookshot */ DMG_ENTRY(2, 0xD),
/* Kokiri sword */ DMG_ENTRY(1, 0xE),
/* Master sword */ DMG_ENTRY(4, 0xE),
/* Giant's Knife */ DMG_ENTRY(6, 0xE),
/* Fire arrow */ DMG_ENTRY(2, 0xE),
/* Ice arrow */ DMG_ENTRY(4, 0x3),
/* Light arrow */ DMG_ENTRY(2, 0xE),
/* Unk arrow 1 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
/* Fire magic */ DMG_ENTRY(0, 0x0),
/* Ice magic */ DMG_ENTRY(4, 0x3),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(2, 0xE),
/* Giant spin */ DMG_ENTRY(8, 0xE),
/* Master spin */ DMG_ENTRY(4, 0xE),
/* Kokiri jump */ DMG_ENTRY(2, 0xE),
/* Giant jump */ DMG_ENTRY(8, 0xE),
/* Master jump */ DMG_ENTRY(4, 0xE),
/* Unknown 1 */ DMG_ENTRY(0, 0x1),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
const ActorInit En_Reeba_InitVars = {
ACTOR_EN_REEBA,
ACTORCAT_MISC,
FLAGS,
OBJECT_REEBA,
sizeof(EnReeba),
(ActorFunc)EnReeba_Init,
(ActorFunc)EnReeba_Destroy,
(ActorFunc)EnReeba_Update,
(ActorFunc)EnReeba_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT5,
AT_ON | AT_TYPE_ENEMY,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x08, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 20, 40, 0, { 0, 0, 0 } },
};
void EnReeba_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnReeba* this = (EnReeba*)thisx;
s32 surfaceType;
this->actor.naviEnemyId = 0x47;
this->actor.targetMode = 3;
this->actor.gravity = -3.5f;
this->actor.focus.pos = this->actor.world.pos;
SkelAnime_Init(globalCtx, &this->skelanime, &object_reeba_Skel_001EE8, &object_reeba_Anim_0001E4, this->jointTable,
this->morphTable, 18);
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.health = 4;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->isBig = this->actor.params;
this->scale = 0.04f;
if (this->isBig) {
this->collider.dim.radius = 35;
this->collider.dim.height = 45;
this->scale *= 1.5f;
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n" VT_RST, this->scale);
this->actor.colChkInfo.health = 20;
this->collider.info.toucher.effect = 4;
this->collider.info.toucher.damage = 16;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_ENEMY);
}
this->actor.shape.yOffset = this->unk_284 = this->scale * -27500.0f;
ActorShape_Init(&this->actor.shape, this->actor.shape.yOffset, ActorShadow_DrawCircle, 0.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 35.0f, 60.0f, 60.0f, 0x1D);
surfaceType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((surfaceType != 4) && (surfaceType != 7)) {
Actor_Kill(&this->actor);
return;
}
this->actionfunc = func_80AE4F40;
}
void EnReeba_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnReeba* this = (EnReeba*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
if (this->actor.parent != NULL) {
EnEncount1* spawner = (EnEncount1*)this->actor.parent;
if (spawner->actor.update != NULL) {
if (spawner->curNumSpawn > 0) {
spawner->curNumSpawn--;
}
if (this->isBig) {
spawner->bigLeever = NULL;
spawner->timer = 600;
}
}
}
}
void func_80AE4F40(EnReeba* this, GlobalContext* globalCtx) {
f32 frames = Animation_GetLastFrame(&object_reeba_Anim_0001E4);
Player* player = GET_PLAYER(globalCtx);
s16 playerSpeed;
Animation_Change(&this->skelanime, &object_reeba_Anim_0001E4, 2.0f, 0.0f, frames, ANIMMODE_LOOP, -10.0f);
playerSpeed = fabsf(player->linearVelocity);
this->unk_278 = 20 - playerSpeed * 2;
if (this->unk_278 < 0) {
this->unk_278 = 2;
}
if (this->unk_278 > 20) {
this->unk_278 = 20;
}
this->actor.flags &= ~ACTOR_FLAG_27;
this->actor.world.pos.y = this->actor.floorHeight;
if (this->isBig) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_BIG_APPEAR);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_APPEAR);
}
this->actionfunc = func_80AE5054;
}
void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 playerLinearVel;
SkelAnime_Update(&this->skelanime);
if ((globalCtx->gameplayFrames % 4) == 0) {
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1,
8.0f, 500, 10, true);
}
if (this->unk_278 == 0) {
Math_ApproachF(&this->actor.shape.shadowScale, 12.0f, 1.0f, 1.0f);
if (this->actor.shape.yOffset < 0.0f) {
Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
} else {
this->unk_288 = 0.0f;
this->actor.shape.yOffset = 0.0f;
playerLinearVel = player->linearVelocity;
switch (this->unk_280) {
case 0:
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
break;
case 1:
this->actor.world.rot.y = this->actor.yawTowardsPlayer + (800.0f * playerLinearVel);
break;
case 2:
case 3:
this->actor.world.rot.y =
this->actor.yawTowardsPlayer +
(player->actor.shape.rot.y - this->actor.yawTowardsPlayer) * (playerLinearVel * 0.15f);
break;
case 4:
this->actor.world.rot.y = this->actor.yawTowardsPlayer - (800.0f * playerLinearVel);
break;
}
if (this->isBig) {
this->actionfunc = func_80AE538C;
} else {
this->unk_272 = 130;
this->actor.speedXZ = Rand_ZeroFloat(4.0f) + 6.0f;
this->actionfunc = func_80AE5270;
}
}
}
}
void func_80AE5270(EnReeba* this, GlobalContext* globalCtx) {
s32 surfaceType;
SkelAnime_Update(&this->skelanime);
if (this->actor.shape.shadowScale < 12.0f) {
Math_ApproachF(&this->actor.shape.shadowScale, 12.0f, 3.0f, 1.0f);
}
surfaceType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((surfaceType != 4) && (surfaceType != 7)) {
this->actor.speedXZ = 0.0f;
this->actionfunc = func_80AE5688;
} else if ((this->unk_272 == 0) || (this->actor.xzDistToPlayer < 30.0f) || (this->actor.xzDistToPlayer > 400.0f) ||
(this->actor.bgCheckFlags & 8)) {
this->actionfunc = func_80AE5688;
} else if (this->unk_274 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_MOVE);
this->unk_274 = 10;
}
}
void func_80AE538C(EnReeba* this, GlobalContext* globalCtx) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
this->actionfunc = func_80AE53AC;
}
void func_80AE53AC(EnReeba* this, GlobalContext* globalCtx) {
f32 speed;
s16 yawDiff;
s16 yaw;
s32 surfaceType;
SkelAnime_Update(&this->skelanime);
if (this->actor.shape.shadowScale < 12.0f) {
Math_ApproachF(&this->actor.shape.shadowScale, 12.0f, 3.0f, 1.0f);
}
surfaceType = func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if (((surfaceType != 4) && (surfaceType != 7)) || (this->actor.xzDistToPlayer > 400.0f) ||
(this->actor.bgCheckFlags & 8)) {
this->actionfunc = func_80AE5688;
} else {
if ((this->actor.xzDistToPlayer < 70.0f) && (this->unk_270 == 0)) {
this->unk_270 = 30;
}
speed = (this->actor.xzDistToPlayer - 20.0f) / ((Rand_ZeroOne() * 50.0f) + 150.0f);
this->actor.speedXZ += speed * 1.8f;
if (this->actor.speedXZ >= 3.0f) {
this->actor.speedXZ = 3.0f;
}
if (this->actor.speedXZ < -3.0f) {
this->actor.speedXZ = -3.0f;
}
yawDiff = (this->unk_270 == 0) ? this->actor.yawTowardsPlayer : -this->actor.yawTowardsPlayer;
yawDiff -= this->actor.world.rot.y;
yaw = (yawDiff > 0) ? ((yawDiff / 31.0f) + 10.0f) : ((yawDiff / 31.0f) - 10.0f);
this->actor.world.rot.y += yaw * 2.0f;
if (this->unk_274 == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_MOVE);
this->unk_274 = 20;
}
}
}
void func_80AE561C(EnReeba* this, GlobalContext* globalCtx) {
Math_ApproachZeroF(&this->actor.speedXZ, 1.0f, 0.3f);
if (this->unk_272 == 0) {
if (this->isBig) {
this->actionfunc = func_80AE538C;
} else {
this->actionfunc = func_80AE5688;
}
}
}
void func_80AE5688(EnReeba* this, GlobalContext* globalCtx) {
this->unk_27E = 0;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
this->actor.flags |= ACTOR_FLAG_27;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actionfunc = func_80AE56E0;
}
void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx) {
Math_ApproachZeroF(&this->actor.shape.shadowScale, 1.0f, 0.3f);
Math_ApproachZeroF(&this->actor.speedXZ, 0.1f, 0.3f);
SkelAnime_Update(&this->skelanime);
if ((this->unk_284 + 10.0f) <= this->actor.shape.yOffset) {
if ((globalCtx->gameplayFrames % 4) == 0) {
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1,
8.0f, 500, 10, true);
}
Math_ApproachF(&this->actor.shape.yOffset, this->unk_284, 1.0f, this->unk_288);
Math_ApproachF(&this->unk_288, 300.0f, 1.0f, 5.0f);
} else {
Actor_Kill(&this->actor);
}
}
void func_80AE57F0(EnReeba* this, GlobalContext* globalCtx) {
this->unk_276 = 14;
this->actor.speedXZ = -8.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
this->actionfunc = func_80AE5854;
}
void func_80AE5854(EnReeba* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelanime);
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
if (this->unk_276 == 0) {
if (this->isBig) {
this->unk_270 = 30;
this->actionfunc = func_80AE538C;
} else {
this->actionfunc = func_80AE5688;
}
}
}
void func_80AE58EC(EnReeba* this, GlobalContext* globalCtx) {
this->unk_278 = 14;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.speedXZ = -8.0f;
this->actor.flags |= ACTOR_FLAG_27;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
this->actionfunc = func_80AE5938;
}
void func_80AE5938(EnReeba* this, GlobalContext* globalCtx) {
Vec3f pos;
f32 scale;
if (this->unk_278 != 0) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
} else {
this->actor.speedXZ = 0.0f;
if ((this->unk_27E == 4) || (this->actor.colChkInfo.health != 0)) {
if (this->unk_27E == 2) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.world.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
scale = 6.0f;
}
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &pos, 150, 150, 150, 250, 235, 245, 255, scale);
}
this->unk_278 = 66;
this->actionfunc = func_80AE5E48;
} else {
this->unk_278 = 30;
this->actionfunc = func_80AE5A9C;
}
}
}
void func_80AE5A9C(EnReeba* this, GlobalContext* globalCtx) {
Vec3f pos;
f32 scale;
if (this->unk_278 != 0) {
if ((this->unk_27E == 2) && ((this->unk_278 & 0xF) == 0)) {
pos.x = this->actor.world.pos.x + Rand_CenteredFloat(20.0f);
pos.y = this->actor.world.pos.y + Rand_CenteredFloat(20.0f);
pos.z = this->actor.world.pos.z + Rand_CenteredFloat(20.0f);
scale = 3.0f;
if (this->isBig) {
scale = 6.0f;
}
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &pos, 150, 150, 150, 250, 235, 245, 255, scale);
}
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DEAD);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actionfunc = func_80AE5C38;
}
}
void func_80AE5BC4(EnReeba* this, GlobalContext* globalCtx) {
this->actor.speedXZ = -8.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
this->unk_278 = 14;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actionfunc = func_80AE5C38;
}
void func_80AE5C38(EnReeba* this, GlobalContext* globalCtx) {
Vec3f pos;
Vec3f accel = { 0.0f, 0.0f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
if (this->unk_278 != 0) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 1.0f;
}
} else {
this->actor.speedXZ = 0.0f;
Math_ApproachZeroF(&this->scale, 0.1f, 0.01f);
if (this->scale < 0.01f) {
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y;
pos.z = this->actor.world.pos.z;
velocity.y = 4.0f;
EffectSsDeadDb_Spawn(globalCtx, &pos, &velocity, &accel, 120, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, true);
if (!this->isBig) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &pos, 0xE0);
} else {
Item_DropCollectibleRandom(globalCtx, &this->actor, &pos, 0xC0);
}
if (this->actor.parent != NULL) {
EnEncount1* spawner = (EnEncount1*)this->actor.parent;
if ((spawner->actor.update != NULL) && !this->isBig) {
if (spawner->killCount < 10) {
spawner->killCount++;
}
// "How many are dead?"
osSyncPrintf("\n\n");
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 何匹DEAD? ☆☆☆☆☆%d\n" VT_RST, spawner->killCount);
osSyncPrintf("\n\n");
}
Actor_Kill(&this->actor);
}
}
}
}
void func_80AE5E48(EnReeba* this, GlobalContext* globalCtx) {
if (this->unk_278 < 37) {
this->actor.shape.rot.x = Rand_CenteredFloat(3000.0f);
this->actor.shape.rot.z = Rand_CenteredFloat(3000.0f);
if (this->unk_278 == 0) {
if (this->isBig) {
this->actionfunc = func_80AE538C;
} else {
this->actionfunc = func_80AE5688;
}
}
}
}
void func_80AE5EDC(EnReeba* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
if ((this->actionfunc != func_80AE5C38) && (this->actionfunc != func_80AE5854)) {
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
this->unk_27E = 0;
switch (this->actor.colChkInfo.damageEffect) {
case 11: // none
case 12: // boomerang
if ((this->actor.colChkInfo.health > 1) && (this->unk_27E != 4)) {
this->unk_27E = 4;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50);
this->actionfunc = func_80AE58EC;
break;
}
case 13: // hookshot/longshot
if ((this->actor.colChkInfo.health > 2) && (this->unk_27E != 4)) {
this->unk_27E = 4;
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionfunc = func_80AE58EC;
break;
}
case 14:
this->unk_27C = 6;
Actor_ApplyDamage(&this->actor);
if (this->actor.colChkInfo.health == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DEAD);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
this->actionfunc = func_80AE5BC4;
} else {
if (this->actionfunc == func_80AE5E48) {
this->actor.shape.rot.x = this->actor.shape.rot.z = 0;
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DAMAGE);
this->actionfunc = func_80AE57F0;
}
break;
case 3: // ice arrows/ice magic
Actor_ApplyDamage(&this->actor);
this->unk_27C = 2;
this->unk_27E = 2;
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 80);
this->actionfunc = func_80AE58EC;
break;
case 1: // unknown
if (this->unk_27E != 4) {
this->unk_27E = 4;
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 80);
this->actionfunc = func_80AE58EC;
}
break;
}
}
}
}
void EnReeba_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnReeba* this = (EnReeba*)thisx;
Player* player = GET_PLAYER(globalCtx);
func_80AE5EDC(this, globalCtx);
this->actionfunc(this, globalCtx);
Actor_SetScale(&this->actor, this->scale);
if (this->unk_270 != 0) {
this->unk_270--;
}
if (this->unk_272 != 0) {
this->unk_272--;
}
if (this->unk_278 != 0) {
this->unk_278--;
}
if (this->unk_274 != 0) {
this->unk_274--;
}
if (this->unk_276 != 0) {
this->unk_276--;
}
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 35.0f, 60.0f, 60.0f, 0x1D);
if (this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~AT_BOUNCED;
if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) {
this->actor.speedXZ = 8.0f;
this->actor.world.rot.y *= -1.0f;
this->unk_272 = 14;
this->actionfunc = func_80AE561C;
return;
}
}
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
if ((this->collider.base.at == &player->actor) && !this->isBig && (this->actionfunc != func_80AE56E0)) {
this->actionfunc = func_80AE5688;
}
}
this->actor.focus.pos = this->actor.world.pos;
if (!this->isBig) {
this->actor.focus.pos.y += 15.0f;
} else {
this->actor.focus.pos.y += 30.0f;
}
Collider_UpdateCylinder(&this->actor, &this->collider);
if ((this->actor.shape.yOffset >= -700.0f) && (this->actor.colChkInfo.health > 0) &&
(this->actionfunc != func_80AE56E0)) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (!(this->actor.shape.yOffset < 0.0f)) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
}
}
void EnReeba_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnReeba* this = (EnReeba*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
if (this->isBig) {
gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 155, 55, 255, 255);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0x0, 0x01, 255, 255, 255, 255);
}
SkelAnime_DrawOpa(globalCtx, this->skelanime.skeleton, this->skelanime.jointTable, NULL, NULL, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
if (BREG(0)) {
Vec3f debugPos;
debugPos.x = (Math_SinS(this->actor.world.rot.y) * 30.0f) + this->actor.world.pos.x;
debugPos.y = this->actor.world.pos.y + 20.0f;
debugPos.z = (Math_CosS(this->actor.world.rot.y) * 30.0f) + this->actor.world.pos.z;
DebugDisplay_AddObject(debugPos.x, debugPos.y, debugPos.z, this->actor.world.rot.x, this->actor.world.rot.y,
this->actor.world.rot.z, 1.0f, 1.0f, 1.0f, 255, 0, 0, 255, 4, globalCtx->state.gfxCtx);
}
}