mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
511 lines
18 KiB
C
511 lines
18 KiB
C
#include "z_en_crow.h"
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#include "objects/object_crow/object_crow.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
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void EnCrow_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnCrow_SetupFlyIdle(EnCrow* this);
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void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx);
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void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx);
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void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx);
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void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx);
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void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx);
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void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx);
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static Vec3f sZeroVecAccel = { 0.0f, 0.0f, 0.0f };
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const ActorInit En_Crow_InitVars = {
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ACTOR_EN_CROW,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_CROW,
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sizeof(EnCrow),
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(ActorFunc)EnCrow_Init,
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(ActorFunc)EnCrow_Destroy,
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(ActorFunc)EnCrow_Update,
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(ActorFunc)EnCrow_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_HARD,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 1, { { 0, 0, 0 }, 20 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{
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COLTYPE_HIT3,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphElementsInit,
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 30, 30 };
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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(2, 0x0),
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/* Slingshot */ DMG_ENTRY(1, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0x0),
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/* Boomerang */ DMG_ENTRY(1, 0x0),
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/* Normal arrow */ DMG_ENTRY(2, 0x0),
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/* Hammer swing */ DMG_ENTRY(2, 0x0),
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/* Hookshot */ DMG_ENTRY(2, 0x0),
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/* Kokiri sword */ DMG_ENTRY(1, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0x0),
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/* Giant's Knife */ DMG_ENTRY(4, 0x0),
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/* Fire arrow */ DMG_ENTRY(4, 0x2),
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/* Ice arrow */ DMG_ENTRY(2, 0x3),
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/* Light arrow */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0x0),
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/* Fire magic */ DMG_ENTRY(4, 0x2),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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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, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0x0),
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/* Master spin */ DMG_ENTRY(2, 0x0),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0x0),
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/* Master jump */ DMG_ENTRY(4, 0x0),
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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, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static u32 sDeathCount = 0;
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 3000, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, 0x58, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -200, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
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};
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static Vec3f sHeadVec = { 2500.0f, 0.0f, 0.0f };
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void EnCrow_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnCrow* this = (EnCrow*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGuaySkel, &gGuayFlyAnim, this->jointTable, this->morphTable, 9);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
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this->collider.elements[0].dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
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CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
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ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
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sDeathCount = 0;
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EnCrow_SetupFlyIdle(this);
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}
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void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnCrow* this = (EnCrow*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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// Setup Action functions
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void EnCrow_SetupFlyIdle(EnCrow* this) {
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this->timer = 100;
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this->collider.base.acFlags |= AC_ON;
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this->actionFunc = EnCrow_FlyIdle;
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this->skelAnime.playSpeed = 1.0f;
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}
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void EnCrow_SetupDiveAttack(EnCrow* this) {
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this->timer = 300;
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this->actor.speedXZ = 4.0f;
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this->skelAnime.playSpeed = 2.0f;
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this->actionFunc = EnCrow_DiveAttack;
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}
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void EnCrow_SetupDamaged(EnCrow* this, GlobalContext* globalCtx) {
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s32 i;
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f32 scale;
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Vec3f iceParticlePos;
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this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
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this->actor.velocity.y = 0.0f;
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Animation_Change(&this->skelAnime, &gGuayFlyAnim, 0.4f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
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scale = this->actor.scale.x * 100.0f;
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this->actor.world.pos.y += 20.0f * scale;
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this->actor.bgCheckFlags &= ~1;
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this->actor.shape.yOffset = 0.0f;
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this->actor.targetArrowOffset = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_DEAD);
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if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows
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Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
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for (i = 0; i < 8; i++) {
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iceParticlePos.x = ((i & 1 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.x;
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iceParticlePos.y = ((i & 2 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.y;
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iceParticlePos.z = ((i & 4 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.z;
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EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &iceParticlePos, 150, 150, 150, 250, 235, 245, 255,
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((Rand_ZeroOne() * 0.15f) + 0.85f) * scale);
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}
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} else if (this->actor.colChkInfo.damageEffect == 2) { // Fire arrows and Din's Fire
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
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for (i = 0; i < 4; i++) {
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EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.world.pos, 50.0f * scale, 0, 0, i);
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}
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} else {
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
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}
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if (this->actor.flags & ACTOR_FLAG_15) {
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this->actor.speedXZ = 0.0f;
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}
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this->collider.base.acFlags &= ~AC_ON;
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this->actor.flags |= ACTOR_FLAG_4;
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this->actionFunc = EnCrow_Damaged;
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}
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void EnCrow_SetupDie(EnCrow* this) {
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this->actor.colorFilterTimer = 0;
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this->actionFunc = EnCrow_Die;
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}
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void EnCrow_SetupTurnAway(EnCrow* this) {
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this->timer = 100;
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this->actor.speedXZ = 3.5f;
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this->aimRotX = -0x1000;
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this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
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this->skelAnime.playSpeed = 2.0f;
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Actor_SetColorFilter(&this->actor, 0, 255, 0, 5);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actionFunc = EnCrow_TurnAway;
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}
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void EnCrow_SetupRespawn(EnCrow* this) {
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if (sDeathCount == 10) {
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this->actor.params = 1;
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sDeathCount = 0;
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this->collider.elements[0].dim.worldSphere.radius =
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sJntSphInit.elements[0].dim.modelSphere.radius * 0.03f * 100.0f;
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} else {
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this->actor.params = 0;
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this->collider.elements[0].dim.worldSphere.radius = sJntSphInit.elements[0].dim.modelSphere.radius;
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}
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Animation_PlayLoop(&this->skelAnime, &gGuayFlyAnim);
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Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
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this->actor.shape.rot.x = 0;
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this->actor.shape.rot.z = 0;
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this->timer = 300;
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this->actor.shape.yOffset = 2000;
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this->actor.targetArrowOffset = 2000.0f;
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this->actor.draw = NULL;
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this->actionFunc = EnCrow_Respawn;
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}
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// Action functions
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void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s32 skelanimeUpdated;
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s16 var;
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SkelAnime_Update(&this->skelAnime);
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skelanimeUpdated = Animation_OnFrame(&this->skelAnime, 0.0f);
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this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 3.0f;
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if (this->actor.bgCheckFlags & 8) {
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this->aimRotY = this->actor.wallYaw;
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} else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 300.0f) {
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this->aimRotY = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
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}
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if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->aimRotY, 5, 0x300, 0x10) == 0) && skelanimeUpdated &&
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(Rand_ZeroOne() < 0.1f)) {
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var = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y;
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if (var > 0) {
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this->aimRotY += 0x1000 + (0x1000 * Rand_ZeroOne());
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} else {
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this->aimRotY -= 0x1000 + (0x1000 * Rand_ZeroOne());
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_CRY);
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}
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if (this->actor.yDistToWater > -40.0f) {
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this->aimRotX = -0x1000;
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} else if (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f)) {
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this->aimRotX = -0x800 - (Rand_ZeroOne() * 0x800);
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} else if (this->actor.world.pos.y > (this->actor.home.pos.y + 50.0f)) {
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this->aimRotX = 0x800 + (Rand_ZeroOne() * 0x800);
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}
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if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 10, 0x100, 8) == 0) && (skelanimeUpdated) &&
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(Rand_ZeroOne() < 0.1f)) {
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if (this->actor.home.pos.y < this->actor.world.pos.y) {
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this->aimRotX -= (0x400 * Rand_ZeroOne()) + 0x400;
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} else {
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this->aimRotX += (0x400 * Rand_ZeroOne()) + 0x400;
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}
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this->aimRotX = CLAMP(this->aimRotX, -0x1000, 0x1000);
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}
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if (this->actor.bgCheckFlags & 1) {
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Math_ScaledStepToS(&this->actor.shape.rot.x, -0x100, 0x400);
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}
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if (this->timer != 0) {
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this->timer--;
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}
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if ((this->timer == 0) && (this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & 0x00800000) &&
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(this->actor.yDistToWater < -40.0f) && (Player_GetMask(globalCtx) != PLAYER_MASK_SKULL)) {
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EnCrow_SetupDiveAttack(this);
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}
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}
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void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s32 facingPlayer;
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Vec3f pos;
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s16 target;
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SkelAnime_Update(&this->skelAnime);
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if (this->timer != 0) {
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this->timer--;
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}
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facingPlayer = Actor_IsFacingPlayer(&this->actor, 0x2800);
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if (facingPlayer) {
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pos.x = player->actor.world.pos.x;
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pos.y = player->actor.world.pos.y + 20.0f;
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pos.z = player->actor.world.pos.z;
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target = Actor_WorldPitchTowardPoint(&this->actor, &pos);
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if (target > 0x3000) {
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target = 0x3000;
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}
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Math_ApproachS(&this->actor.shape.rot.x, target, 2, 0x400);
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} else {
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Math_ApproachS(&this->actor.shape.rot.x, -0x1000, 2, 0x100);
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}
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if (facingPlayer || (this->actor.xzDistToPlayer > 80.0f)) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 4, 0xC00);
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}
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if ((this->timer == 0) || (Player_GetMask(globalCtx) == PLAYER_MASK_SKULL) ||
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(this->collider.base.atFlags & AT_HIT) || (this->actor.bgCheckFlags & 9) ||
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(player->stateFlags1 & 0x00800000) || (this->actor.yDistToWater > -40.0f)) {
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_ATTACK);
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}
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EnCrow_SetupFlyIdle(this);
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}
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}
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void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
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this->actor.colorFilterTimer = 40;
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if (!(this->actor.flags & ACTOR_FLAG_15)) {
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if (this->actor.colorFilterParams & 0x4000) {
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x4000, 0x200);
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this->actor.shape.rot.z += 0x1780;
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}
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if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
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EffectSsDeadDb_Spawn(globalCtx, &this->actor.world.pos, &sZeroVecAccel, &sZeroVecAccel,
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this->actor.scale.x * 10000.0f, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, 1);
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EnCrow_SetupDie(this);
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}
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}
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}
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void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx) {
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f32 step;
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if (this->actor.params != 0) {
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step = 0.006f;
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} else {
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step = 0.002f;
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}
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if (Math_StepToF(&this->actor.scale.x, 0.0f, step)) {
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if (this->actor.params == 0) {
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sDeathCount++;
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0);
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} else {
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Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
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}
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EnCrow_SetupRespawn(this);
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}
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this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
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}
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void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 8) {
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this->aimRotY = this->actor.wallYaw;
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} else {
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this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
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}
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Math_ApproachS(&this->actor.shape.rot.y, this->aimRotY, 3, 0xC00);
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Math_ApproachS(&this->actor.shape.rot.x, this->aimRotX, 5, 0x100);
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->timer == 0) {
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EnCrow_SetupFlyIdle(this);
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}
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}
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void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx) {
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f32 target;
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if (this->timer != 0) {
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this->timer--;
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}
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if (this->timer == 0) {
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SkelAnime_Update(&this->skelAnime);
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this->actor.draw = EnCrow_Draw;
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if (this->actor.params != 0) {
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target = 0.03f;
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} else {
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target = 0.01f;
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}
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if (Math_StepToF(&this->actor.scale.x, target, target * 0.1f)) {
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_4;
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this->actor.colChkInfo.health = 1;
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EnCrow_SetupFlyIdle(this);
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}
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this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
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}
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}
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void EnCrow_UpdateDamage(EnCrow* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, 1);
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if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
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if (this->actor.colChkInfo.damageEffect == 1) { // Deku Nuts
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EnCrow_SetupTurnAway(this);
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} else {
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Actor_ApplyDamage(&this->actor);
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this->actor.flags &= ~ACTOR_FLAG_0;
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Enemy_StartFinishingBlow(globalCtx, &this->actor);
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EnCrow_SetupDamaged(this, globalCtx);
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}
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}
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}
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}
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|
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void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnCrow* this = (EnCrow*)thisx;
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f32 pad;
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f32 height;
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f32 scale;
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|
|
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EnCrow_UpdateDamage(this, globalCtx);
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this->actionFunc(this, globalCtx);
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scale = this->actor.scale.x * 100.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->actor.world.rot.x = -this->actor.shape.rot.x;
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|
|
|
if (this->actionFunc != EnCrow_Respawn) {
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if (this->actor.colChkInfo.health != 0) {
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height = 20.0f * scale;
|
|
func_8002D97C(&this->actor);
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|
} else {
|
|
height = 0.0f;
|
|
Actor_MoveForward(&this->actor);
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|
}
|
|
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale, 7);
|
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} else {
|
|
height = 0.0f;
|
|
}
|
|
|
|
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
|
|
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + height;
|
|
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
|
|
|
|
if (this->actionFunc == EnCrow_DiveAttack) {
|
|
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
}
|
|
|
|
if (this->collider.base.acFlags & AC_ON) {
|
|
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
}
|
|
|
|
if (this->actionFunc != EnCrow_Respawn) {
|
|
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
|
}
|
|
|
|
Actor_SetFocus(&this->actor, height);
|
|
|
|
if (this->actor.colChkInfo.health != 0 && Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
|
Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
|
}
|
|
}
|
|
|
|
s32 EnCrow_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
|
EnCrow* this = (EnCrow*)thisx;
|
|
|
|
if (this->actor.colChkInfo.health != 0) {
|
|
if (limbIndex == 7) {
|
|
rot->y += 0xC00 * sinf(this->skelAnime.curFrame * (M_PI / 4));
|
|
} else if (limbIndex == 8) {
|
|
rot->y += 0x1400 * sinf((this->skelAnime.curFrame + 2.5f) * (M_PI / 4));
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void EnCrow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
|
EnCrow* this = (EnCrow*)thisx;
|
|
Vec3f* vec;
|
|
|
|
if (limbIndex == 2) {
|
|
Matrix_MultVec3f(&sHeadVec, &this->bodyPartsPos[0]);
|
|
this->bodyPartsPos[0].y -= 20.0f;
|
|
} else if ((limbIndex == 4) || (limbIndex == 6) || (limbIndex == 8)) {
|
|
vec = &this->bodyPartsPos[(limbIndex >> 1) - 1];
|
|
Matrix_MultVec3f(&sZeroVecAccel, vec);
|
|
vec->y -= 20.0f;
|
|
}
|
|
}
|
|
|
|
void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|
EnCrow* this = (EnCrow*)thisx;
|
|
|
|
func_80093D18(globalCtx->state.gfxCtx);
|
|
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
|
EnCrow_OverrideLimbDraw, EnCrow_PostLimbDraw, this);
|
|
}
|