Shipwright/soh/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c

538 lines
21 KiB
C

/*
* File: z_en_dekunuts.c
* Overlay: ovl_En_Dekunuts
* Description: Mad Scrub
*/
#include "z_en_dekunuts.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "objects/object_dekunuts/object_dekunuts.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
#define DEKUNUTS_FLOWER 10
void EnDekunuts_Init(Actor* thisx, GlobalContext* globalCtx);
void EnDekunuts_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnDekunuts_Update(Actor* thisx, GlobalContext* globalCtx);
void EnDekunuts_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnDekunuts_SetupWait(EnDekunuts* this);
void EnDekunuts_Wait(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_LookAround(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_Stand(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_ThrowNut(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_Burrow(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_BeginRun(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_Run(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_Gasp(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_BeDamaged(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_BeStunned(EnDekunuts* this, GlobalContext* globalCtx);
void EnDekunuts_Die(EnDekunuts* this, GlobalContext* globalCtx);
const ActorInit En_Dekunuts_InitVars = {
ACTOR_EN_DEKUNUTS,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_DEKUNUTS,
sizeof(EnDekunuts),
(ActorFunc)EnDekunuts_Init,
(ActorFunc)EnDekunuts_Destroy,
(ActorFunc)EnDekunuts_Update,
(ActorFunc)EnDekunuts_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT6,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 18, 32, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColChkInfoInit = { 0x01, 0x0012, 0x0020, MASS_IMMOVABLE };
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x1),
/* Deku stick */ DMG_ENTRY(2, 0x0),
/* Slingshot */ DMG_ENTRY(1, 0x0),
/* Explosive */ DMG_ENTRY(2, 0x0),
/* Boomerang */ DMG_ENTRY(1, 0x0),
/* Normal arrow */ DMG_ENTRY(2, 0x0),
/* Hammer swing */ DMG_ENTRY(2, 0x0),
/* Hookshot */ DMG_ENTRY(2, 0x0),
/* Kokiri sword */ DMG_ENTRY(1, 0x0),
/* Master sword */ DMG_ENTRY(2, 0x0),
/* Giant's Knife */ DMG_ENTRY(4, 0x0),
/* Fire arrow */ DMG_ENTRY(4, 0x2),
/* Ice arrow */ DMG_ENTRY(2, 0x0),
/* Light arrow */ DMG_ENTRY(2, 0x0),
/* Unk arrow 1 */ DMG_ENTRY(2, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(2, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(2, 0x0),
/* Fire magic */ DMG_ENTRY(4, 0x2),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(1, 0x0),
/* Giant spin */ DMG_ENTRY(4, 0x0),
/* Master spin */ DMG_ENTRY(2, 0x0),
/* Kokiri jump */ DMG_ENTRY(2, 0x0),
/* Giant jump */ DMG_ENTRY(8, 0x0),
/* Master jump */ DMG_ENTRY(4, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(4, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 0x4D, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
};
void EnDekunuts_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDekunuts* this = (EnDekunuts*)thisx;
s32 pad;
Actor_ProcessInitChain(&this->actor, sInitChain);
if (thisx->params == DEKUNUTS_FLOWER) {
thisx->flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_2);
} else {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 35.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &gDekuNutsSkel, &gDekuNutsStandAnim, this->jointTable,
this->morphTable, 25);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
this->shotsPerRound = ((thisx->params >> 8) & 0xFF);
thisx->params &= 0xFF;
if ((this->shotsPerRound == 0xFF) || (this->shotsPerRound == 0)) {
this->shotsPerRound = 1;
}
EnDekunuts_SetupWait(this);
Actor_SpawnAsChild(&globalCtx->actorCtx, thisx, globalCtx, ACTOR_EN_DEKUNUTS, thisx->world.pos.x,
thisx->world.pos.y, thisx->world.pos.z, 0, thisx->world.rot.y, 0, DEKUNUTS_FLOWER);
}
}
void EnDekunuts_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnDekunuts* this = (EnDekunuts*)thisx;
if (this->actor.params != DEKUNUTS_FLOWER) {
Collider_DestroyCylinder(globalCtx, &this->collider);
}
}
void EnDekunuts_SetupWait(EnDekunuts* this) {
Animation_PlayOnceSetSpeed(&this->skelAnime, &gDekuNutsUpAnim, 0.0f);
this->animFlagAndTimer = Rand_S16Offset(100, 50);
this->collider.dim.height = 5;
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnDekunuts_Wait;
}
void EnDekunuts_SetupLookAround(EnDekunuts* this) {
Animation_PlayLoop(&this->skelAnime, &gDekuNutsLookAroundAnim);
this->animFlagAndTimer = 2;
this->actionFunc = EnDekunuts_LookAround;
}
void EnDekunuts_SetupThrowNut(EnDekunuts* this) {
Animation_PlayOnce(&this->skelAnime, &gDekuNutsSpitAnim);
this->animFlagAndTimer = this->shotsPerRound;
this->actionFunc = EnDekunuts_ThrowNut;
}
void EnDekunuts_SetupStand(EnDekunuts* this) {
Animation_MorphToLoop(&this->skelAnime, &gDekuNutsStandAnim, -3.0f);
if (this->actionFunc == EnDekunuts_ThrowNut) {
this->animFlagAndTimer = 2 | 0x1000; // sets timer and flag
} else {
this->animFlagAndTimer = 1;
}
this->actionFunc = EnDekunuts_Stand;
}
void EnDekunuts_SetupBurrow(EnDekunuts* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsBurrowAnim, -5.0f);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DOWN);
this->actionFunc = EnDekunuts_Burrow;
}
void EnDekunuts_SetupBeginRun(EnDekunuts* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsUnburrowAnim, -3.0f);
this->collider.dim.height = 37;
this->actor.colChkInfo.mass = 0x32;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DAMAGE);
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnDekunuts_BeginRun;
}
void EnDekunuts_SetupRun(EnDekunuts* this) {
Animation_PlayLoop(&this->skelAnime, &gDekuNutsRunAnim);
this->animFlagAndTimer = 2;
this->playWalkSound = false;
this->collider.base.acFlags |= AC_ON;
this->actionFunc = EnDekunuts_Run;
}
void EnDekunuts_SetupGasp(EnDekunuts* this) {
Animation_PlayLoop(&this->skelAnime, &gDekuNutsGaspAnim);
this->animFlagAndTimer = 3;
this->actor.speedXZ = 0.0f;
if (this->runAwayCount != 0) {
this->runAwayCount--;
}
this->actionFunc = EnDekunuts_Gasp;
}
void EnDekunuts_SetupBeDamaged(EnDekunuts* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsDamageAnim, -3.0f);
if ((this->collider.info.acHitInfo->toucher.dmgFlags & 0x1F824) != 0) {
this->actor.world.rot.y = this->collider.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
}
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnDekunuts_BeDamaged;
this->actor.speedXZ = 10.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DAMAGE);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, Animation_GetLastFrame(&gDekuNutsDamageAnim));
}
void EnDekunuts_SetupBeStunned(EnDekunuts* this) {
Animation_MorphToLoop(&this->skelAnime, &gDekuNutsDamageAnim, -3.0f);
this->animFlagAndTimer = 5;
this->actionFunc = EnDekunuts_BeStunned;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0,
Animation_GetLastFrame(&gDekuNutsDamageAnim) * this->animFlagAndTimer);
}
void EnDekunuts_SetupDie(EnDekunuts* this) {
Animation_PlayOnce(&this->skelAnime, &gDekuNutsDieAnim);
this->actionFunc = EnDekunuts_Die;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DEAD);
}
void EnDekunuts_Wait(EnDekunuts* this, GlobalContext* globalCtx) {
s32 hasSlowPlaybackSpeed = false;
if (this->skelAnime.playSpeed < 0.5f) {
hasSlowPlaybackSpeed = true;
}
if (hasSlowPlaybackSpeed && (this->animFlagAndTimer != 0)) {
this->animFlagAndTimer--;
}
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
this->collider.base.acFlags |= AC_ON;
} else if (Animation_OnFrame(&this->skelAnime, 8.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_UP);
}
this->collider.dim.height = ((CLAMP(this->skelAnime.curFrame, 9.0f, 12.0f) - 9.0f) * 9.0f) + 5.0f;
if (!hasSlowPlaybackSpeed && (this->actor.xzDistToPlayer < 120.0f)) {
EnDekunuts_SetupBurrow(this);
} else if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.xzDistToPlayer < 120.0f) {
EnDekunuts_SetupBurrow(this);
} else if ((this->animFlagAndTimer == 0) && (this->actor.xzDistToPlayer > 320.0f)) {
EnDekunuts_SetupLookAround(this);
} else {
EnDekunuts_SetupStand(this);
}
}
if (hasSlowPlaybackSpeed &&
((this->actor.xzDistToPlayer > 160.0f) && (fabsf(this->actor.yDistToPlayer) < 120.0f)) &&
((this->animFlagAndTimer == 0) || (this->actor.xzDistToPlayer < 480.0f))) {
this->skelAnime.playSpeed = 1.0f;
}
}
void EnDekunuts_LookAround(EnDekunuts* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f) && (this->animFlagAndTimer != 0)) {
this->animFlagAndTimer--;
}
if ((this->actor.xzDistToPlayer < 120.0f) || (this->animFlagAndTimer == 0)) {
EnDekunuts_SetupBurrow(this);
}
}
void EnDekunuts_Stand(EnDekunuts* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f) && (this->animFlagAndTimer != 0)) {
this->animFlagAndTimer--;
}
if (!(this->animFlagAndTimer & 0x1000)) {
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xE38);
}
if (this->animFlagAndTimer == 0x1000) {
if ((this->actor.xzDistToPlayer > 480.0f) || (this->actor.xzDistToPlayer < 120.0f)) {
EnDekunuts_SetupBurrow(this);
} else {
EnDekunuts_SetupThrowNut(this);
}
} else if (this->animFlagAndTimer == 0) {
EnDekunuts_SetupThrowNut(this);
}
}
void EnDekunuts_ThrowNut(EnDekunuts* this, GlobalContext* globalCtx) {
Vec3f spawnPos;
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xE38);
if (SkelAnime_Update(&this->skelAnime)) {
EnDekunuts_SetupStand(this);
} else if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
spawnPos.x = this->actor.world.pos.x + (Math_SinS(this->actor.shape.rot.y) * 23.0f);
spawnPos.y = this->actor.world.pos.y + 12.0f;
spawnPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_NUTSBALL, spawnPos.x, spawnPos.y, spawnPos.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
} else if ((this->animFlagAndTimer > 1) && Animation_OnFrame(&this->skelAnime, 12.0f)) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsSpitAnim, -3.0f);
if (this->animFlagAndTimer != 0) {
this->animFlagAndTimer--;
}
}
}
void EnDekunuts_Burrow(EnDekunuts* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
EnDekunuts_SetupWait(this);
} else {
this->collider.dim.height = ((3.0f - CLAMP(this->skelAnime.curFrame, 1.0f, 3.0f)) * 12.0f) + 5.0f;
}
if (Animation_OnFrame(&this->skelAnime, 4.0f)) {
this->collider.base.acFlags &= ~AC_ON;
}
Math_ApproachF(&this->actor.world.pos.x, this->actor.home.pos.x, 0.5f, 3.0f);
Math_ApproachF(&this->actor.world.pos.z, this->actor.home.pos.z, 0.5f, 3.0f);
}
void EnDekunuts_BeginRun(EnDekunuts* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
this->runDirection = this->actor.yawTowardsPlayer + 0x8000;
this->runAwayCount = 3;
EnDekunuts_SetupRun(this);
}
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xE38);
}
void EnDekunuts_Run(EnDekunuts* this, GlobalContext* globalCtx) {
s16 diffRotInit;
s16 diffRot;
f32 phi_f0;
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f) && (this->animFlagAndTimer != 0)) {
this->animFlagAndTimer--;
}
if (this->playWalkSound) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_WALK);
this->playWalkSound = false;
} else {
this->playWalkSound = true;
}
Math_StepToF(&this->actor.speedXZ, 7.5f, 1.0f);
if (Math_SmoothStepToS(&this->actor.world.rot.y, this->runDirection, 1, 0xE38, 0xB6) == 0) {
if (this->actor.bgCheckFlags & 0x20) {
this->runDirection = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
} else if (this->actor.bgCheckFlags & 8) {
this->runDirection = this->actor.wallYaw;
} else if (this->runAwayCount == 0) {
diffRotInit = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
diffRot = diffRotInit - this->actor.yawTowardsPlayer;
if (ABS(diffRot) > 0x2000) {
this->runDirection = diffRotInit;
} else {
phi_f0 = (diffRot >= 0.0f) ? 1.0f : -1.0f;
this->runDirection = (phi_f0 * -0x2000) + this->actor.yawTowardsPlayer;
}
} else {
this->runDirection = this->actor.yawTowardsPlayer + 0x8000;
}
}
this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
if ((this->runAwayCount == 0) && Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 20.0f &&
fabsf(this->actor.world.pos.y - this->actor.home.pos.y) < 2.0f) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.speedXZ = 0.0f;
EnDekunuts_SetupBurrow(this);
} else if (this->animFlagAndTimer == 0) {
EnDekunuts_SetupGasp(this);
}
}
void EnDekunuts_Gasp(EnDekunuts* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f) && (this->animFlagAndTimer != 0)) {
this->animFlagAndTimer--;
}
if (this->animFlagAndTimer == 0) {
EnDekunuts_SetupRun(this);
}
}
void EnDekunuts_BeDamaged(EnDekunuts* this, GlobalContext* globalCtx) {
Math_StepToF(&this->actor.speedXZ, 0.0f, 1.0f);
if (SkelAnime_Update(&this->skelAnime)) {
EnDekunuts_SetupDie(this);
}
}
void EnDekunuts_BeStunned(EnDekunuts* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
if (this->animFlagAndTimer != 0) {
this->animFlagAndTimer--;
}
if (this->animFlagAndTimer == 0) {
EnDekunuts_SetupRun(this);
} else {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_FAINT);
}
}
}
void EnDekunuts_Die(EnDekunuts* this, GlobalContext* globalCtx) {
static Vec3f effectVelAndAccel = { 0.0f, 0.0f, 0.0f };
s32 pad;
Vec3f effectPos;
if (SkelAnime_Update(&this->skelAnime)) {
effectPos.x = this->actor.world.pos.x;
effectPos.y = this->actor.world.pos.y + 18.0f;
effectPos.z = this->actor.world.pos.z;
EffectSsDeadDb_Spawn(globalCtx, &effectPos, &effectVelAndAccel, &effectVelAndAccel, 200, 0, 255, 255, 255, 255,
150, 150, 150, 1, 13, 1);
effectPos.y = this->actor.world.pos.y + 10.0f;
EffectSsHahen_SpawnBurst(globalCtx, &effectPos, 3.0f, 0, 12, 3, 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x30);
if (this->actor.child != NULL) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, this->actor.child, ACTORCAT_PROP);
}
Actor_Kill(&this->actor);
}
}
void EnDekunuts_ColliderCheck(EnDekunuts* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Actor_SetDropFlag(&this->actor, &this->collider.info, 1);
if (this->actor.colChkInfo.mass == 0x32) {
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actor.colChkInfo.damageEffect != 1) {
if (this->actor.colChkInfo.damageEffect == 2) {
EffectSsFCircle_Spawn(globalCtx, &this->actor, &this->actor.world.pos, 40, 50);
}
EnDekunuts_SetupBeDamaged(this);
if (Actor_ApplyDamage(&this->actor) == 0) {
Enemy_StartFinishingBlow(globalCtx, &this->actor);
}
} else if (this->actionFunc != EnDekunuts_BeStunned) {
EnDekunuts_SetupBeStunned(this);
}
}
} else {
EnDekunuts_SetupBeginRun(this);
}
} else if ((this->actor.colChkInfo.mass == MASS_IMMOVABLE) && (globalCtx->actorCtx.unk_02 != 0)) {
EnDekunuts_SetupBeginRun(this);
}
}
void EnDekunuts_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDekunuts* this = (EnDekunuts*)thisx;
s32 pad;
if (this->actor.params != DEKUNUTS_FLOWER) {
EnDekunuts_ColliderCheck(this, globalCtx);
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
0x1D);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->collider.base.acFlags & AC_ON) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (this->actionFunc == EnDekunuts_Wait) {
Actor_SetFocus(&this->actor, this->skelAnime.curFrame);
} else if (this->actionFunc == EnDekunuts_Burrow) {
Actor_SetFocus(&this->actor,
20.0f - ((this->skelAnime.curFrame * 20.0f) / Animation_GetLastFrame(&gDekuNutsBurrowAnim)));
} else {
Actor_SetFocus(&this->actor, 20.0f);
}
}
}
s32 EnDekunuts_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnDekunuts* this = (EnDekunuts*)thisx;
f32 x;
f32 y;
f32 z;
f32 curFrame;
if ((limbIndex == 7) && (this->actionFunc == EnDekunuts_ThrowNut)) {
curFrame = this->skelAnime.curFrame;
if (curFrame <= 6.0f) {
x = 1.0f - (curFrame * 0.0833f);
z = 1.0f + (curFrame * 0.1167f);
y = 1.0f + (curFrame * 0.1167f);
} else if (curFrame <= 7.0f) {
curFrame -= 6.0f;
x = 0.5f + curFrame;
z = 1.7f - (curFrame * 0.7f);
y = 1.7f - (curFrame * 0.7f);
} else if (curFrame <= 10.0f) {
x = 1.5f - ((curFrame - 7.0f) * 0.1667f);
z = 1.0f;
y = 1.0f;
} else {
return false;
}
Matrix_Scale(x, y, z, MTXMODE_APPLY);
}
return false;
}
void EnDekunuts_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnDekunuts* this = (EnDekunuts*)thisx;
if (this->actor.params == DEKUNUTS_FLOWER) {
Gfx_DrawDListOpa(globalCtx, gDekuNutsFlowerDL);
} else {
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnDekunuts_OverrideLimbDraw,
NULL, this);
}
}