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authormzxrules <mzxrules@gmail.com>2023-11-06 07:02:52 -0500
committerGitHub <noreply@github.com>2023-11-06 23:02:52 +1100
commitddb63dcec217104580cced6bf00a88ef91f5563f (patch)
treeaa4c89e4e3b0e0295331b6a3d106fd91cd64e672 /src
parent5b4fddf16e3564a6703bc7601495365d5e57a3b9 (diff)
z_hono_trap OK (#1437)
* match first couple of funcs * Attempt all functions * add flags, func_80930190 OK * z_en_honotrap OK * clean things up * implement most suggestions * space out OPEN/CLOSE_DISP * more improvements * implement suggestions * implement alf suggestions * u substitution * nitpicky * format
Diffstat (limited to 'src')
-rw-r--r--src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c883
-rw-r--r--src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.h41
2 files changed, 801 insertions, 123 deletions
diff --git a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
index bcc83766a..a1a7af60e 100644
--- a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
+++ b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
@@ -5,32 +5,74 @@
*/
#include "z_en_honotrap.h"
+#include "assets/objects/gameplay_keep/gameplay_keep.h"
+#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#define FLAGS (ACTOR_FLAG_10)
-#define THIS ((EnHonotrap*)thisx)
+#define HONOTRAP_AT_ACTIVE (1 << 0)
+#define HONOTRAP_AC_ACTIVE (1 << 1)
+#define HONOTRAP_OC_ACTIVE (1 << 2)
+
+typedef enum {
+ /* 0 */ HONOTRAP_EYE_OPEN,
+ /* 1 */ HONOTRAP_EYE_HALF,
+ /* 2 */ HONOTRAP_EYE_CLOSE,
+ /* 3 */ HONOTRAP_EYE_SHUT,
+ /* 4 */ HONOTRAP_EYE_MAX
+} EnHonotrapEyeState;
void EnHonotrap_Init(Actor* thisx, PlayState* play);
void EnHonotrap_Destroy(Actor* thisx, PlayState* play);
void EnHonotrap_Update(Actor* thisx, PlayState* play);
void EnHonotrap_Draw(Actor* thisx, PlayState* play);
-void func_8092EBDC(EnHonotrap* this, PlayState* play);
-void func_8092ECF0(EnHonotrap* this, PlayState* play);
-void func_8092EDD8(EnHonotrap* this, PlayState* play);
-void func_8092EE1C(EnHonotrap* this, PlayState* play);
-void func_8092EE90(EnHonotrap* this, PlayState* play);
-void func_8092EF98(EnHonotrap* this, PlayState* play);
-void func_8092F074(EnHonotrap* this, PlayState* play);
-void func_8092F0B8(EnHonotrap* this, PlayState* play);
-void func_8092F10C(EnHonotrap* this, PlayState* play);
-void func_8092F208(EnHonotrap* this, PlayState* play);
-void func_8092F3D8(EnHonotrap* this, PlayState* play);
-void func_8092F5EC(EnHonotrap* this, PlayState* play);
-void func_8092F7BC(EnHonotrap* this, PlayState* play);
-void func_8092F878(EnHonotrap* this, PlayState* play);
-
-#if 0
+void EnHonotrap_GetNormal(Vec3f* normal, Vec3f* vec);
+void EnHonotrap_InitEye(EnHonotrap* this, PlayState* play);
+void EnHonotrap_InitFlame(EnHonotrap* this, PlayState* play);
+void EnHonotrap_InitFlameGroup(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeIdle(EnHonotrap* this);
+void EnHonotrap_EyeIdle(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeOpen(EnHonotrap* this);
+void EnHonotrap_EyeOpen(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeAttack(EnHonotrap* this);
+void EnHonotrap_EyeAttack(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeClose(EnHonotrap* this);
+void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeIdle2(EnHonotrap* this);
+void EnHonotrap_EyeIdle2(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeOpen2(EnHonotrap* this);
+void EnHonotrap_EyeOpen2(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeAttack2(EnHonotrap* this);
+void EnHonotrap_EyeAttack2(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupEyeClose2(EnHonotrap* this);
+void EnHonotrap_EyeClose2(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameGrow(EnHonotrap* this);
+void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameDrop(EnHonotrap* this);
+void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameMove(EnHonotrap* this);
+void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameChase(EnHonotrap* this);
+void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameVanish(EnHonotrap* this);
+void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play);
+void EnHonotrap_SetupFlameGroup(EnHonotrap* this);
+void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play);
+void EnHonotrap_UpdateFlame(Actor* thisx, PlayState* play);
+void EnHonotrap_UpdateFlameGroup(Actor* thisx, PlayState* play);
+void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play);
+void EnHonotrap_DrawFlameGroup(Actor* thisx, PlayState* play);
+
+static TexturePtr sSilverEyeTextures[HONOTRAP_EYE_MAX] = {
+ gEyeSwitchSilverOpenTex,
+ gEyeSwitchSilverHalfTex,
+ gEyeSwitchSilverClosedTex,
+ gEyeSwitchSilverClosedTex,
+};
+
+static s32 sIsFirstInitEye = true;
+
ActorInit En_Honotrap_InitVars = {
/**/ ACTOR_EN_HONOTRAP,
/**/ ACTORCAT_PROP,
@@ -43,127 +85,724 @@ ActorInit En_Honotrap_InitVars = {
/**/ EnHonotrap_Draw,
};
-// static ColliderTrisElementInit sTrisElementsInit[2] = {
-static ColliderTrisElementInit D_80930424[2] = {
+static ColliderTrisElementInit sTrisElementsInit[] = {
{
- { ELEMTYPE_UNK4, { 0x00000000, 0x00, 0x00 }, { 0x00003820, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
+ {
+ ELEMTYPE_UNK4,
+ { 0x00000000, 0x00, 0x00 },
+ { 0x00003820, 0x00, 0x00 },
+ TOUCH_NONE | TOUCH_SFX_NORMAL,
+ BUMP_ON,
+ OCELEM_NONE,
+ },
{ { { 0.0f, 23.0f, 8.5f }, { -23.0f, 0.0f, 8.5f }, { 0.0f, -23.0f, 8.5f } } },
},
{
- { ELEMTYPE_UNK4, { 0x00000000, 0x00, 0x00 }, { 0x00003820, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
+ {
+ ELEMTYPE_UNK4,
+ { 0x00000000, 0x00, 0x00 },
+ { 0x00003820, 0x00, 0x00 },
+ TOUCH_NONE | TOUCH_SFX_NORMAL,
+ BUMP_ON,
+ OCELEM_NONE,
+ },
{ { { 0.0f, 23.0f, 8.5f }, { 0.0f, -23.0f, 8.5f }, { 23.0f, 0.0f, 8.5f } } },
},
};
-// static ColliderTrisInit sTrisInit = {
-static ColliderTrisInit D_8093049C = {
- { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_TRIS, },
- ARRAY_COUNT(sTrisElementsInit), D_80930424, // sTrisElementsInit,
+static ColliderTrisInit sTrisInit = {
+ {
+ COLTYPE_NONE,
+ AT_NONE,
+ AC_ON | AC_TYPE_PLAYER,
+ OC1_NONE,
+ OC2_NONE,
+ COLSHAPE_TRIS,
+ },
+ ARRAY_COUNT(sTrisElementsInit),
+ sTrisElementsInit,
};
-// static ColliderCylinderInit sCylinderInit = {
-static ColliderCylinderInit D_809304AC = {
- { COLTYPE_NONE, AT_ON | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_2, COLSHAPE_CYLINDER, },
- { ELEMTYPE_UNK0, { 0xF7CFFFFF, 0x01, 0x04 }, { 0x00100000, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
+static ColliderCylinderInit sCylinderInit = {
+ {
+ COLTYPE_NONE,
+ AT_ON | AT_TYPE_ENEMY,
+ AC_ON | AC_TYPE_PLAYER,
+ OC1_ON | OC1_TYPE_ALL,
+ OC2_TYPE_2,
+ COLSHAPE_CYLINDER,
+ },
+ {
+ ELEMTYPE_UNK0,
+ { 0xF7CFFFFF, 0x01, 0x04 },
+ { 0x00100000, 0x00, 0x00 },
+ TOUCH_ON | TOUCH_SFX_NONE,
+ BUMP_ON,
+ OCELEM_ON,
+ },
{ 10, 25, 0, { 0, 0, 0 } },
};
-// sColChkInfoInit
-static CollisionCheckInfoInit D_809304D8 = { 0, 9, 23, 1 };
+static CollisionCheckInfoInit sColChkInfoInit = { 0, 9, 23, 1 };
-// static InitChainEntry sInitChain[] = {
-static InitChainEntry D_809304E0[] = {
+static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_STOP),
};
-#endif
-
-extern ColliderTrisElementInit D_80930424[2];
-extern ColliderTrisInit D_8093049C;
-extern ColliderCylinderInit D_809304AC;
-extern CollisionCheckInfoInit D_809304D8;
-extern InitChainEntry D_809304E0[];
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092E510.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092E5A4.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092E638.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092E840.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092E988.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/EnHonotrap_Init.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/EnHonotrap_Destroy.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EBC0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EBDC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EC9C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092ECF0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EDC0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EDD8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EE08.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EE1C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EE68.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EE90.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EF3C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092EF98.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F05C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F074.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F0A4.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F0B8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F0F8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F10C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F1A0.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F208.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F34C.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F3D8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F5AC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F5EC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F7A8.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F7BC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F854.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092F878.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/EnHonotrap_Update.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092FE44.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_8092FEFC.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/EnHonotrap_Draw.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_80930030.s")
-
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Honotrap/func_80930190.s")
+void EnHonotrap_FlameCollisionCheck(EnHonotrap* this, PlayState* play) {
+ s32 pad[3];
+
+ Collider_UpdateCylinder(&this->actor, &this->collider.cyl);
+ CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.tris.base);
+ CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.tris.base);
+ CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.tris.base);
+ this->colChkFlags |= HONOTRAP_AT_ACTIVE;
+ this->colChkFlags |= HONOTRAP_AC_ACTIVE;
+ this->colChkFlags |= HONOTRAP_OC_ACTIVE;
+}
+
+void EnHonotrap_GetNormal(Vec3f* normal, Vec3f* vec) {
+ f32 magnitude = Math3D_Vec3fMagnitude(vec);
+
+ if (magnitude < 0.001f) {
+ normal->x = normal->y = 0.0f;
+ normal->z = 1.0f;
+ } else {
+ normal->x = vec->x * (1.0f / magnitude);
+ normal->y = vec->y * (1.0f / magnitude);
+ normal->z = vec->z * (1.0f / magnitude);
+ }
+}
+
+void EnHonotrap_InitEye(EnHonotrap* this, PlayState* play) {
+ s32 i;
+ s32 j;
+ s32 k;
+ f32 sin = Math_SinS(this->actor.home.rot.y);
+ f32 cos = Math_CosS(this->actor.home.rot.y);
+ Vec3f triangle[3];
+ Vec3f* vtx;
+
+ Actor_SetScale(&this->actor, 0.1f);
+
+ if (sIsFirstInitEye) {
+ sIsFirstInitEye = false;
+ for (k = 0; k < HONOTRAP_EYE_MAX; k++) {
+ sSilverEyeTextures[k] = Lib_SegmentedToVirtual(sSilverEyeTextures[k]);
+ }
+ }
+
+ Collider_InitTris(play, &this->collider.tris);
+ Collider_SetTris(play, &this->collider.tris, &this->actor, &sTrisInit, this->collider.elements);
+
+ for (i = 0; i < 2; i++) {
+ for (j = 0, vtx = triangle; j < 3; j++, vtx++) {
+ Vec3f* baseVtx = &sTrisInit.elements[i].dim.vtx[j];
+
+ vtx->x = (baseVtx->z * sin) + (baseVtx->x * cos);
+ vtx->y = baseVtx->y;
+ vtx->z = (baseVtx->z * cos) - (baseVtx->x * sin);
+
+ Math_Vec3f_Sum(vtx, &this->actor.world.pos, vtx);
+ }
+ Collider_SetTrisVertices(&this->collider.tris, i, &triangle[0], &triangle[1], &triangle[2]);
+ }
+ Actor_SetFocus(&this->actor, 0.0f);
+ if (this->actor.params == HONOTRAP_TYPE_EYE) {
+ EnHonotrap_SetupEyeIdle(this);
+ } else { // HONOTRAP_TYPE_EYE_MUTI_FLAME
+ EnHonotrap_SetupEyeIdle2(this);
+ }
+}
+
+void EnHonotrap_InitFlame(EnHonotrap* this, PlayState* play) {
+ s32 pad[2];
+ s32 params = this->actor.params;
+
+ Actor_SetScale(&this->actor, 0.0001f);
+ Collider_InitCylinder(play, &this->collider.cyl);
+ Collider_SetCylinder(play, &this->collider.cyl, &this->actor, &sCylinderInit);
+ Collider_UpdateCylinder(&this->actor, &this->collider.cyl);
+ this->actor.terminalVelocity = -1.0f;
+ CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
+ ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
+ this->actor.shape.shadowAlpha = 128;
+ this->targetPos = GET_PLAYER(play)->actor.world.pos;
+ this->targetPos.y += 10.0f;
+ this->flameScroll = Rand_ZeroOne() * 511.0f;
+ Actor_PlaySfx(&this->actor, NA_SE_EV_FLAME_IGNITION);
+ if (params == HONOTRAP_TYPE_FLAME_DROP) {
+ this->actor.room = -1;
+ this->collider.cyl.dim.radius = 12;
+ this->collider.cyl.dim.height = 30;
+ this->actor.shape.yOffset = -1000.0f;
+ }
+ EnHonotrap_SetupFlameGrow(this);
+}
+
+void EnHonotrap_InitFlameGroup(EnHonotrap* this, PlayState* play) {
+ EnHonotrapFlameGroup* flameGroup;
+ s32 flameScroll;
+ s32 i;
+
+ Actor_SetScale(&this->actor, 0.0001f);
+ Collider_InitCylinder(play, &this->collider.cyl);
+ Collider_SetCylinder(play, &this->collider.cyl, &this->actor, &sCylinderInit);
+ CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
+
+ flameScroll = Rand_ZeroOne() * 511.0f;
+ flameGroup = &this->flameGroup;
+ for (i = 0; i < ARRAY_COUNT(flameGroup->flameList); i++) {
+ flameGroup->flameList[i].flameScroll = flameScroll;
+ flameScroll += (s32)Rand_ZeroFloat(300.0f) + 100;
+ flameScroll %= 0x200U;
+ }
+
+ Actor_PlaySfx(&this->actor, NA_SE_EV_FLAME_IGNITION);
+ EnHonotrap_SetupFlameGroup(this);
+}
+
+void EnHonotrap_Init(Actor* thisx, PlayState* play) {
+ s32 params;
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ params = this->actor.params;
+ Actor_ProcessInitChain(&this->actor, sInitChain);
+ if ((params == HONOTRAP_TYPE_EYE) || (params == HONOTRAP_TYPE_EYE_MUTI_FLAME)) {
+ EnHonotrap_InitEye(this, play);
+ } else if (params == HONOTRAP_TYPE_FLAME_GROUP) {
+ EnHonotrap_InitFlameGroup(this, play);
+ this->actor.update = EnHonotrap_UpdateFlameGroup;
+ this->actor.draw = EnHonotrap_DrawFlameGroup;
+ this->actor.uncullZoneScale = 500.0f;
+ this->actor.uncullZoneDownward = 500.0f;
+ } else { // HONOTRAP_TYPE_FLAME_MOVE, HONOTRAP_TYPE_FLAME_DROP
+ EnHonotrap_InitFlame(this, play);
+ this->actor.update = EnHonotrap_UpdateFlame;
+ this->actor.draw = EnHonotrap_DrawFlame;
+ }
+}
+
+void EnHonotrap_Destroy(Actor* thisx, PlayState* play) {
+ s16 params;
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ params = this->actor.params;
+ if ((params == HONOTRAP_TYPE_EYE) || (params == HONOTRAP_TYPE_EYE_MUTI_FLAME)) {
+ Collider_DestroyTris(play, &this->collider.tris);
+ } else {
+ Collider_DestroyCylinder(play, &this->collider.cyl);
+ }
+}
+
+void EnHonotrap_SetupEyeIdle(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeIdle;
+ this->eyeState = HONOTRAP_EYE_SHUT;
+}
+
+void EnHonotrap_EyeIdle(EnHonotrap* this, PlayState* play) {
+ if (this->actor.child != NULL) {
+ this->timer = 200;
+ } else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f)) {
+ if ((this->actor.playerHeightRel < 0.0f) && (this->actor.playerHeightRel > -700.0f)) {
+ s16 angle = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
+
+ if ((angle > -0x4000) && (angle < 0x4000)) {
+ EnHonotrap_SetupEyeOpen(this);
+ }
+ }
+ }
+}
+
+void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeOpen;
+ Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
+ this->timer = 30;
+ Actor_PlaySfx(&this->actor, NA_SE_EV_RED_EYE);
+}
+
+void EnHonotrap_EyeOpen(EnHonotrap* this, PlayState* play) {
+ this->eyeState--;
+ if (this->eyeState <= HONOTRAP_EYE_OPEN) {
+ EnHonotrap_SetupEyeAttack(this);
+ Actor_SpawnAsChild(
+ &play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
+ (Math_SinS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
+ (Math_CosS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x,
+ this->actor.home.rot.y, this->actor.home.rot.z, HONOTRAP_TYPE_FLAME_MOVE);
+ }
+}
+
+void EnHonotrap_SetupEyeAttack(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeAttack;
+ this->eyeState = HONOTRAP_EYE_OPEN;
+}
+
+void EnHonotrap_EyeAttack(EnHonotrap* this, PlayState* play) {
+ if (this->timer <= 0) {
+ EnHonotrap_SetupEyeClose(this);
+ }
+}
+
+void EnHonotrap_SetupEyeClose(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeClose;
+}
+
+void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play) {
+ this->eyeState++;
+ if (this->eyeState >= HONOTRAP_EYE_SHUT) {
+ EnHonotrap_SetupEyeIdle(this);
+ this->timer = 200;
+ }
+}
+
+void EnHonotrap_SetupEyeIdle2(EnHonotrap* this) {
+ this->eyeState = HONOTRAP_EYE_SHUT;
+ this->timer = 80;
+ this->unk224 = 0;
+ this->actionFunc = EnHonotrap_EyeIdle2;
+}
+
+void EnHonotrap_EyeIdle2(EnHonotrap* this, PlayState* play) {
+ if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 120.0f)) {
+ if ((this->actor.playerHeightRel < 0.0f) && (this->actor.playerHeightRel > -700.0f)) {
+ s16 angle = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
+
+ if ((angle > -0x4000) && (angle < 0x4000)) {
+ EnHonotrap_SetupEyeOpen2(this);
+ }
+ }
+ }
+}
+
+void EnHonotrap_SetupEyeOpen2(EnHonotrap* this) {
+ Actor_PlaySfx(&this->actor, NA_SE_EV_RED_EYE);
+ Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
+ this->timer = 40;
+ this->actionFunc = EnHonotrap_EyeOpen2;
+}
+
+void EnHonotrap_EyeOpen2(EnHonotrap* this, PlayState* play) {
+ s32 pad;
+
+ this->eyeState--;
+ if (this->eyeState <= HONOTRAP_EYE_OPEN) {
+ Actor_SpawnAsChild(
+ &play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
+ (Math_SinS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y,
+ (Math_CosS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x,
+ this->actor.home.rot.y, this->actor.home.rot.z, HONOTRAP_TYPE_FLAME_GROUP);
+ EnHonotrap_SetupEyeAttack2(this);
+ }
+}
+
+void EnHonotrap_SetupEyeAttack2(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeAttack2;
+ this->eyeState = HONOTRAP_EYE_OPEN;
+}
+
+void EnHonotrap_EyeAttack2(EnHonotrap* this, PlayState* play) {
+ if (this->timer <= 0) {
+ EnHonotrap_SetupEyeClose2(this);
+ }
+}
+
+void EnHonotrap_SetupEyeClose2(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_EyeClose2;
+}
+
+void EnHonotrap_EyeClose2(EnHonotrap* this, PlayState* play) {
+ this->eyeState++;
+ if (this->eyeState >= HONOTRAP_EYE_SHUT) {
+ EnHonotrap_SetupEyeIdle2(this);
+ }
+}
+
+void EnHonotrap_SetupFlameGrow(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_FlameGrow;
+}
+
+void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play) {
+ f32 targetScale = (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) ? 0.004f : 0.0048f;
+ s32 targetReached = Math_StepToF(&this->actor.scale.x, targetScale, 0.0006f);
+
+ this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
+ if (targetReached) {
+ if (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) {
+ EnHonotrap_SetupFlameMove(this);
+ } else { // HONOTRAP_TYPE_FLAME_DROP
+ EnHonotrap_SetupFlameDrop(this);
+ }
+ }
+}
+
+void EnHonotrap_SetupFlameDrop(EnHonotrap* this) {
+ this->timer = 40;
+ this->actor.velocity.y = 1.0f;
+ this->actor.velocity.x = 2.0f * Math_SinS(this->actor.world.rot.y);
+ this->actor.velocity.z = 2.0f * Math_CosS(this->actor.world.rot.y);
+ this->actionFunc = EnHonotrap_FlameDrop;
+}
+
+void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) {
+ if ((this->collider.tris.base.atFlags & AT_HIT) || (this->timer <= 0)) {
+ if ((this->collider.tris.base.atFlags & AT_HIT) && !(this->collider.tris.base.atFlags & AT_BOUNCED)) {
+ func_800B8D98(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
+ }
+ this->actor.velocity.z = 0.0f;
+ this->actor.velocity.y = 0.0f;
+ this->actor.velocity.x = 0.0f;
+ EnHonotrap_SetupFlameVanish(this);
+ return;
+ }
+ if (this->actor.velocity.y > 0.0f) {
+ this->actor.world.pos.x += this->actor.velocity.x;
+ this->actor.world.pos.z += this->actor.velocity.z;
+ Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
+ }
+ if (!Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 1.0f, this->actor.velocity.y)) {
+ this->actor.velocity.y += 1.0f;
+ } else {
+ this->actor.velocity.y = 0.0f;
+ }
+ EnHonotrap_FlameCollisionCheck(this, play);
+}
+
+void EnHonotrap_SetupFlameMove(EnHonotrap* this) {
+ f32 distInverse;
+
+ this->actionFunc = EnHonotrap_FlameMove;
+ distInverse = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
+ this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distInverse;
+ this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distInverse;
+ this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distInverse;
+ this->speedMod = 0.0f;
+ this->timer = 160;
+}
+
+void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
+ Actor* thisx = &this->actor;
+ Vec3f speed;
+ s32 cond;
+
+ Math_StepToF(&this->speedMod, 13.0f, 0.5f);
+ speed.x = fabsf(this->speedMod * thisx->velocity.x);
+ speed.y = fabsf(this->speedMod * thisx->velocity.y);
+ speed.z = fabsf(this->speedMod * thisx->velocity.z);
+ cond = true;
+ cond &= Math_StepToF(&thisx->world.pos.x, this->targetPos.x, speed.x);
+ cond &= Math_StepToF(&thisx->world.pos.y, this->targetPos.y, speed.y);
+ cond &= Math_StepToF(&thisx->world.pos.z, this->targetPos.z, speed.z);
+ Actor_UpdateBgCheckInfo(play, thisx, 10.0f, 10.0f, 0.0f,
+ UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
+ UPDBGCHECKINFO_FLAG_10);
+
+ if (this->collider.tris.base.atFlags & AT_BOUNCED) {
+ Player* player = GET_PLAYER(play);
+ Vec3f shieldNorm;
+ Vec3f tempVel;
+ Vec3f shieldVec;
+
+ shieldVec.x = -player->shieldMf.xz;
+ shieldVec.y = -player->shieldMf.yz;
+ shieldVec.z = -player->shieldMf.zz;
+ EnHonotrap_GetNormal(&shieldNorm, &shieldVec);
+ tempVel = thisx->velocity;
+ func_80179F64(&tempVel, &shieldNorm, &thisx->velocity);
+ thisx->speed = this->speedMod * 0.5f;
+ thisx->world.rot.y = Math_Atan2S_XY(thisx->velocity.z, thisx->velocity.x);
+ EnHonotrap_SetupFlameVanish(this);
+ } else if (this->collider.tris.base.atFlags & AT_HIT) {
+ thisx->speed = 0.0f;
+ thisx->velocity.y = 0.0f;
+ EnHonotrap_SetupFlameVanish(this);
+ } else if (this->timer <= 0) {
+ EnHonotrap_SetupFlameVanish(this);
+ } else {
+ EnHonotrap_FlameCollisionCheck(this, play);
+ if (cond != 0) {
+ EnHonotrap_SetupFlameChase(this);
+ }
+ }
+}
+
+void EnHonotrap_SetupFlameChase(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_FlameChase;
+ this->actor.speed = 0.0f;
+ this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
+ this->timer = 100;
+ this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
+}
+
+void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play) {
+ s32 pad;
+
+ Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x300);
+ Math_StepToF(&this->actor.speed, 3.0f, 0.1f);
+ this->actor.gravity = (-this->actor.playerHeightRel < 10.0f) ? 0.08f : -0.08f;
+ Actor_UpdateVelocityWithGravity(&this->actor);
+ if (this->actor.velocity.y > 1.0f) {
+ this->actor.velocity.y = 1.0f;
+ }
+ this->actor.velocity.y *= 0.95f;
+ Actor_UpdatePos(&this->actor);
+ Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 0.0f,
+ UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
+ UPDBGCHECKINFO_FLAG_10);
+
+ if (this->collider.tris.base.atFlags & AT_BOUNCED) {
+ Player* player = GET_PLAYER(play);
+ Vec3s shieldRot;
+
+ Matrix_MtxFToYXZRot(&player->shieldMf, &shieldRot, 0);
+ this->actor.world.rot.y = ((shieldRot.y * 2) - this->actor.world.rot.y) + 0x8000;
+ EnHonotrap_SetupFlameVanish(this);
+ } else if (this->collider.tris.base.atFlags & AT_HIT) {
+ this->actor.speed *= 0.1f;
+ this->actor.velocity.y *= 0.1f;
+ EnHonotrap_SetupFlameVanish(this);
+ } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) || (this->timer <= 0)) {
+ EnHonotrap_SetupFlameVanish(this);
+ } else {
+ EnHonotrap_FlameCollisionCheck(this, play);
+ }
+}
+
+void EnHonotrap_SetupFlameVanish(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_FlameVanish;
+}
+
+void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play) {
+ s32 pad;
+ s32 targetReached = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
+
+ this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
+ Actor_MoveWithGravity(&this->actor);
+ Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 0.0f,
+ UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
+ UPDBGCHECKINFO_FLAG_10);
+ if (targetReached) {
+ Actor_Kill(&this->actor);
+ }
+}
+
+void EnHonotrap_SetupFlameGroup(EnHonotrap* this) {
+ this->actionFunc = EnHonotrap_FlameGroup;
+ this->timer = 80;
+ this->flameGroup.unk8 = 0.0f;
+}
+
+void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play) {
+ s32 i;
+ EnHonotrapFlameGroup* flameGroup = &this->flameGroup;
+ f32 var_fs0;
+ f32 temp_fs0;
+ f32 temp_fs1;
+ f32 sp88;
+ f32 sp84;
+ f32 sp80;
+ s32 flameScrollDisplacement;
+ s32 sp78 = false;
+ f32 var_fs0_2;
+ Vec3f sp68;
+ EnHonotrapFlameElement* flameElem;
+
+ sp80 = fabsf(Math_CosS(Camera_GetCamDirPitch(GET_ACTIVE_CAM(play))));
+ flameScrollDisplacement = (s32)(sp80 * -10.5f) - 10;
+ Math_StepToF(&flameGroup->unk0, 1.0f, 0.05f);
+ if (this->timer <= 40) {
+ sp78 = Math_StepToF(&flameGroup->unk4, 1.0f, 0.05f);
+ } else if (this->actor.parent == NULL) {
+ this->timer = 40;
+ }
+ for (i = 0; i < ARRAY_COUNT(flameGroup->flameList); i++) {
+ flameGroup->flameList[i].isDrawn = false;
+ }
+
+ sp88 = Math_SinS(this->actor.shape.rot.y) * 120.0f;
+ sp84 = Math_CosS(this->actor.shape.rot.y) * 120.0f;
+
+ flameGroup->unk8 += 0.050f * (1.0f - flameGroup->unk4);
+
+ if (flameGroup->unk8 > 1.0f / 6) {
+ flameGroup->unk8 -= 1.0f / 6;
+ }
+ var_fs0 = flameGroup->unk4 + flameGroup->unk8;
+
+ for (i = 0; i < ARRAY_COUNT(flameGroup->flameList) && (var_fs0 <= flameGroup->unk0); i++) {
+ flameElem = &flameGroup->flameList[i];
+ flameElem->isDrawn = true;
+
+ flameElem->pos.x = (sp88 * var_fs0) + this->actor.world.pos.x;
+ flameElem->pos.y = this->actor.world.pos.y;
+ flameElem->pos.z = (sp84 * var_fs0) + this->actor.world.pos.z;
+
+ flameElem->unkC = Math_SinS((s16)(s32)(var_fs0 * 25486.223f)) * 1.6f;
+ if (flameElem->unkC > 1.0f) {
+ flameElem->unkC = 1.0f;
+ } else if (flameElem->unkC < 0.0f) {
+ flameElem->unkC = 0.0f;
+ }
+
+ var_fs0 += 1.0f / 6;
+ flameElem->unkC *= (0.006f * (((1.0f - flameGroup->unk4) * 0.8f) + 0.2f));
+ flameElem->flameScroll += flameScrollDisplacement;
+ flameElem->flameScroll %= 0x200U;
+ }
+
+ if (sp78 || (this->timer <= 0)) {
+ Actor_Kill(&this->actor);
+ return;
+ }
+ temp_fs0 = flameGroup->unk0 * 120.0f;
+ temp_fs1 = flameGroup->unk4 * 120.0f;
+ Actor_OffsetOfPointInActorCoords(&this->actor, &sp68, &GET_PLAYER(play)->actor.world.pos);
+
+ if (sp68.z < temp_fs1) {
+ sp68.z = temp_fs1;
+ } else if (temp_fs0 < sp68.z) {
+ sp68.z = temp_fs0;
+ }
+
+ var_fs0_2 = Math_SinS((s16)(s32)(sp68.z * 212.3852f)) * 1.6f;
+ if (var_fs0_2 > 1.0f) {
+ var_fs0_2 = 1.0f;
+ }
+ sp80 *= ((1.0f - flameGroup->unk4) * 0.8f) + 0.2f;
+ if (sp80 > 0.2f) {
+ this->collider.cyl.dim.pos.x =
+ (s16)(s32)((Math_SinS(this->actor.shape.rot.y) * sp68.z) + this->actor.world.pos.x);
+ this->collider.cyl.dim.pos.y = (s16)(s32)(this->actor.world.pos.y - (24.0f * var_fs0_2));
+ this->collider.cyl.dim.pos.z =
+ (s16)(s32)((Math_CosS(this->actor.shape.rot.y) * sp68.z) + this->actor.world.pos.z);
+ this->collider.cyl.dim.radius = (s16)(s32)(15.0f * var_fs0_2);
+ this->collider.cyl.dim.height = (s16)(s32)(37.5f * var_fs0_2);
+ CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.tris.base);
+ CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.tris.base);
+ CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.tris.base);
+ }
+}
+
+void EnHonotrap_Update(Actor* thisx, PlayState* play) {
+ static Vec3f sVelocity = { 0.0f, 0.0f, 0.0f };
+ static Vec3f sAccel = { 0.0f, 0.1f, 0.0f };
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ if (this->timer > 0) {
+ this->timer--;
+ }
+ if ((this->actor.child != NULL) && (this->actor.child->update == NULL)) {
+ this->actor.child = NULL;
+ }
+ this->actionFunc(this, play);
+ if (this->collider.tris.base.acFlags & AC_HIT) {
+ EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &sVelocity, &sAccel, 15, 8);
+ Actor_Kill(&this->actor);
+ return;
+ }
+ if (this->eyeState < HONOTRAP_EYE_SHUT) {
+ this->collider.tris.base.acFlags &= ~AC_HIT;
+ CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.tris.base);
+ }
+}
+
+void EnHonotrap_UpdateFlame(Actor* thisx, PlayState* play) {
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ if (this->timer > 0) {
+ this->timer--;
+ }
+ this->colChkFlags = 0;
+ this->bobPhase += 0x640;
+ if (this->actor.params != HONOTRAP_TYPE_FLAME_GROUP) {
+ this->actor.shape.yOffset = Math_SinS(this->bobPhase) * 1000.0f + 600.0f;
+ }
+ Actor_SetFocus(&this->actor, 5.0f);
+ Actor_PlaySfx(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
+ this->actionFunc(this, play);
+ this->flameScroll -= 20;
+ this->flameScroll %= 0x200U;
+}
+
+void EnHonotrap_UpdateFlameGroup(Actor* thisx, PlayState* play) {
+ EnHonotrap* this = (EnHonotrap*)thisx;
+ Actor* parent = this->actor.parent;
+
+ if ((parent != NULL) && (parent->update == NULL)) {
+ this->actor.parent = NULL;
+ }
+ if (this->timer > 0) {
+ this->timer--;
+ }
+ this->bobPhase += 0x640;
+ Actor_PlaySfx(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
+ this->actionFunc(this, play);
+}
+
+void EnHonotrap_Draw(Actor* thisx, PlayState* play) {
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ OPEN_DISPS(play->state.gfxCtx);
+
+ Gfx_SetupDL25_Opa(play->state.gfxCtx);
+ gSPSegment(POLY_OPA_DISP++, 0x08, sSilverEyeTextures[this->eyeState]);
+ gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(POLY_OPA_DISP++, &gEyeSwitchSilverDL);
+
+ CLOSE_DISPS(play->state.gfxCtx);
+}
+
+void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
+ s32 pad;
+ EnHonotrap* this = (EnHonotrap*)thisx;
+
+ OPEN_DISPS(play->state.gfxCtx);
+
+ Gfx_SetupDL25_Xlu(play->state.gfxCtx);
+ gSPSegment(POLY_XLU_DISP++, 0x08,
+ Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, this->flameScroll, 32, 128));
+ gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
+ gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
+ Matrix_RotateYS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000, MTXMODE_APPLY);
+ gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
+
+ CLOSE_DISPS(play->state.gfxCtx);
+}
+
+void EnHonotrap_DrawFlameGroup(Actor* thisx, PlayState* play) {
+ s32 pad;
+ EnHonotrap* this = (EnHonotrap*)thisx;
+ EnHonotrapFlameElement* flameElem;
+ EnHonotrapFlameGroup* flameGroup = &this->flameGroup;
+ s32 i;
+ s32 pad2;
+ Vec3s camDir;
+
+ OPEN_DISPS(play->state.gfxCtx);
+
+ Gfx_SetupDL25_Xlu(play->state.gfxCtx);
+ gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
+ gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
+ Camera_GetCamDir(&camDir, GET_ACTIVE_CAM(play));
+ camDir.y += 0x8000;
+
+ for (i = 0; i < ARRAY_COUNT(flameGroup->flameList); i++) {
+ flameElem = &flameGroup->flameList[i];
+ if (flameElem->isDrawn) {
+ gSPSegment(POLY_XLU_DISP++, 0x08,
+ Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, flameElem->flameScroll, 32, 128));
+ Matrix_SetTranslateRotateYXZ(flameElem->pos.x, flameElem->pos.y - (4000.0f * flameElem->unkC),
+ flameElem->pos.z, &camDir);
+ Matrix_Scale(((fabsf(Math_SinS((s16)(camDir.y - thisx->shape.rot.y) >> 1)) * 0.2f) + 1.7f) *
+ flameElem->unkC,
+ flameElem->unkC, 1.0f, MTXMODE_APPLY);
+ gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
+ }
+ }
+
+ CLOSE_DISPS(play->state.gfxCtx);
+}
diff --git a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.h b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.h
index 570269fe2..db78f30ff 100644
--- a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.h
+++ b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.h
@@ -7,10 +7,49 @@ struct EnHonotrap;
typedef void (*EnHonotrapActionFunc)(struct EnHonotrap*, PlayState*);
+typedef union {
+ struct {
+ /* 0x00 */ ColliderTris tris;
+ /* 0x20 */ ColliderTrisElement elements[2];
+ };
+ /* 0x00 */ ColliderCylinder cyl;
+} EnHonotrapCollider; // size = 0xD8
+
+typedef struct {
+ /* 0x00 */ Vec3f pos;
+ /* 0x0C */ f32 unkC;
+ /* 0x10 */ s16 flameScroll;
+ /* 0x12 */ u8 isDrawn;
+} EnHonotrapFlameElement; // size = 0x14
+
+typedef struct {
+ /* 0x0 */ f32 unk0;
+ /* 0x4 */ f32 unk4;
+ /* 0x8 */ f32 unk8;
+ /* 0xC */ EnHonotrapFlameElement flameList[6];
+} EnHonotrapFlameGroup; // size = 0x84;
+
typedef struct EnHonotrap {
/* 0x000 */ Actor actor;
/* 0x144 */ EnHonotrapActionFunc actionFunc;
- /* 0x148 */ char unk_148[0x17C];
+ /* 0x148 */ EnHonotrapCollider collider;
+ /* 0x220 */ s16 timer;
+ /* 0x222 */ s16 eyeState;
+ /* 0x224 */ s16 unk224;
+ /* 0x228 */ Vec3f targetPos;
+ /* 0x234 */ f32 speedMod;
+ /* 0x238 */ s16 bobPhase;
+ /* 0x23A */ s16 flameScroll;
+ /* 0x23C */ EnHonotrapFlameGroup flameGroup;
+ /* 0x2C0 */ u8 colChkFlags;
} EnHonotrap; // size = 0x2C4
+typedef enum {
+ /* 0 */ HONOTRAP_TYPE_EYE,
+ /* 1 */ HONOTRAP_TYPE_FLAME_MOVE,
+ /* 2 */ HONOTRAP_TYPE_FLAME_DROP,
+ /* 3 */ HONOTRAP_TYPE_EYE_MUTI_FLAME,
+ /* 4 */ HONOTRAP_TYPE_FLAME_GROUP
+} EnHonotrapType;
+
#endif // Z_EN_HONOTRAP_H