Shipwright/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c

794 lines
25 KiB
C

/*
* File: z_en_syateki_niw.c
* Overlay: ovl_En_Syateki_Niw
* Description: Hopping Cucco
*/
#include "z_en_syateki_niw.h"
#include "objects/object_niw/object_niw.h"
#include "vt.h"
#include "soh/frame_interpolation.h"
#define FLAGS ACTOR_FLAG_4
void EnSyatekiNiw_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSyatekiNiw_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnSyatekiNiw_Update(Actor* thisx, GlobalContext* globalCtx);
void EnSyatekiNiw_Draw(Actor* thisx, GlobalContext* globalCtx);
void func_80B11DEC(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B132A8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B129EC(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B13464(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B123A8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B11E78(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B12460(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B128D8(EnSyatekiNiw* this, GlobalContext* globalCtx);
void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4);
const ActorInit En_Syateki_Niw_InitVars = {
ACTOR_EN_SYATEKI_NIW,
ACTORCAT_PROP,
FLAGS,
OBJECT_NIW,
sizeof(EnSyatekiNiw),
(ActorFunc)EnSyatekiNiw_Init,
(ActorFunc)EnSyatekiNiw_Destroy,
(ActorFunc)EnSyatekiNiw_Update,
(ActorFunc)EnSyatekiNiw_Draw,
NULL,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT5,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 10, 20, 4, { 0, 0, 0 } },
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
};
void EnSyatekiNiw_Init(Actor* thisx, GlobalContext* globalCtx) {
EnSyatekiNiw* this = (EnSyatekiNiw*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.flags &= ~ACTOR_FLAG_0;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gCuccoSkel, &gCuccoAnim, this->jointTable, this->morphTable, 16);
this->unk_29E = this->actor.params;
if (this->unk_29E < 0) {
this->unk_29E = 0;
}
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
if (this->unk_29E == 0) {
osSyncPrintf("\n\n");
// "Archery range chicken"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 射的場鶏 ☆☆☆☆☆ \n" VT_RST);
Actor_SetScale(&this->actor, 0.01f);
} else {
osSyncPrintf("\n\n");
// "Bomb chicken"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ ボムにわ! ☆☆☆☆☆ \n" VT_RST);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
Actor_SetScale(&this->actor, 0.01f);
}
this->unk_2DC = this->actor.world.pos;
this->unk_2E8 = this->actor.world.pos;
this->actionFunc = func_80B11DEC;
}
void EnSyatekiNiw_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnSyatekiNiw* this = (EnSyatekiNiw*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void func_80B11A94(EnSyatekiNiw* this, GlobalContext* globalCtx, s16 arg2) {
if (this->unk_254 == 0) {
if (arg2 == 0) {
this->unk_264 = 0.0f;
} else {
this->unk_264 = -10000.0f;
}
this->unk_28E += 1;
this->unk_254 = 3;
if (!(this->unk_28E & 1)) {
this->unk_264 = 0.0f;
if (arg2 == 0) {
this->unk_254 = Rand_ZeroFloat(30.0f);
}
}
}
if (this->unk_258 == 0) {
this->unk_292++;
this->unk_292 &= 1;
switch (arg2) {
case 0:
this->unk_26C = 0.0f;
this->unk_268 = 0.0f;
break;
case 1:
this->unk_258 = 3;
this->unk_26C = 7000.0f;
this->unk_268 = 7000.0f;
if (this->unk_292 == 0) {
this->unk_26C = 0.0f;
this->unk_268 = 0.0f;
}
break;
case 2:
this->unk_258 = 2;
this->unk_268 = this->unk_26C = -10000.0f;
this->unk_280 = this->unk_278 = 25000.0f;
this->unk_284 = this->unk_27C = 6000.0f;
if (this->unk_292 == 0) {
this->unk_278 = 8000.0f;
this->unk_280 = 8000.0f;
}
break;
case 3:
this->unk_258 = 2;
this->unk_278 = 10000.0f;
this->unk_280 = 10000.0f;
if (this->unk_292 == 0) {
this->unk_278 = 3000.0f;
this->unk_280 = 3000.0f;
}
break;
case 4:
this->unk_254 = this->unk_256 = 5;
break;
case 5:
this->unk_258 = 5;
this->unk_278 = 14000.0f;
this->unk_280 = 14000.0f;
if (this->unk_292 == 0) {
this->unk_278 = 10000.0f;
this->unk_280 = 10000.0f;
}
break;
}
}
if (this->unk_264 != this->unk_2BC.x) {
Math_ApproachF(&this->unk_2BC.x, this->unk_264, 0.5f, 4000.0f);
}
if (this->unk_26C != this->unk_2A4.x) {
Math_ApproachF(&this->unk_2A4.x, this->unk_26C, 0.8f, 7000.0f);
}
if (this->unk_280 != this->unk_2A4.y) {
Math_ApproachF(&this->unk_2A4.y, this->unk_280, 0.8f, 7000.0f);
}
if (this->unk_284 != this->unk_2A4.z) {
Math_ApproachF(&this->unk_2A4.z, this->unk_284, 0.8f, 7000.0f);
}
if (this->unk_268 != this->unk_2B0.x) {
Math_ApproachF(&this->unk_2B0.x, this->unk_268, 0.8f, 7000.0f);
}
if (this->unk_278 != this->unk_2B0.y) {
Math_ApproachF(&this->unk_2B0.y, this->unk_278, 0.8f, 7000.0f);
}
if (this->unk_27C != this->unk_2B0.z) {
Math_ApproachF(&this->unk_2B0.z, this->unk_27C, 0.8f, 7000.0f);
}
}
void func_80B11DEC(EnSyatekiNiw* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gCuccoAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCuccoAnim), ANIMMODE_LOOP,
-10.0f);
if (this->unk_29E != 0) {
Actor_SetScale(&this->actor, this->unk_2F4);
}
this->actionFunc = func_80B11E78;
}
void func_80B11E78(EnSyatekiNiw* this, GlobalContext* globalCtx) {
Vec3f dustVelocity = { 0.0f, 0.0f, 0.0f };
Vec3f dustAccel = { 0.0f, 0.2f, 0.0f };
Color_RGBA8 dustPrimColor = { 0, 0, 0, 255 };
Color_RGBA8 dustEnvColor = { 0, 0, 0, 255 };
Vec3f dustPos;
f32 tmpf2;
f32 sp4C;
f32 sp50;
f32 tmpf1;
s16 sp4A;
if ((this->unk_29C != 0) && (this->unk_29E == 0) && (this->actor.bgCheckFlags & 1)) {
this->unk_29C = 0;
this->actionFunc = func_80B123A8;
return;
}
sp4A = 0;
if ((this->unk_25E == 0) && (this->unk_25C == 0)) {
this->unk_294++;
if (this->unk_294 >= 8) {
this->unk_25E = Rand_ZeroFloat(30.0f);
this->unk_294 = Rand_ZeroFloat(3.99f);
switch (this->unk_29E) {
case 0:
sp50 = Rand_CenteredFloat(100.0f);
if (sp50 < 0.0f) {
sp50 -= 100.0f;
} else {
sp50 += 100.0f;
}
sp4C = Rand_CenteredFloat(100.0f);
if (sp4C < 0.0f) {
sp4C -= 100.0f;
} else {
sp4C += 100.0f;
}
this->unk_2E8.x = this->unk_2DC.x + sp50;
this->unk_2E8.z = this->unk_2DC.z + sp4C;
if (this->unk_2E8.x < -150.0f) {
this->unk_2E8.x = -150.0f;
}
if (this->unk_2E8.x > 150.0f) {
this->unk_2E8.x = 150.0f;
}
if (this->unk_2E8.z < -60.0f) {
this->unk_2E8.z = -60.0f;
}
if (this->unk_2E8.z > -40.0f) {
this->unk_2E8.z = -40.0f;
}
break;
case 1:
sp50 = Rand_CenteredFloat(50.0f);
if (sp50 < 0.0f) {
sp50 -= 50.0f;
} else {
sp50 += 50.0f;
}
sp4C = Rand_CenteredFloat(30.0f);
if (sp4C < 0.0f) {
sp4C -= 30.0f;
} else {
sp4C += 30.0f;
}
this->unk_2E8.x = this->unk_2DC.x + sp50;
this->unk_2E8.z = this->unk_2DC.z + sp4C;
break;
}
} else {
this->unk_25C = 4;
if (this->actor.bgCheckFlags & 1) {
this->actor.velocity.y = 2.5f;
if ((Rand_ZeroFloat(10.0f) < 1.0f) && (this->unk_29E == 0)) {
this->unk_25C = 0xC;
this->actor.velocity.y = 10.0f;
}
}
}
}
if (this->unk_25C != 0) {
sp4A = 1;
Math_ApproachF(&this->actor.world.pos.x, this->unk_2E8.x, 1.0f, this->unk_2C8.y);
Math_ApproachF(&this->actor.world.pos.z, this->unk_2E8.z, 1.0f, this->unk_2C8.y);
Math_ApproachF(&this->unk_2C8.y, 3.0f, 1.0f, 0.3f);
tmpf1 = this->unk_2E8.x - this->actor.world.pos.x;
tmpf2 = this->unk_2E8.z - this->actor.world.pos.z;
if (fabsf(tmpf1) < 10.0f) {
tmpf1 = 0;
}
if (fabsf(tmpf2) < 10.0f) {
tmpf2 = 0.0f;
}
if ((tmpf1 == 0.0f) && (tmpf2 == 0.0f)) {
this->unk_25C = 0;
this->unk_294 = 7;
}
Math_SmoothStepToS(&this->actor.world.rot.y, Math_FAtan2F(tmpf1, tmpf2) * (0x8000 / M_PI), 3, this->unk_2C8.z,
0);
Math_ApproachF(&this->unk_2C8.z, 10000.0f, 1.0f, 1000.0f);
}
if (this->unk_260 == 0) {
func_80B11A94(this, globalCtx, sp4A);
return;
}
if ((globalCtx->gameplayFrames % 4) == 0) {
dustVelocity.y = Rand_CenteredFloat(5.0f);
dustAccel.y = 0.2f;
dustPos = this->actor.world.pos;
func_8002836C(globalCtx, &dustPos, &dustVelocity, &dustAccel, &dustPrimColor, &dustEnvColor, 600, 40, 30);
}
}
void func_80B123A8(EnSyatekiNiw* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gCuccoAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCuccoAnim), ANIMMODE_LOOP,
-10.0f);
this->unk_27C = 6000.0f;
this->unk_288 = -10000.0f;
this->unk_2B0.z = 6000.0f;
this->unk_2B0.y = 10000.0f;
this->actionFunc = func_80B12460;
this->unk_2A4.z = 6000.0f;
this->unk_284 = 6000.0f;
this->unk_2B0.x = -10000.0f;
this->unk_268 = -10000.0f;
this->unk_2A4.y = -10000.0f;
this->unk_2A4.x = -10000.0f;
this->unk_26C = -10000.0f;
}
void func_80B12460(EnSyatekiNiw* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 phi_f16 = 0.0f;
player->actor.freezeTimer = 10;
switch (this->unk_29A) {
case 0:
this->unk_296 = 2;
this->unk_2C8.y = 0.0f;
this->unk_29A = 1;
break;
case 1:
this->actor.speedXZ = 2.0f;
if (this->unk_25C == 0) {
this->unk_25C = 3;
this->actor.velocity.y = 3.5f;
}
if (this->unk_25A == 0) {
this->unk_298++;
this->unk_298 &= 1;
this->unk_25A = 5;
}
phi_f16 = (this->unk_298 == 0) ? 5000.0f : -5000.0f;
if (this->actor.world.pos.z > 100.0f) {
this->actor.speedXZ = 2.0f;
this->actor.gravity = -0.3f;
this->actor.velocity.y = 5.0f;
this->unk_29A = 2;
}
break;
case 2:
if ((player->actor.world.pos.z - 40.0f) < this->actor.world.pos.z) {
this->actor.speedXZ = 0.0f;
}
if ((this->actor.bgCheckFlags & 1) && (this->actor.world.pos.z > 110.0f)) {
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
this->unk_284 = 0.0f;
this->unk_27C = 0.0f;
this->unk_278 = 0.0f;
this->unk_280 = 0.0f;
this->unk_288 = 0.0f;
this->actor.speedXZ = 0.5f;
this->unk_254 = this->unk_256 = 0;
this->unk_28E = this->unk_290 = 0;
this->unk_296 = 1;
this->unk_29A = 3;
}
break;
case 3:
if ((player->actor.world.pos.z - 50.0f) < this->actor.world.pos.z) {
this->actor.speedXZ = 0.0f;
this->unk_262 = 0x3C;
this->unk_25A = 0x14;
this->unk_264 = 10000.0f;
this->unk_29A = 4;
}
break;
case 4:
if (this->unk_25A == 0) {
this->unk_296 = 4;
this->unk_264 = 5000.0f;
this->unk_26C = 0.0f;
this->unk_268 = 0.0f;
this->unk_284 = 0.0f;
this->unk_27C = 0.0f;
this->unk_280 = 14000.0f;
this->unk_278 = 14000.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_M);
this->unk_254 = this->unk_256 = this->unk_25A = 0x1E;
this->unk_29A = 5;
}
break;
case 5:
if (this->unk_25A == 1) {
this->unk_258 = 0;
this->unk_296 = 5;
this->unk_256 = this->unk_258;
this->unk_254 = this->unk_258;
this->actor.speedXZ = 1.0f;
}
if ((this->unk_25A == 0) && ((player->actor.world.pos.z - 30.0f) < this->actor.world.pos.z)) {
Audio_PlaySoundGeneral(NA_SE_VO_LI_DOWN, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
this->unk_25E = 0x14;
this->unk_29A = 6;
this->actor.speedXZ = 0.0f;
}
break;
case 6:
if (this->unk_25E == 1) {
globalCtx->sceneLoadFlag = 0x14;
globalCtx->nextEntranceIndex = gSaveContext.entranceIndex;
globalCtx->shootingGalleryStatus = 0;
player->actor.freezeTimer = 20;
this->unk_25E = 0x14;
this->actionFunc = func_80B128D8;
}
break;
}
Math_SmoothStepToS(&this->actor.world.rot.y,
(s16)(Math_FAtan2F(player->actor.world.pos.x - this->actor.world.pos.x,
player->actor.world.pos.z - this->actor.world.pos.z) *
(0x8000 / M_PI)) +
phi_f16,
5, this->unk_2C8.y, 0);
Math_ApproachF(&this->unk_2C8.y, 3000.0f, 1.0f, 500.0f);
if (this->unk_296 == 2) {
this->unk_256 = 10;
this->unk_254 = this->unk_256;
}
func_80B11A94(this, globalCtx, this->unk_296);
}
void func_80B128D8(EnSyatekiNiw* this, GlobalContext* globalCtx) {
if (this->unk_25E == 1) {
gSaveContext.timer1State = 0;
}
}
void func_80B128F8(EnSyatekiNiw* this, GlobalContext* globalCtx) {
s16 sp26;
s16 sp24;
Actor_SetFocus(&this->actor, this->unk_2D4);
Actor_GetScreenPos(globalCtx, &this->actor, &sp26, &sp24);
if ((this->actor.projectedPos.z > 200.0f) && (this->actor.projectedPos.z < 800.0f) && (sp26 > 0) &&
(sp26 < SCREEN_WIDTH) && (sp24 > 0) && (sp24 < SCREEN_HEIGHT)) {
this->actor.speedXZ = 5.0f;
this->unk_298 = Rand_ZeroFloat(1.99f);
this->unk_2D8 = Rand_CenteredFloat(8000.0f) + -10000.0f;
this->unk_262 = 0x1E;
this->unk_25E = 0x64;
this->actionFunc = func_80B129EC;
}
}
void func_80B129EC(EnSyatekiNiw* this, GlobalContext* globalCtx) {
s32 pad;
f32 phi_f2;
s16 sp2E;
s16 sp2C;
f32 tmpf2;
Actor_SetFocus(&this->actor, this->unk_2D4);
Actor_GetScreenPos(globalCtx, &this->actor, &sp2E, &sp2C);
if ((this->unk_25E == 0) || (this->actor.projectedPos.z < -70.0f) || (sp2E < 0) || (sp2E > SCREEN_WIDTH) ||
(sp2C < 0) || (sp2C > SCREEN_HEIGHT)) {
Actor_Kill(&this->actor);
return;
}
this->unk_2A0 = 1;
if (this->unk_25C == 0) {
this->unk_298++;
this->unk_298 &= 1;
this->unk_25C = (s16)Rand_CenteredFloat(4.0f) + 5;
if ((Rand_ZeroFloat(5.0f) < 1.0f) && (this->actor.bgCheckFlags & 1)) {
this->actor.velocity.y = 4.0f;
}
}
phi_f2 = (this->unk_298 == 0) ? 5000.0f : -5000.0f;
tmpf2 = this->unk_2D8 + phi_f2;
Math_SmoothStepToS(&this->actor.world.rot.y, tmpf2, 3, this->unk_2C8.y, 0);
Math_ApproachF(&this->unk_2C8.y, 3000.0f, 1.0f, 500.0f);
func_80B11A94(this, globalCtx, 2);
}
void func_80B12BA4(EnSyatekiNiw* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
switch (this->unk_29E) {
case 0:
if (this->unk_29C == 0) {
this->unk_262 = 0x1E;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
this->unk_29C = 1;
this->unk_2A0 = 1;
this->actionFunc = func_80B123A8;
this->actor.gravity = -3.0f;
}
break;
case 1:
this->unk_262 = 0x1E;
this->unk_2F8 = 1;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
this->unk_260 = 100;
this->unk_2A0 = 1;
this->unk_25E = this->unk_260;
break;
}
}
}
void EnSyatekiNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
EnSyatekiNiw* this = (EnSyatekiNiw*)thisx;
s32 pad;
s16 i;
Vec3f sp90 = { 0.0f, 0.0f, 0.0f };
Vec3f sp84 = { 0.0f, 0.0f, 0.0f };
Vec3f sp78;
Vec3f sp6C;
Vec3f sp60;
func_80B132A8(this, globalCtx);
this->unk_28C++;
if (this->unk_254 != 0) {
this->unk_254--;
}
if (this->unk_258 != 0) {
this->unk_258--;
}
if (this->unk_25A != 0) {
this->unk_25A--;
}
if (this->unk_25C != 0) {
this->unk_25C--;
}
if (this->unk_25E != 0) {
this->unk_25E--;
}
if (this->unk_262 != 0) {
this->unk_262--;
}
if (this->unk_260 != 0) {
this->unk_260--;
}
this->actor.shape.rot = this->actor.world.rot;
this->actor.shape.shadowScale = 15.0f;
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
if (this->unk_2A0 != 0) {
for (i = 0; i < 20; i++) {
sp78.x = Rand_CenteredFloat(10.0f) + this->actor.world.pos.x;
sp78.y = Rand_CenteredFloat(10.0f) + (this->actor.world.pos.y + 20.0f);
sp78.z = Rand_CenteredFloat(10.0f) + this->actor.world.pos.z;
sp6C.x = Rand_CenteredFloat(3.0f);
sp6C.y = (Rand_ZeroFloat(2.0f) * 0.5f) + 2.0f;
sp6C.z = Rand_CenteredFloat(3.0f);
sp60.z = sp60.x = 0.0f;
sp60.y = -0.15f;
func_80B131B8(this, &sp78, &sp6C, &sp60, Rand_ZeroFloat(8.0f) + 8.0f);
}
this->unk_2A0 = 0;
}
func_80B12BA4(this, globalCtx);
if (this->unk_262 == 0) {
if (this->actionFunc == func_80B11E78) {
this->unk_262 = 0x12C;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_N);
} else {
this->unk_262 = 0x1E;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
}
}
i = 0;
switch (this->unk_29E) {
case 0:
if (globalCtx->shootingGalleryStatus != 0) {
i = 1;
}
break;
case 1:
i = 1;
break;
}
if (i != 0) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
s32 SyatekiNiw_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnSyatekiNiw* this = (EnSyatekiNiw*)thisx;
Vec3f sp0 = { 0.0f, 0.0f, 0.0f };
if (limbIndex == 13) {
rot->y += (s16)this->unk_2BC.x;
}
if (limbIndex == 11) {
rot->x += (s16)this->unk_2B0.z;
rot->y += (s16)this->unk_2B0.y;
rot->z += (s16)this->unk_2B0.x;
}
if (limbIndex == 7) {
rot->x += (s16)this->unk_2A4.z;
rot->y += (s16)this->unk_2A4.y;
rot->z += (s16)this->unk_2A4.x;
}
return false;
}
void EnSyatekiNiw_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnSyatekiNiw* this = (EnSyatekiNiw*)thisx;
Color_RGBA8 sp30 = { 0, 0, 0, 255 };
if (this->actionFunc != func_80B128F8) {
func_80093D18(globalCtx->state.gfxCtx);
if (this->unk_260 != 0) {
func_80026230(globalCtx, &sp30, 0, 0x14);
}
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, SyatekiNiw_OverrideLimbDraw, NULL, this);
func_80026608(globalCtx);
func_80B13464(this, globalCtx);
}
}
void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4) {
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 == 0) {
ptr->epoch++;
ptr->unk_00 = 1;
ptr->unk_04 = *arg1;
ptr->unk_10 = *arg2;
ptr->unk_1C = *arg3;
ptr->unk_34 = 0;
ptr->unk_2C = (arg4 / 1000.0f);
ptr->unk_28 = (s16)Rand_ZeroFloat(20.0f) + 0x28;
ptr->unk_2A = Rand_ZeroFloat(1000.0f);
return;
}
}
}
void func_80B132A8(EnSyatekiNiw* this, GlobalContext* globalCtx) {
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 != 0) {
ptr->unk_04.x += ptr->unk_10.x;
ptr->unk_04.y += ptr->unk_10.y;
ptr->unk_04.z += ptr->unk_10.z;
ptr->unk_34++;
ptr->unk_10.x += ptr->unk_1C.x;
ptr->unk_10.y += ptr->unk_1C.y;
ptr->unk_10.z += ptr->unk_1C.z;
if (ptr->unk_00 == 1) {
ptr->unk_2A++;
Math_ApproachF(&ptr->unk_10.x, 0.0f, 1.0f, 0.05f);
Math_ApproachF(&ptr->unk_10.z, 0.0f, 1.0f, 0.05f);
if (ptr->unk_10.y < -0.5f) {
ptr->unk_10.y = 0.5f;
}
ptr->unk_30 = (Math_SinS(ptr->unk_2A * 3000) * M_PI) * 0.2f;
if (ptr->unk_28 < ptr->unk_34) {
ptr->unk_00 = 0;
}
}
}
}
}
void func_80B13464(EnSyatekiNiw* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 i;
EnSyatekiNiw_1* ptr = &this->unk_348[0];
u8 flag = 0;
OPEN_DISPS(gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < 5; i++, ptr++) {
if (ptr->unk_00 == 1) {
if (flag == 0) {
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherMaterialDL);
flag++;
}
FrameInterpolation_RecordOpenChild(ptr, ptr->epoch);
Matrix_Translate(ptr->unk_04.x, ptr->unk_04.y, ptr->unk_04.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(ptr->unk_2C, ptr->unk_2C, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(ptr->unk_30, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1000.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherModelDL);
FrameInterpolation_RecordCloseChild();
}
}
CLOSE_DISPS(gfxCtx);
}