From 0251769d1699b7f4bc7a6f05de6f52cf2ca4f29a Mon Sep 17 00:00:00 2001 From: Alejandro Asenjo Nitti <96613413+sonicdcer@users.noreply.github.com> Date: Mon, 12 Aug 2024 11:58:54 -0300 Subject: General docs (#269) * fox_display.c DOCS * PRINTF * actor->destroy boolean * corneria docs * Boss->unk_04C to Boss->animFrame * aCoGrangaWalkingAnim * more corneria docs * Spawner * Spawner code refined * Spawner description * Actor Spawn guard * Molar Rock (name by @inspectredc) * more docs * actor docs * initial disassembly config for lodgenet * correct vram addresses for lodgenet * Actor Docs * More actor docs * more actor docs * correction * correction * more actor docs * Preliminary work for Effect documentation * Change Init for Setup * fox_play cleanup and defake * fox_zo function names * fox_so function renaming * more object docs * venom 1 actors * actor docs * some fox_bo docs * some fox_fo corrections * fox_ma obj->this * fox_ma renamings * fox_ma docs * fox_ti Actors * revert permuter settings to ido * some renames on fox_andross.c * fox_sy actors * object names * corrections * some effect comments * fix AudioTable struct and data to avoid UB * uintptr_t in audio * audio load changes * event id enum usage in fox_sy * clear padding in sPlaylists * HUD_FoBase_ExplodeCs * HUD --- src/engine/fox_360.c | 54 +- src/engine/fox_beam.c | 221 +++++---- src/engine/fox_bg.c | 4 +- src/engine/fox_boss.c | 8 +- src/engine/fox_context.c | 20 +- src/engine/fox_demo.c | 43 +- src/engine/fox_display.c | 371 +++++++------- src/engine/fox_edata.c | 6 +- src/engine/fox_edata_info.c | 582 +++++++++++----------- src/engine/fox_edisplay.c | 109 ++-- src/engine/fox_effect.c | 313 ++++++------ src/engine/fox_enmy.c | 465 +++++++++-------- src/engine/fox_enmy2.c | 296 +++++------ src/engine/fox_fade.c | 2 +- src/engine/fox_game.c | 36 +- src/engine/fox_hud.c | 1149 +++++++++++++++++++++--------------------- src/engine/fox_play.c | 1159 ++++++++++++++++++++++++++++++++----------- src/engine/fox_radio.c | 2 +- src/engine/fox_tank.c | 99 ++-- src/engine/fox_versus.c | 2 +- 20 files changed, 2822 insertions(+), 2119 deletions(-) (limited to 'src/engine') diff --git a/src/engine/fox_360.c b/src/engine/fox_360.c index cb52d2ef..4071055e 100644 --- a/src/engine/fox_360.c +++ b/src/engine/fox_360.c @@ -106,36 +106,36 @@ void AllRange_DrawCountdown(void) { } } -void Boss309_Update(Boss309* this) { - OvlI4_CallFunction(OVLCALL_BOSS309_UPDATE, this); +void BoBase_Update(BoBase* this) { + OvlI4_CallFunction(OVLCALL_BO_BASE_UPDATE, this); } -void Boss309_Draw(Boss309* this) { - OvlI4_CallFunction(OVLCALL_BOSS309_DRAW, this); +void BoBase_Draw(BoBase* this) { + OvlI4_CallFunction(OVLCALL_BO_BASE_DRAW, this); } -void Boss310_Update(Boss310* this) { - OvlI4_CallFunction(OVLCALL_BOSS310_UPDATE, this); +void BoBaseShield_Update(BoBaseShield* this) { + OvlI4_CallFunction(OVLCALL_BO_BASE_SHIELD_UPDATE, this); } -void Boss310_Draw(Boss310* this) { - OvlI4_CallFunction(OVLCALL_BOSS310_DRAW, this); +void BoBaseShield_Draw(BoBaseShield* this) { + OvlI4_CallFunction(OVLCALL_BO_BASE_SHIELD_DRAW, this); } -void Actor271_Update(Actor271* this) { - OvlI4_CallFunction(OVLCALL_ACTOR271_UPDATE, this); +void BoShieldReactor_Update(BoShieldReactor* this) { + OvlI4_CallFunction(OVLCALL_BO_SHIELD_REACTOR_UPDATE, this); } -void Actor271_Draw(Actor271* this) { - OvlI4_CallFunction(OVLCALL_ACTOR271_DRAW, this); +void BoShieldReactor_Draw(BoShieldReactor* this) { + OvlI4_CallFunction(OVLCALL_BO_SHIELD_REACTOR_DRAW, this); } -void Actor272_Update(Actor272* this) { - OvlI4_CallFunction(OVLCALL_ACTOR272_UPDATE, this); +void BoLaserCannon_Update(BoLaserCannon* this) { + OvlI4_CallFunction(OVLCALL_BO_LASER_CANNON_UPDATE, this); } -void Actor272_Draw(Actor272* this) { - OvlI4_CallFunction(OVLCALL_ACTOR272_DRAW, this); +void BoLaserCannon_Draw(BoLaserCannon* this) { + OvlI4_CallFunction(OVLCALL_BO_LASER_CANNON_DRAW, this); } void AllRange_GreatFoxRepair(Player* player) { @@ -309,8 +309,9 @@ void ActorAllRange_SetShadowData(Actor* this) { if (this->drawShadow && (gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) { for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { if ((scenery360->obj.status == OBJ_ACTIVE) && - ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) || - (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || + ((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3)) && (fabsf(scenery360->obj.pos.x - this->obj.pos.x) < 2500.0f) && (fabsf(scenery360->obj.pos.z - this->obj.pos.z) < 2500.0f)) { @@ -332,8 +333,9 @@ void ActorAllRange_SetShadowData(Actor* this) { spCC.y = spD8.y + temp1.y; spCC.z = spD8.z + temp1.z; - if ((scenery360->obj.id == OBJ_SCENERY_149) || (scenery360->obj.id == OBJ_SCENERY_150)) { - if (scenery360->obj.id == OBJ_SCENERY_149) { + if ((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3)) { + if (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) { colId = COL1_5; } else { colId = COL1_6; @@ -831,10 +833,10 @@ s32 func_360_8003049C(ActorAllRange* this) { if (boss->obj.id == OBJ_BOSS_CO_CARRIER) { var_ft5 = 350.0f; - } else if (boss->obj.id == OBJ_BOSS_309) { + } else if (boss->obj.id == OBJ_BOSS_BO_BASE) { sp44 = 2000.0f; var_ft5 = 750.0f; - } else if (boss->obj.id == OBJ_BOSS_KA_BASE) { + } else if (boss->obj.id == OBJ_BOSS_KA_FLBASE) { sp44 = 1500.0f; var_ft5 = 700.0f; } @@ -2127,8 +2129,8 @@ void ActorAllRange_Update(ActorAllRange* this) { spA8.y = 70.0f; spA8.z = -70.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &spA8, &sp9C); - func_effect_80078E50(this->obj.pos.x + sp9C.x, this->obj.pos.y + sp9C.y, this->obj.pos.z + sp9C.z, - 3.1f); + Effect_Effect393_Spawn(this->obj.pos.x + sp9C.x, this->obj.pos.y + sp9C.y, this->obj.pos.z + sp9C.z, + 3.1f); } } } @@ -2260,7 +2262,7 @@ void ActorAllRange_Update(ActorAllRange* this) { this->timer_0BE = 2; this->obj.status = OBJ_DYING; this->itemDrop = DROP_NONE; - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 5.0f, 15); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 5.0f, 15); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } else { this->dmgType = DMG_BEAM; @@ -2339,7 +2341,7 @@ void ActorAllRange_DrawBarrelRoll(ActorAllRange* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, alpha); gDPSetEnvColor(gMasterDisp++, 0, 0, 160, alpha); - gSPDisplayList(gMasterDisp++, D_101DC10); + gSPDisplayList(gMasterDisp++, aBarrelRollTex); Matrix_Pop(&gGfxMatrix); } } diff --git a/src/engine/fox_beam.c b/src/engine/fox_beam.c index fa72deda..0c27fc28 100644 --- a/src/engine/fox_beam.c +++ b/src/engine/fox_beam.c @@ -61,14 +61,14 @@ void PlayerShot_ExplodeBomb(PlayerShot* shot) { if (shot->obj.pos.y < (gGroundHeight + 450.0f)) { gCameraShake = 15; if (gGroundSurface == SURFACE_WATER) { - func_effect_8007D9DC(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, - shot->unk_48 * 3.0f, 0); - func_effect_8007D9DC(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, - shot->unk_48 * 3.0f, 5); - func_effect_8007D9DC(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, - shot->unk_48 * 3.0f, 10); - func_effect_8007ADF4(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f, - shot->unk_48 * 0.5f); + Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, + shot->unk_48 * 3.0f, 0); + Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, + shot->unk_48 * 3.0f, 5); + Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, + shot->unk_48 * 3.0f, 10); + Effect_Effect372_Spawn2(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f, + shot->unk_48 * 0.5f); Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_OB_WATER_BOUND_M); } else { func_enmy_80062B60(shot->obj.pos.x, shot->obj.pos.z, 0, shot->unk_48 * 3.0f); @@ -83,8 +83,8 @@ void PlayerShot_ExplodeBomb(PlayerShot* shot) { if (var_fv1 > 2.0f) { var_fv1 = 2.0f; } - func_effect_8007B550(shot->obj.pos.x, gGroundHeight + 6.0f, shot->obj.pos.z, - shot->unk_48 * (1.5f + var_fv1), var_fv0); + Effect_Effect385_Spawn(shot->obj.pos.x, gGroundHeight + 6.0f, shot->obj.pos.z, + shot->unk_48 * (1.5f + var_fv1), var_fv0); } if (gVersusMode) { @@ -92,7 +92,7 @@ void PlayerShot_ExplodeBomb(PlayerShot* shot) { } else { var_v0 = 0; } - func_effect_8007B344(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, shot->unk_48 * 1.5f, var_v0); + Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, shot->unk_48 * 1.5f, var_v0); if (gUseDynaFloor) { var_fs0 = 5.0f; if (shot->obj.pos.y > 300.0f) { @@ -105,15 +105,15 @@ void PlayerShot_ExplodeBomb(PlayerShot* shot) { var_fs0 = 4.0f; } var_fs0 *= 2.0f; - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, 50.0f, 0.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, 46.0f, 19.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, 35.0f, 35.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, 19.0f, 46.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, 0.0f, 50.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, -50.0f, 0.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, -46.0f, 19.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, -35.0f, 35.0f, var_fs0); - func_effect_8007AFD0(shot->obj.pos.x, shot->obj.pos.z, -19.0f, 46.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 50.0f, 0.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 46.0f, 19.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 35.0f, 35.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 19.0f, 46.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, 0.0f, 50.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -50.0f, 0.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -46.0f, 19.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -35.0f, 35.0f, var_fs0); + Effect_Effect382_Spawn(shot->obj.pos.x, shot->obj.pos.z, -19.0f, 46.0f, var_fs0); } } } @@ -144,15 +144,15 @@ void PlayerShot_Impact(PlayerShot* shot) { shot->vel.x = shot->vel.y = shot->vel.z = 0.0f; if (gCurrentLevel == LEVEL_AQUAS) { gLight3R = gLight3G = gLight3B = 0; - func_effect_8007B344(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, 4); - func_effect_8007C120(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.3f, 30); + Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, 4); + Effect_Effect390_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.3f, 30); } else { if (gVersusMode) { var_v0_2 = shot->sourceId + 10; } else { var_v0_2 = 12; } - func_effect_8007B344(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, var_v0_2); + Effect_Effect384_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 10.0f, var_v0_2); func_effect_8007D2C8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 4.0f); } } else { @@ -165,7 +165,7 @@ void PlayerShot_SetupEffect344(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 s32 time) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; - effect->obj.id = OBJ_EFFECT_344; + effect->obj.id = OBJ_EFFECT_EXPLOSION_MARK_1; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; @@ -198,7 +198,7 @@ void PlayerShot_SpawnEffect344(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 arg4, void PlayerShot_SetupEffect345(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, f32 scale) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; - effect->obj.id = OBJ_EFFECT_345; + effect->obj.id = OBJ_EFFECT_LASER_MARK_1; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; @@ -504,7 +504,7 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj sp58.z = obj->pos.z; useCol2 = false; switch (objId) { - case OBJ_ACTOR_180: + case OBJ_ACTOR_ME_MOLAR_ROCK: objId = COL1_0; break; case OBJ_SCENERY_CO_BUMP_4: @@ -512,19 +512,19 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj objId = COL2_1; useCol2 = true; break; - case OBJ_SCENERY_149: + case OBJ_SCENERY_FO_MOUNTAIN_2: objId = COL1_5; break; - case OBJ_SCENERY_150: + case OBJ_SCENERY_FO_MOUNTAIN_3: objId = COL1_6; break; - case OBJ_BOSS_FO: + case OBJ_BOSS_FO_BASE: objId = COL1_4; break; - case OBJ_BOSS_VE2: + case OBJ_BOSS_VE2_BASE: objId = COL1_9; break; - case OBJ_BOSS_309: + case OBJ_BOSS_BO_BASE: objId = COL1_7; break; case ACTOR_EVENT_ID: @@ -536,23 +536,23 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj case OBJ_SCENERY_ME_TUNNEL: objId = COL1_1; break; - case OBJ_SCENERY_120: + case OBJ_SCENERY_AQ_CORAL_REEF_2: objId = COL2_18; useCol2 = true; break; - case OBJ_SCENERY_143: + case OBJ_SCENERY_VS_KA_FLBASE: objId = COL2_17; useCol2 = true; break; - case OBJ_SCENERY_124: + case OBJ_SCENERY_AQ_BUMP_1: objId = COL2_15; useCol2 = true; break; - case OBJ_SCENERY_126: + case OBJ_SCENERY_AQ_BUMP_2: objId = COL2_16; useCol2 = true; break; - case OBJ_SCENERY_47: + case OBJ_SCENERY_ZO_ISLAND: objId = COL2_7; useCol2 = true; break; @@ -561,43 +561,43 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj useCol2 = true; break; case OBJ_SCENERY_CO_BUMP_3: - case OBJ_SCENERY_69: + case OBJ_SCENERY_MA_TERRAIN_BUMP: objId = COL2_3; useCol2 = true; break; - case OBJ_SCENERY_140: + case OBJ_SCENERY_VS_PYRAMID_1: objId = COL2_4; useCol2 = true; break; - case OBJ_SCENERY_141: + case OBJ_SCENERY_VS_PYRAMID_2: objId = COL2_6; useCol2 = true; break; - case OBJ_SCENERY_117: + case OBJ_SCENERY_AQ_CORAL_REEF_1: objId = COL2_14; useCol2 = true; break; - case OBJ_SCENERY_70: + case OBJ_SCENERY_MA_FLOOR_1: objId = COL2_8; useCol2 = true; break; - case OBJ_SCENERY_72: + case OBJ_SCENERY_MA_FLOOR_3: objId = COL2_9; useCol2 = true; break; - case OBJ_SCENERY_71: + case OBJ_SCENERY_MA_FLOOR_2: objId = COL2_10; useCol2 = true; break; - case OBJ_SCENERY_73: + case OBJ_SCENERY_MA_FLOOR_4: objId = COL2_11; useCol2 = true; break; - case OBJ_SCENERY_67: + case OBJ_SCENERY_MA_WALL_3: objId = COL2_12; useCol2 = true; break; - case OBJ_SCENERY_74: + case OBJ_SCENERY_MA_FLOOR_5: objId = COL2_13; useCol2 = true; break; @@ -625,8 +625,8 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj shot->obj.pos.z = obj->pos.z + sp70.z; } if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); } return true; } @@ -638,8 +638,8 @@ bool PlayerShot_CheckPolyCollision(PlayerShot* shot, ObjectId objId, Object* obj PlayerShot_Impact(shot); Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_EN_REFLECT); if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); } return true; } @@ -691,10 +691,10 @@ void PlayerShot_ApplyDamageToActor(PlayerShot* shot, Actor* actor, s32 hitIndex) ((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->fwork[23] > 1.0f)) || ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && (actor->eventType == EVID_METEO_PYRAMID_SHIP)) || - ((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && + ((actor->obj.id == OBJ_ACTOR_AQ_SCULPIN) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && ((actor->state < 3) || (actor->state >= 5))) || - ((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && (actor->timer_0BC != 0))) { - if ((actor->obj.id == OBJ_ACTOR_261) && (actor->state < 2)) { + ((actor->obj.id == OBJ_ACTOR_AQ_GAROA) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && (actor->timer_0BC != 0))) { + if ((actor->obj.id == OBJ_ACTOR_AQ_SCULPIN) && (actor->state < 2)) { actor->state = 2; } if ((shot->obj.id == PLAYERSHOT_LOCK_ON) || (shot->obj.id == PLAYERSHOT_BOMB)) { @@ -713,7 +713,7 @@ void PlayerShot_ApplyDamageToActor(PlayerShot* shot, Actor* actor, s32 hitIndex) shot->obj.pos.y += shot->vel.y * 5.0f; shot->obj.pos.z += shot->vel.z * 5.0f; actor->timer_0C2 = 3; - func_effect_80078E50(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 8.0f); + Effect_Effect393_Spawn(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 8.0f); AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, actor->sfxSource, 4); Play_SpawnHitmark(gShotHitPosX, gShotHitPosY, gShotHitPosZ); } @@ -759,7 +759,7 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { for (i = 0, actor = gActors; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status >= OBJ_ACTIVE) && (actor->timer_0C2 == 0)) { switch (actor->obj.id) { - case OBJ_ACTOR_180: + case OBJ_ACTOR_ME_MOLAR_ROCK: if (PlayerShot_CheckPolyCollision(shot, actor->obj.id, &actor->obj)) { actor->dmgType = DMG_BEAM; actor->dmgPart = shot->sourceId; @@ -862,7 +862,7 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { shot->obj.pos.z += 2.0f * shot->vel.z; shot->timer = 5; AUDIO_PLAY_SFX(NA_SE_ROLLING_REFLECT, player->sfxSource, 0); - func_effect_80078E50(player->pos.x, player->pos.y, player->trueZpos, 8.0f); + Effect_Effect393_Spawn(player->pos.x, player->pos.y, player->trueZpos, 8.0f); } else { PlayerShot_Impact(shot); if (player->hitTimer == 0) { @@ -879,7 +879,7 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { player->knockback.y = shot->vel.y * 0.1f; player->knockback.z = shot->vel.z * 0.1f; if (player->form != FORM_ON_FOOT) { - func_effect_8007D1E0(player->pos.x, player->pos.y, player->trueZpos, 2.0f); + Effect_Effect341_Spawn(player->pos.x, player->pos.y, player->trueZpos, 2.0f); } } } @@ -890,25 +890,28 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { if ((gGroundType == 4) && Ground_801B6AEC(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress)) { PlayerShot_Impact(shot); if (shot->obj.id != PLAYERSHOT_LOCK_SEARCH) { - func_effect_8007A900(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 2.0f, 255, 15, 0); + Effect_Effect359_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 2.0f, 255, 15, 0); } } if (gUseDynaFloor && Play_CheckDynaFloorCollision(&sp94, &spA4, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z)) { PlayerShot_Impact(shot); if (shot->obj.id != PLAYERSHOT_LOCK_SEARCH) { - func_effect_8007B228(shot->obj.pos.x, sp94, shot->obj.pos.z, 1.0f); + Effect_Effect381_Spawn(shot->obj.pos.x, sp94, shot->obj.pos.z, 1.0f); } } if ((gLevelMode == LEVELMODE_ALL_RANGE) && (shot->sourceId < 110)) { for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { if (scenery360->obj.status == OBJ_ACTIVE) { - if ((scenery360->obj.id == OBJ_SCENERY_117) || (scenery360->obj.id == OBJ_SCENERY_141) || - (scenery360->obj.id == OBJ_SCENERY_149) || (scenery360->obj.id == OBJ_SCENERY_150) || - (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_143) || - (scenery360->obj.id == OBJ_SCENERY_160) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || - (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery360->obj.id == OBJ_SCENERY_140)) { + if ((scenery360->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) || + (scenery360->obj.id == OBJ_SCENERY_VE2_MOUNTAIN) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || + (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1)) { PlayerShot_CheckPolyCollision(shot, scenery360->obj.id, &scenery360->obj); } else { PlayerShot_CheckObjectHitbox(shot, scenery360->info.hitbox, &scenery360->obj); @@ -920,10 +923,10 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { if (scenery->obj.status == OBJ_ACTIVE) { if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_ME_TUNNEL) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_5) || - (scenery->obj.id == OBJ_SCENERY_120) || (scenery->obj.id == OBJ_SCENERY_124) || - (scenery->obj.id == OBJ_SCENERY_126) || (scenery->obj.id == OBJ_SCENERY_47) || + (scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_2) || (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_1) || + (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3) || - (scenery->obj.id == OBJ_SCENERY_67) || (scenery->obj.id == OBJ_SCENERY_74) || + (scenery->obj.id == OBJ_SCENERY_MA_WALL_3) || (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_5) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3)) { PlayerShot_CheckPolyCollision(shot, scenery->obj.id, &scenery->obj); } else { @@ -941,11 +944,11 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { if (sprite->obj.status == OBJ_ACTIVE) { if (sprite->obj.id != OBJ_SPRITE_TI_CACTUS) { if (PlayerShot_CheckSpriteHitbox(shot, sprite)) { - sprite->destroy = 1; + sprite->destroy = true; } } else { if (PlayerShot_CheckObjectHitbox(shot, sprite->info.hitbox, &sprite->obj) != 0) { - sprite->destroy = 1; + sprite->destroy = true; } } } @@ -953,10 +956,10 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { } for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) { - if ((boss->obj.id == OBJ_BOSS_FO) || (boss->obj.id == OBJ_BOSS_VE2) || (boss->obj.id == OBJ_BOSS_309) || - (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX)) { + if ((boss->obj.id == OBJ_BOSS_FO_BASE) || (boss->obj.id == OBJ_BOSS_VE2_BASE) || + (boss->obj.id == OBJ_BOSS_BO_BASE) || (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX)) { PlayerShot_CheckPolyCollision(shot, boss->obj.id, &boss->obj); - } else if (boss->obj.id == OBJ_BOSS_310) { + } else if (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD) { test.x = fabsf(boss->obj.pos.x - shot->obj.pos.x) * .8333333f; test.y = fabsf(boss->obj.pos.y - shot->obj.pos.y) * 2; test.z = fabsf(boss->obj.pos.z - shot->obj.pos.z) * 0.8333333f; @@ -970,7 +973,7 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { } } } else { - if (boss->obj.id == OBJ_BOSS_KA) { + if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) { test.x = fabsf(boss->obj.pos.x - shot->obj.pos.x); test.y = fabsf(boss->obj.pos.y - 300.0f - shot->obj.pos.y) * 7.42f; test.z = fabsf(boss->obj.pos.z - shot->obj.pos.z); @@ -990,7 +993,7 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) { Object_Kill(&shot->obj, shot->sfxSource); } else { - if ((boss->obj.id == OBJ_BOSS_KA) && (shot->sourceId != TEAM_ID_FOX)) { + if ((boss->obj.id == OBJ_BOSS_KA_SAUCERER) && (shot->sourceId != TEAM_ID_FOX)) { break; } boss->dmgType = DMG_BEAM; @@ -1016,13 +1019,13 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { } } } - if (boss->obj.id == OBJ_BOSS_SY) { + if (boss->obj.id == OBJ_BOSS_SY_SHOGUN) { boss->swork[19] = shot->sourceId; } boss->dmgPart = temp_v0 - 1; - if (boss->obj.id == OBJ_BOSS_301) { + if (boss->obj.id == OBJ_BOSS_AQ_UNK_301) { boss->swork[5] = shot->obj.id; - } else if (boss->obj.id == OBJ_BOSS_VE1) { + } else if (boss->obj.id == OBJ_BOSS_VE1_GOLEMECH) { boss->fwork[47] = shot->obj.pos.x; boss->fwork[48] = shot->obj.pos.y; boss->fwork[49] = shot->obj.pos.z; @@ -1594,9 +1597,9 @@ void PlayerShot_UpdateShot2(PlayerShot* shot, Player* player) { PlayerShot_Impact(shot); PlayerShot_HitGround(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->obj.rot.y, 2.0f); if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); } } PlayerShot_CollisionCheck(shot); @@ -1608,8 +1611,8 @@ void PlayerShot_UpdateBeam(PlayerShot* shot, s32 index) { Vec3f sp38; if ((gGroundSurface == SURFACE_WATER) && (shot->obj.pos.y < (gGroundHeight + 50.0f)) && (index == 0)) { - func_effect_8007ACE0(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y + 20.0f); - func_effect_8007ACE0(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y - 20.0f); + Effect_Effect372_Spawn1(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y + 20.0f); + Effect_Effect372_Spawn1(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, 0.1f, 1.5f, shot->obj.rot.y - 20.0f); } if ((shot->obj.pos.y < gGroundHeight) && (gGroundType != 4)) { PlayerShot_Impact(shot); @@ -1641,20 +1644,20 @@ void PlayerShot_UpdateBeam(PlayerShot* shot, s32 index) { return; } if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007BC7C(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect362_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); } if (gCurrentLevel == LEVEL_AQUAS) { - func_effect_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_effect_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - Aquas_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, - shot->obj.pos.z, 0.8f, 0); - Aquas_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, - shot->obj.pos.z, 0.8f, 0); - Aquas_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, - shot->obj.pos.z, 0.8f, 0); + Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Effect_Effect364_Spawn(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); + Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, + RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); + Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, + RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); + Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, + RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); } } if (shot->timer == 0) { @@ -1777,7 +1780,7 @@ void PlayerShot_CheckBossHitbox(PlayerShot* shot) { boss = gBosses; for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) { - if (boss->obj.id == OBJ_BOSS_KA) { + if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) { var_s6 = gGameFrameCount % 8U; var_fs2 = shot->scale * 40.0f; } else { @@ -1883,17 +1886,17 @@ void PlayerShot_ApplyExplosionDamage(PlayerShot* shot, s32 damage) { dy = sprite->obj.pos.y - shot->obj.pos.y; dz = sprite->obj.pos.z - shot->obj.pos.z; if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) { - sprite->destroy = 1; + sprite->destroy = true; } } } actor = gActors; for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0) && - !((gCurrentLevel == LEVEL_MACBETH) && (OBJ_ACTOR_205 <= actor->obj.id) && - (actor->obj.id < OBJ_ACTOR_214)) && + !((gCurrentLevel == LEVEL_MACBETH) && (OBJ_ACTOR_MA_LOCOMOTIVE <= actor->obj.id) && + (actor->obj.id < OBJ_ACTOR_MA_RAILROAD_SWITCH)) && !((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->iwork[12] != 0)) && - ((actor->scale >= 0.0f) || (actor->obj.id == OBJ_ACTOR_271))) { + ((actor->scale >= 0.0f) || (actor->obj.id == OBJ_ACTOR_BO_SHIELD_REACTOR))) { dx = actor->obj.pos.x - shot->obj.pos.x; dy = actor->obj.pos.y - shot->obj.pos.y; dz = actor->obj.pos.z - shot->obj.pos.z; @@ -1904,12 +1907,12 @@ void PlayerShot_ApplyExplosionDamage(PlayerShot* shot, s32 damage) { actor->hitPos.y = shot->obj.pos.y; actor->hitPos.z = shot->obj.pos.z; if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) { - if ((actor->obj.id == OBJ_ACTOR_193) || (actor->obj.id == OBJ_ACTOR_186) || - (actor->obj.id == OBJ_MISSILE_SEEK_TEAM) || (actor->obj.id == OBJ_ACTOR_202) || - (actor->obj.id == OBJ_ACTOR_201) || (actor->obj.id == OBJ_ACTOR_187) || + if ((actor->obj.id == OBJ_ACTOR_CO_RADAR) || (actor->obj.id == OBJ_ACTOR_ME_LASER_CANNON_1) || + (actor->obj.id == OBJ_MISSILE_SEEK_TEAM) || (actor->obj.id == OBJ_ACTOR_ME_HOPBOT) || + (actor->obj.id == OBJ_ACTOR_ME_METEO_BALL) || (actor->obj.id == OBJ_ACTOR_ME_LASER_CANNON_2) || ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SUPPLY_CRATE)) || ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SX_WARP_GATE)) || - (actor->obj.id == OBJ_ACTOR_196)) { + (actor->obj.id == OBJ_ACTOR_CO_MOLE_MISSILE)) { actor->dmgType = DMG_EXPLOSION; actor->dmgPart = 0; actor->dmgSource = shot->sourceId + 1; @@ -2088,12 +2091,12 @@ void PlayerShot_UpdateLockOnShot(PlayerShot* shot) { if ((shot->obj.pos.y < gGroundHeight) || (shot->timer == 1)) { if ((gGroundSurface == SURFACE_WATER) && (shot->obj.pos.y < gGroundHeight)) { shot->unk_48 = 10.0f; - func_effect_8007D9DC(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, - shot->unk_48 * 3.0f, 0); - func_effect_8007D9DC(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, - shot->unk_48 * 3.0f, 5); - func_effect_8007ADF4(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f, - shot->unk_48 * 0.5f); + Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, + shot->unk_48 * 3.0f, 0); + Effect_Effect367_Spawn(shot->obj.pos.x, gGroundHeight + 2.0f, shot->obj.pos.z, shot->unk_48 * 0.1f, + shot->unk_48 * 3.0f, 5); + Effect_Effect372_Spawn2(shot->obj.pos.x, gGroundHeight, shot->obj.pos.z, shot->unk_48 * 0.05f, + shot->unk_48 * 0.5f); Effect_SpawnTimedSfxAtPos(&shot->obj.pos, NA_SE_OB_WATER_BOUND_M); } PlayerShot_Impact(shot); diff --git a/src/engine/fox_bg.c b/src/engine/fox_bg.c index 98c1af7a..76c6be8b 100644 --- a/src/engine/fox_bg.c +++ b/src/engine/fox_bg.c @@ -263,7 +263,7 @@ void Background_DrawBackdrop(void) { Matrix_Push(&gGfxMatrix); - if (D_ctx_80177C70 == 2) { + if (gFovYMode == 2) { Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.0f, MTXF_APPLY); } @@ -931,7 +931,7 @@ void Background_DrawGround(void) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, gPlayer[gPlayerNum].xPath, -3.0f + gCameraShakeY, sp1D4, MTXF_APPLY); - if (D_ctx_80177C70 == 2) { + if (gFovYMode == 2) { Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.0f, MTXF_APPLY); } diff --git a/src/engine/fox_boss.c b/src/engine/fox_boss.c index ae9235e0..8243257d 100644 --- a/src/engine/fox_boss.c +++ b/src/engine/fox_boss.c @@ -31,7 +31,7 @@ void Boss_AwardBonus(Boss* this) { yOffset = 0.0f; if (this->obj.id == OBJ_BOSS_CO_GRANGA) { yOffset = 300.0f; - } else if (this->obj.id == OBJ_BOSS_TI) { + } else if (this->obj.id == OBJ_BOSS_TI_GORAS) { yOffset = 200.0f; } BonusText_Display(this->obj.pos.x, this->obj.pos.y + yOffset, this->obj.pos.z, bonus); @@ -42,21 +42,27 @@ void Boss_AwardBonus(Boss* this) { } void Boss299_Init(Boss299* this) { + /* Unimplemented */ } void Boss299_Update(Boss299* this) { + /* Unimplemented */ } void Boss299_Draw(Boss299* this) { + /* Unimplemented */ } void Boss300_Init(Boss300* this) { + /* Unimplemented */ } void Boss300_Update(Boss300* this) { + /* Unimplemented */ } void Boss300_Draw(Boss300* this) { + /* Unimplemented */ } void Boss_SetupDebris(ActorDebris* this, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, f32 arg8, diff --git a/src/engine/fox_context.c b/src/engine/fox_context.c index 954a2a08..cfe7acf3 100644 --- a/src/engine/fox_context.c +++ b/src/engine/fox_context.c @@ -180,7 +180,7 @@ s32 D_ctx_80178494; // Torpedoes have this set to their unk_5C. Were they f32 gShotHitPosZ; f32 gShotHitPosX; f32 gShotHitPosY; -s32 gZOSnakeWaypointCount; +s32 gZoDodoraWaypointCount; UNK_TYPE F_801784A8; GroundType gGroundType; UNK_TYPE F_801784B0; @@ -276,13 +276,13 @@ PlayerShot gPlayerShots[16]; TexturedLine gTexturedLines[100]; RadarMark gRadarMarks[65]; BonusText gBonusText[10]; -s32 gActor194Status[2]; -f32 gActor194xPos[2][100]; -f32 gActor194yPos[2][100]; -f32 gActor194zPos[2][100]; -f32 gActor194xRot[2][100]; -f32 gActor194yRot[2][100]; -f32 gActor194zRot[2][100]; +s32 gMeMoraStatus[2]; +f32 gMeMoraXpos[2][100]; +f32 gMeMoraYpos[2][100]; +f32 gMeMoraZpos[2][100]; +f32 gMeMoraXrot[2][100]; +f32 gMeMoraYrot[2][100]; +f32 gMeMoraZrot[2][100]; UNK_TYPE P_800D31A8 = 0; u16 gEnemyShotSpeed; // enemy shot speed? u8 gShowLevelClearStatusScreen; @@ -330,7 +330,7 @@ u8 gTiStartLandmaster; u16 gControllerRumbleTimers[4]; u16 gPlayerScores[4]; s32 gCircleWipeFrame; -s32 D_ctx_80177C70; // sets camera field of view Y. initialized to 0 and never changed +s32 gFovYMode; // sets camera field of view Y. initialized to 0 and never changed s32 gTraining360MsgTimer; s32 gTraining360MsgIndex; s32 D_ctx_80177C94; // these save player parameters across the Venom -> Andross transition @@ -368,7 +368,7 @@ Scenery360* gScenery360; UNK_TYPE F_801782B0; s32 gDrawSmallRocks; s32 D_ctx_801782BC; // set to 0, never used -PosRot* gZOSnakePosRots; +PosRot* gZoDodoraPosRots; f32* D_ctx_801782CC; // arrays used for dynamic floor f32* D_ctx_801782D4; f32* D_ctx_801782DC; diff --git a/src/engine/fox_demo.c b/src/engine/fox_demo.c index 17a1fc61..10512bf0 100644 --- a/src/engine/fox_demo.c +++ b/src/engine/fox_demo.c @@ -692,7 +692,7 @@ void func_demo_8004A840(s32 actor) { func_demo_8004A700(&gActors[actor], actor); } -void func_demo_8004A888(Clouds* this) { +void func_demo_8004A888(EffectClouds* this) { Vec3f src; Vec3f dest; @@ -1226,7 +1226,7 @@ void Cutscene_CoComplete2(Player* player) { player->csState = 5; player->baseSpeed = 0.0f; player->csTimer = 10; - func_effect_80078E50(player->pos.x, player->pos.y, player->trueZpos, 30.0f); + Effect_Effect393_Spawn(player->pos.x, player->pos.y, player->trueZpos, 30.0f); } gCsCamAtX = player->pos.x; gCsCamAtY = player->pos.y - D_ctx_80177A48[6]; @@ -1612,7 +1612,7 @@ void Cutscene_KillPlayer(Player* player) { if (gVsPointsToWin == gVsPoints[player->attacker - 1]) { player->attacker = -1; if (player->unk_284 == 0) { - func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 1000); + Effect_Effect387_Spawn(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 1000); } } } @@ -1631,10 +1631,10 @@ void Cutscene_LandmasterDown(Player* player) { player->pos.y += 30.0f; func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 6.0f); if (gCamCount == 1) { - func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 80); - func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 800); + Effect386_Spawn1(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 80); + Effect_Effect387_Spawn(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 800); } else { - func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 10); + Effect386_Spawn1(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 10); } Cutscene_KillPlayer(player); } @@ -1704,7 +1704,8 @@ void Cutscene_ArwingDown360(Player* player) { (player->csTimer == 0)) { if (gCamCount != 4) { if (player->unk_284 == 0) { - func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos - (2.0f * player->vel.z), 3.0f, 80); + Effect_Effect387_Spawn(player->pos.x, player->pos.y, player->trueZpos - (2.0f * player->vel.z), 3.0f, + 80); } if (player->pos.y < player->pathFloor) { func_enmy_80062C38(player->pos.x, player->pos.z); @@ -1720,8 +1721,7 @@ void Cutscene_ArwingDown360(Player* player) { } } func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 5.0f); - func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, player->vel.x, 0.0f, player->vel.z, 5.0f, - 20); + Effect386_Spawn1(player->pos.x, player->pos.y, player->trueZpos, player->vel.x, 0.0f, player->vel.z, 5.0f, 20); Cutscene_KillPlayer(player); } Math_SmoothStepToF(&player->camRoll, 0.0f, 0.05f, 5.0f, 0.00001f); @@ -1810,14 +1810,14 @@ void Cutscene_ArwingDownOnRails(Player* player) { } else if (((player->radioDamageTimer > 0) || (player->pos.y < player->pathFloor) || (player->csEventTimer == 0)) && (player->csTimer == 0)) { if (player->pos.y < player->pathFloor) { - func_effect_8007C688(player->pos.x, gGroundHeight + 20.0f, player->trueZpos - (2.0f * player->vel.z), 3.0f, - 800); + Effect_Effect387_Spawn(player->pos.x, gGroundHeight + 20.0f, player->trueZpos - (2.0f * player->vel.z), + 3.0f, 800); func_enmy_80062C38(player->pos.x, player->pos.z); } func_effect_8007D0E0(player->pos.x, player->pos.y - (2.0f * player->vel.y), player->trueZpos - (2.0f * player->vel.z), 6.0f); - func_effect_8007BFFC(player->pos.x, player->pos.y - player->vel.y, player->trueZpos - (2.0f * player->vel.z), - 0.0f, 0.0f, 0.0f, 3.0f, 20); + Effect386_Spawn1(player->pos.x, player->pos.y - player->vel.y, player->trueZpos - (2.0f * player->vel.z), 0.0f, + 0.0f, 0.0f, 3.0f, 20); if (gLevelType == LEVELTYPE_PLANET) { for (i = 0; i < 2; i++) { Play_SpawnDebris(2, player->pos.x, player->pos.y, player->trueZpos); @@ -1837,8 +1837,8 @@ void Cutscene_ArwingDownOnRails(Player* player) { } if ((gGroundSurface == SURFACE_WATER) && (player->pos.y <= player->pathFloor)) { - func_effect_8007D9DC(player->pos.x, gGroundHeight + 2.0f, player->trueZpos, 3.0f, 20.0f, 0); - func_effect_8007ADF4(player->pos.x, gGroundHeight, player->trueZpos, 0.1f, 2.0f); + Effect_Effect367_Spawn(player->pos.x, gGroundHeight + 2.0f, player->trueZpos, 3.0f, 20.0f, 0); + Effect_Effect372_Spawn2(player->pos.x, gGroundHeight, player->trueZpos, 0.1f, 2.0f); } } @@ -2103,7 +2103,7 @@ void func_demo_8004EBD0(ActorCutscene* this) { this->vel.z = dest.z; if (this->timer_0BC == 0) { - func_effect_80078E50(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 30.0f); + Effect_Effect393_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 30.0f); Object_Kill(&this->obj, this->sfxSource); } break; @@ -2299,7 +2299,6 @@ void func_demo_8004F798(ActorCutscene* this) { } void ActorCutscene_Update(ActorCutscene* this) { - if (gCurrentLevel == LEVEL_AQUAS) { func_hud_80093164(this); return; @@ -2747,14 +2746,14 @@ void ActorCutscene_Draw(ActorCutscene* this) { Matrix_SetGfxMtx(&gMasterDisp); /* fallthrough */ case 39: - gSPDisplayList(gMasterDisp++, D_SY_60097E0); + gSPDisplayList(gMasterDisp++, aSyShip1DL); func_demo_8004FCB8(this, 4); break; case 36: Matrix_Scale(gGfxMatrix, this->scale, this->scale, this->scale, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - gSPDisplayList(gMasterDisp++, D_SY_601D730); + gSPDisplayList(gMasterDisp++, aSyShip2DL); func_demo_8004FCB8(this, 0); break; @@ -2874,15 +2873,15 @@ void ActorCutscene_Draw(ActorCutscene* this) { case 45: Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - gSPDisplayList(gMasterDisp++, D_AQ_600EEF0); + gSPDisplayList(gMasterDisp++, aAqBump2DL); break; case 46: - gSPDisplayList(gMasterDisp++, D_AQ_601DE60); + gSPDisplayList(gMasterDisp++, aAqCoralReef2DL); break; case 47: - gSPDisplayList(gMasterDisp++, D_AQ_602B4C0); + gSPDisplayList(gMasterDisp++, aAqRockDL); break; } } diff --git a/src/engine/fox_display.c b/src/engine/fox_display.c index c173c4f6..7ef105e8 100644 --- a/src/engine/fox_display.c +++ b/src/engine/fox_display.c @@ -16,17 +16,17 @@ f32 D_display_801615A8[4]; f32 D_display_801615B8[4]; s32 D_display_800CA220 = 0; -u8 sPlayersVisible[] = { 0, 0, 0, 0 }; // -s32 sDrawCockpit = 0; // -s32 D_display_800CA22C = false; // +u8 sPlayersVisible[] = { false, false, false, false }; +bool sDrawCockpit = false; +s32 D_display_800CA22C = false; f32 gCamDistortion = 0.0f; Actor* gTeamHelpActor = NULL; s32 gTeamHelpTimer = 0; -f32 D_display_800CA23C[3] = { 0.5f, 0.25f, 0.25f }; // -f32 D_display_800CA248[3] = { 2.0f, 1.0f, 0.5f }; // +f32 D_display_800CA23C[3] = { 0.5f, 0.25f, 0.25f }; +f32 D_display_800CA248[3] = { 2.0f, 1.0f, 0.5f }; void Display_DrawHelpAlert(void) { - s32 sp7C; + bool sp7C; f32 sp78; f32 sp74; Vec3f sp68; @@ -60,9 +60,9 @@ void Display_DrawHelpAlert(void) { Matrix_MultVec3f(gCalcMatrix, &sp68, &sp5C); - sp7C = 0; + sp7C = false; if ((sp5C.z < 0.0f) && (sp5C.z > -12000.0f) && (fabsf(sp5C.x) < fabsf(sp5C.z * 0.4f))) { - sp7C = 1; + sp7C = true; } RCP_SetupDL(&gMasterDisp, SETUPDL_12); @@ -80,7 +80,7 @@ void Display_DrawHelpAlert(void) { } switch (sp7C) { - case 0: + case false: if (gTeamHelpActor->sfxSource[0] > 0.0f) { sp78 = 20.0f; sp74 = M_PI / 2; @@ -97,7 +97,7 @@ void Display_DrawHelpAlert(void) { Matrix_Pop(&gGfxMatrix); break; - case 1: + case true: Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 20.0f, 0.0f, -50.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, -M_PI / 2, MTXF_APPLY); @@ -117,7 +117,7 @@ void Display_DrawHelpAlert(void) { } switch (sp7C) { - case 0: + case false: RCP_SetupDL(&gMasterDisp, SETUPDL_76); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255); if (sp78 < 0.0f) { @@ -127,7 +127,7 @@ void Display_DrawHelpAlert(void) { } break; - case 1: + case true: RCP_SetupDL(&gMasterDisp, SETUPDL_76); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255); Graphics_DisplaySmallText(43 - 19, 106, 1.0f, 1.0f, "HELP!!"); @@ -137,7 +137,7 @@ void Display_DrawHelpAlert(void) { } } -bool func_display_800520FC(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, void* data) { +bool Display_OnFootCharacter_OverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, void* data) { Player* player = (Player*) data; gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); @@ -194,7 +194,7 @@ bool func_display_800520FC(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, return false; } -void func_display_800523A8(s32 limbIndex, Vec3f* rot, void* data) { +void Display_OnFootFox_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* data) { Vec3f sp1C; Player* player = (Player*) data; @@ -206,7 +206,7 @@ void func_display_800523A8(s32 limbIndex, Vec3f* rot, void* data) { } } -void func_display_80052420(s32 limbIndex, Vec3f* rot, void* data) { +void Display_OnFootPeppy_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* data) { Vec3f sp1C; Player* player = (Player*) data; @@ -218,7 +218,7 @@ void func_display_80052420(s32 limbIndex, Vec3f* rot, void* data) { } } -void func_display_80052498(s32 limbIndex, Vec3f* rot, void* data) { +void Display_OnFootSlippy_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* data) { Vec3f sp1C; Player* player = (Player*) data; @@ -230,7 +230,7 @@ void func_display_80052498(s32 limbIndex, Vec3f* rot, void* data) { } } -void func_display_8005250C(s32 limbIndex, Vec3f* rot, void* data) { +void Display_OnFootFalco_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* data) { Vec3f sp1C; Player* player = (Player*) data; @@ -242,7 +242,7 @@ void func_display_8005250C(s32 limbIndex, Vec3f* rot, void* data) { } } -void func_display_80052584(Player* player) { +void Display_OnFootMuzzleFlash(Player* player) { Matrix_Push(&gGfxMatrix); Matrix_Copy(gGfxMatrix, &gIdentityMatrix); if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->csTimer != 0)) { @@ -258,34 +258,34 @@ void func_display_80052584(Player* player) { Matrix_Pop(&gGfxMatrix); } -void func_display_800526B8(Player* player) { +void Display_OnFootCharacter(Player* player) { Matrix_Push(&gGfxMatrix); Matrix_Scale(gCalcMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY); Matrix_Translate(gCalcMatrix, 0.0f, 35.0f, 0.0f, MTXF_APPLY); switch (player->num) { case 0: - Animation_DrawSkeleton(5, D_versus_301D258, player->jointTable, func_display_800520FC, - func_display_800523A8, player, gCalcMatrix); + Animation_DrawSkeleton(5, aVsOnFootFoxSkel, player->jointTable, Display_OnFootCharacter_OverrideLimbDraw, + Display_OnFootFox_PostLimbDraw, player, gCalcMatrix); break; case 1: - Animation_DrawSkeleton(5, D_versus_301DB94, player->jointTable, func_display_800520FC, - func_display_80052420, player, gCalcMatrix); + Animation_DrawSkeleton(5, aVsOnFootPeppySkel, player->jointTable, Display_OnFootCharacter_OverrideLimbDraw, + Display_OnFootPeppy_PostLimbDraw, player, gCalcMatrix); break; case 2: - Animation_DrawSkeleton(5, D_versus_301E3E8, player->jointTable, func_display_800520FC, - func_display_80052498, player, gCalcMatrix); + Animation_DrawSkeleton(5, aVsOnFootSlippySkel, player->jointTable, Display_OnFootCharacter_OverrideLimbDraw, + Display_OnFootSlippy_PostLimbDraw, player, gCalcMatrix); break; case 3: - Animation_DrawSkeleton(5, D_versus_301C614, player->jointTable, func_display_800520FC, - func_display_8005250C, player, gCalcMatrix); + Animation_DrawSkeleton(5, aVsOnFootFalcoSkel, player->jointTable, Display_OnFootCharacter_OverrideLimbDraw, + Display_OnFootFalco_PostLimbDraw, player, gCalcMatrix); break; } Matrix_Pop(&gGfxMatrix); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } -void func_display_80052884(Player* player) { +void Display_Landmaster(Player* player) { f32 sp64; Vec3f sp58; Vec3f sp4C = { 0.0f, 0.0f, 90.0f }; @@ -294,9 +294,9 @@ void func_display_80052884(Player* player) { Matrix_Push(&gGfxMatrix); if (!gVersusMode) { - gSPDisplayList(gMasterDisp++, D_landmaster_3000090); + gSPDisplayList(gMasterDisp++, aLandmasterModelDL); } else { - gSPDisplayList(gMasterDisp++, D_versus_300FB80); + gSPDisplayList(gMasterDisp++, aVsLandmasterModelDL); } Matrix_MultVec3f(gGfxMatrix, &sp40, &D_display_80161518[player->num]); @@ -324,9 +324,9 @@ void func_display_80052884(Player* player) { RCP_SetupDL_64(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 64, 255, 64, 255); } - gSPDisplayList(gMasterDisp++, D_landmaster_3004680); + gSPDisplayList(gMasterDisp++, aLandmasterCanonDL); } else { - gSPDisplayList(gMasterDisp++, D_versus_301F140); + gSPDisplayList(gMasterDisp++, aVsLandmasterCanonDL); } Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_display_80161548[player->num]); @@ -338,10 +338,10 @@ Gfx* D_display_800CA27C[] = { D_arwing_3001C90, D_arwing_3016CC0, D_arwing_3005A f32 D_display_800CA28C = 2.0f; f32 D_display_800CA290 = 13.0f; f32 D_display_800CA294 = -10.0f; -f32 sCrosshairScales[] = { 0.0f, 0.0f, 0.0f, 0.0f }; +f32 sReticleScales[] = { 0.0f, 0.0f, 0.0f, 0.0f }; f32 sPlayerShadowing = 0.0f; -void func_display_80052B80(Player* player) { +void Display_LandmasterMuzzleFlash(Player* player) { Matrix_Push(&gGfxMatrix); if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->unk_1A0 != 0)) { @@ -367,7 +367,7 @@ void func_display_80052B80(Player* player) { Matrix_Pop(&gGfxMatrix); } -void func_display_80052D48(Player* player) { +void Display_LandmasterThrusters(Player* player) { f32 sp2C; Matrix_Push(&gGfxMatrix); @@ -387,17 +387,22 @@ void func_display_80052D48(Player* player) { if (!gVersusMode) { sp2C *= 1.1f; } + if ((gGameFrameCount % 2) != 0) { sp2C *= 1.1f; } + Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 20.0f, 30.0f, -10.0f, MTXF_APPLY); + if (!gVersusMode) { Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); } + Matrix_Scale(gGfxMatrix, sp2C, sp2C, sp2C, MTXF_APPLY); Matrix_Translate(gGfxMatrix, 0.0f, -30.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); + if (!gVersusMode) { gSPDisplayList(gMasterDisp++, D_landmaster_30066B0); } else { @@ -411,17 +416,22 @@ void func_display_80052D48(Player* player) { if (!gVersusMode) { sp2C *= 1.1f; } + if ((gGameFrameCount % 2) != 0) { sp2C *= 1.1f; } + Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, -20.0f, 30.0f, -10.0f, MTXF_APPLY); + if (!gVersusMode) { Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); } + Matrix_Scale(gGfxMatrix, sp2C, sp2C, sp2C, MTXF_APPLY); Matrix_Translate(gGfxMatrix, 0.0f, -30.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); + if (!gVersusMode) { gSPDisplayList(gMasterDisp++, D_landmaster_30066B0); } else { @@ -432,19 +442,19 @@ void func_display_80052D48(Player* player) { Matrix_Pop(&gGfxMatrix); } -void func_display_8005314C(void) { +void Display_SetCullingMode(void) { if (gReflectY != 0) { gSPSetGeometryMode(gMasterDisp++, G_CULL_FRONT); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); } } -bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, void* wingData) { +bool Display_ArwingWingsOverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, void* wingData) { WingInfo* wings = (WingInfo*) wingData; if (D_display_800CA22C && (gPlayer[0].dmgEffect == 0)) { RCP_SetupDL(&gMasterDisp, SETUPDL_29); - func_display_8005314C(); + Display_SetCullingMode(); } switch (limbIndex) { @@ -457,7 +467,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, } if (D_display_800CA22C && ((gRightWingFlashTimer[0] % 2) != 0)) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); - func_display_8005314C(); + Display_SetCullingMode(); if (gRightWingFlashTimer[0] > 1000) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 255, 255); } else { @@ -473,7 +483,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, } if (D_display_800CA22C && ((gRightWingFlashTimer[0] % 2) != 0)) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); - func_display_8005314C(); + Display_SetCullingMode(); if (gRightWingFlashTimer[0] > 1000) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 255, 255); } else { @@ -491,7 +501,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, } if (D_display_800CA22C && ((gLeftWingFlashTimer[0] % 2) != 0)) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); - func_display_8005314C(); + Display_SetCullingMode(); if (gLeftWingFlashTimer[0] > 1000) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 255, 255); } else { @@ -507,7 +517,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, } if (D_display_800CA22C && ((gLeftWingFlashTimer[0] % 2) != 0)) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); - func_display_8005314C(); + Display_SetCullingMode(); if (gLeftWingFlashTimer[0] > 1000) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 255, 255); } else { @@ -548,7 +558,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot, return false; } -void func_display_80053658(WingInfo* wings) { +void Display_ArwingWings(WingInfo* wings) { Vec3f sp68[30]; s32 modelId; @@ -560,15 +570,16 @@ void func_display_80053658(WingInfo* wings) { } if (gGameState == GSTATE_PLAY) { - Animation_DrawSkeleton(1, D_arwing_3016610, gPlayer[0].jointTable, func_display_800531A4, NULL, wings, - &gIdentityMatrix); + Animation_DrawSkeleton(1, D_arwing_3016610, gPlayer[0].jointTable, Display_ArwingWingsOverrideLimbDraw, NULL, + wings, &gIdentityMatrix); } else { if (gGameState == GSTATE_MENU) { Animation_GetFrameData(&D_arwing_3015AF4, 0, sp68); } else { Animation_GetFrameData(&D_arwing_3015C28, 0, sp68); } - Animation_DrawSkeleton(1, D_arwing_3016610, sp68, func_display_800531A4, NULL, wings, &gIdentityMatrix); + Animation_DrawSkeleton(1, D_arwing_3016610, sp68, Display_ArwingWingsOverrideLimbDraw, NULL, wings, + &gIdentityMatrix); } D_display_800CA22C = false; @@ -620,10 +631,11 @@ void func_display_80053658(WingInfo* wings) { Matrix_Pop(&gGfxMatrix); } -void func_display_80053B00(f32 arg0, f32 arg1, UNK_TYPE arg2, UNK_TYPE arg3) { +void Display_Unused(f32 arg0, f32 arg1, UNK_TYPE arg2, UNK_TYPE arg3) { + /* Unimplemented. */ } -void func_display_80053B18(void) { +void Display_CockpitGlass(void) { Matrix_Push(&gGfxMatrix); Matrix_Copy(gGfxMatrix, &D_display_80161418[0]); Matrix_Translate(gGfxMatrix, 0.0f, D_display_800CA290, D_display_800CA294, MTXF_APPLY); @@ -637,11 +649,11 @@ void func_display_80053B18(void) { Matrix_Pop(&gGfxMatrix); } -void func_display_80053C38(Player* player, s32 arg1) { +void Display_Arwing(Player* player, s32 reflectY) { Vec3f sp4C; f32 sp48; - if ((gPlayerNum == player->num) && (arg1 == 0)) { + if ((gPlayerNum == player->num) && (reflectY == 0)) { sp48 = 0.0f; if (gChargeTimers[player->num] >= 20) { sp48 = (s32) (gGameFrameCount % 8U) * 80.0f; @@ -656,8 +668,8 @@ void func_display_80053C38(Player* player, s32 arg1) { if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS) && (fabsf(player->trueZpos + gPathProgress - player->cam.eye.z) < 10.0f)) { - if (arg1 == 0) { - sDrawCockpit = 1; + if (reflectY == 0) { + sDrawCockpit = true; Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, -8.0f, 5.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY); @@ -684,13 +696,13 @@ void func_display_80053C38(Player* player, s32 arg1) { player->wings.unk_10 = 0.0f; } D_display_800CA22C = true; - gReflectY = arg1; - func_display_80053658(&player->wings); + gReflectY = reflectY; + Display_ArwingWings(&player->wings); } } } -void func_display_80053F7C(Player* player) { +void Display_Reticle(Player* player) { Vec3f* translate; s32 i; @@ -708,7 +720,7 @@ void func_display_80053F7C(Player* player) { if (i == 1) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); gDPSetEnvColor(gMasterDisp++, 255, 0, 0, 255); - Math_SmoothStepToF(&sCrosshairScales[player->num], 2.0f, 1.0f, 0.4f, 0.0f); + Math_SmoothStepToF(&sReticleScales[player->num], 2.0f, 1.0f, 0.4f, 0.0f); } else { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255); gDPSetEnvColor(gMasterDisp++, 255, 255, 0, 255); @@ -718,9 +730,8 @@ void func_display_80053F7C(Player* player) { } if (i == 1) { - Matrix_Scale(gGfxMatrix, sCrosshairScales[player->num], sCrosshairScales[player->num], 1.0f, - MTXF_APPLY); - Math_SmoothStepToF(&sCrosshairScales[player->num], 1.0f, 1.0f, 0.2f, 0.0f); + Matrix_Scale(gGfxMatrix, sReticleScales[player->num], sReticleScales[player->num], 1.0f, MTXF_APPLY); + Math_SmoothStepToF(&sReticleScales[player->num], 1.0f, 1.0f, 0.2f, 0.0f); } Matrix_Scale(gGfxMatrix, 4.0f, 4.0f, 4.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -730,24 +741,24 @@ void func_display_80053F7C(Player* player) { } } -void func_display_80054280(Player* player, s32 arg1) { +void Display_DrawPlayer(Player* player, s32 reflectY) { switch (player->form) { case FORM_ARWING: - func_display_80053C38(player, arg1); + Display_Arwing(player, reflectY); break; case FORM_LANDMASTER: - func_display_80052884(player); + Display_Landmaster(player); break; case FORM_BLUE_MARINE: - Aquas_801ACBB4(player); + Aquas_BlueMarine_Draw(player); break; case FORM_ON_FOOT: - func_display_800526B8(player); + Display_OnFootCharacter(player); break; } } -void func_display_80054300(Player* player) { +void Display_PlayerShadow_Draw(Player* player) { Math_SmoothStepToF(&sPlayerShadowing, player->shadowing, 1.0f, 10.0f, 0.0f); RCP_SetupDL(&gMasterDisp, SETUPDL_66); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, (s32) sPlayerShadowing); @@ -803,7 +814,7 @@ void func_display_80054300(Player* player) { } } -void Play_DrawEngineGlow(s32 levelType) { +void Display_DrawEngineGlow(s32 levelType) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255); @@ -824,7 +835,7 @@ void Play_DrawEngineGlow(s32 levelType) { gSPDisplayList(gMasterDisp++, D_1024AC0); } -void func_display_8005478C(Player* player) { +void Display_LandmasterEngineGlow_Draw(Player* player) { RCP_SetupDL_64(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 100); Matrix_Push(&gGfxMatrix); @@ -846,14 +857,14 @@ void func_display_8005478C(Player* player) { Matrix_Scale(gGfxMatrix, 0.9f * 0.9f, 0.9f * 0.63f, 1.0f, MTXF_APPLY); } Matrix_SetGfxMtx(&gMasterDisp); - Play_DrawEngineGlow(gLevelType); + Display_DrawEngineGlow(gLevelType); Matrix_Pop(&gGfxMatrix); } -void func_display_80054914(Player* player) { - f32 sp4C; - Vec3f sp40; - Vec3f sp34; +void Display_BarrelRollShield(Player* player) { + f32 zRotDirection; + Vec3f src; + Vec3f dest; if (player->barrelRollAlpha != 0) { Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, @@ -866,23 +877,23 @@ void func_display_80054914(Player* player) { Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY); - sp40.x = 0.0f; - sp40.y = 0.0f; - sp40.z = -30.0f; + src.x = 0.0f; + src.y = 0.0f; + src.z = -30.0f; - Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34); + Matrix_MultVec3f(gCalcMatrix, &src, &dest); - sp4C = 1.0f; + zRotDirection = 1.0f; if (player->baseRollRate < 0) { - sp4C = -1.0f; + zRotDirection = -1.0f; } Matrix_Push(&gGfxMatrix); - Matrix_Translate(gGfxMatrix, player->pos.x + sp34.x, player->pos.y + sp34.y, - player->trueZpos + player->zPath + sp34.z, MTXF_APPLY); + Matrix_Translate(gGfxMatrix, player->pos.x + dest.x, player->pos.y + dest.y, + player->trueZpos + player->zPath + dest.z, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY); - Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * sp4C * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * zRotDirection * M_DTOR, MTXF_APPLY); if (player->form == FORM_ARWING) { Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY); @@ -898,12 +909,12 @@ void func_display_80054914(Player* player) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, player->barrelRollAlpha); gDPSetEnvColor(gMasterDisp++, 0, 0, 160, player->barrelRollAlpha); - gSPDisplayList(gMasterDisp++, D_101DC10); + gSPDisplayList(gMasterDisp++, aBarrelRollTex); Matrix_Pop(&gGfxMatrix); } } -void func_display_80054CA4(Player* player) { +void Display_UnusedShield(Player* player) { if (gShieldAlpha[player->num] > 1.0f) { Matrix_Push(&gGfxMatrix); Matrix_Copy(gGfxMatrix, &D_display_80161418[player->num]); @@ -913,14 +924,14 @@ void func_display_80054CA4(Player* player) { RCP_SetupDL(&gMasterDisp, SETUPDL_68); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 255, 255, (s32) gShieldAlpha[player->num]); gDPSetEnvColor(gMasterDisp++, 255, 0, 255, (s32) gShieldAlpha[player->num]); - gSPDisplayList(gMasterDisp++, D_101CD70); + gSPDisplayList(gMasterDisp++, aUnusedShieldDL); Matrix_Pop(&gGfxMatrix); - Texture_Scroll(D_101D070, 32, 32, 3); - Texture_Scroll(D_101D070, 32, 32, 3); + Texture_Scroll(aUnusedShieldTex, 32, 32, 3); + Texture_Scroll(aUnusedShieldTex, 32, 32, 3); } } -void func_display_80054E80(Player* player) { +void Display_ArwingLaserCharge(Player* player) { Vec3f spC4 = { 0.0f, -5.0f, 60.0f }; Vec3f spB8 = { 0.0f, -14.0f, 60.0f }; Vec3f spAC = { 30.0f, -10.0f, 30.0f }; @@ -933,6 +944,7 @@ void func_display_80054E80(Player* player) { if (gChargeTimers[player->num] > 10) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); Matrix_Copy(gCalcMatrix, &D_display_80161418[player->num]); + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94); } else { @@ -1013,17 +1025,21 @@ void func_display_80054E80(Player* player) { case LASERS_SINGLE: gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 192, 255, 192, 128); gDPSetEnvColor(gMasterDisp++, 64, 255, 64, 128); + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94); } else { Matrix_MultVec3f(gCalcMatrix, &spC4, &sp94); } + Matrix_Push(&gGfxMatrix); + Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW); Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); + Matrix_Pop(&gGfxMatrix); break; @@ -1045,12 +1061,14 @@ void func_display_80054E80(Player* player) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); Matrix_Pop(&gGfxMatrix); + Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sp88.x, sp88.y, sp88.z, MTXF_NEW); Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); + Matrix_Pop(&gGfxMatrix); break; } @@ -1058,17 +1076,22 @@ void func_display_80054E80(Player* player) { } } -void func_display_80055788(Player* player) { +void Display_LandmasterLaserCharge(Player* player) { f32 sp54; if (gChargeTimers[player->num] > 10) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); Matrix_Push(&gGfxMatrix); + sp54 = gChargeTimers[player->num] / 20.0f; + Matrix_Translate(gGfxMatrix, D_display_80161548[player->num].x, D_display_80161548[player->num].y, D_display_80161548[player->num].z, MTXF_NEW); + Matrix_Scale(gGfxMatrix, sp54, sp54, 1.0f, MTXF_APPLY); + Matrix_Push(&gGfxMatrix); + Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 10.0f, MTXF_APPLY); RCP_SetupDL(&gMasterDisp, SETUPDL_49); @@ -1096,9 +1119,11 @@ void func_display_80055788(Player* player) { Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 53.0f * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_101C2E0); + Matrix_RotateZ(gGfxMatrix, gGameFrameCount * -53.0f * 2.0f * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_101C2E0); + Matrix_Pop(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 1.0f, MTXF_APPLY); @@ -1113,9 +1138,9 @@ void func_display_80055788(Player* player) { } } -void func_display_80055B58(Player* player) { - Vec3f sp4C; - Vec3f sp40; +void Display_PlayerFeatures(Player* player) { + Vec3f src; + Vec3f dest; f32 var_fv0; s32 pad[3]; @@ -1137,43 +1162,43 @@ void func_display_80055B58(Player* player) { var_fv0 = 30.0f; } - sp4C.x = 0; - sp4C.y = 0; - sp4C.z = -40.0f - var_fv0; + src.x = 0; + src.y = 0; + src.z = -40.0f - var_fv0; - Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40); + Matrix_MultVec3f(gCalcMatrix, &src, &dest); Matrix_Push(&gGfxMatrix); - Matrix_Translate(gGfxMatrix, player->pos.x + sp40.x, player->pos.y + sp40.y, - player->trueZpos + player->zPath + sp40.z, MTXF_APPLY); + Matrix_Translate(gGfxMatrix, player->pos.x + dest.x, player->pos.y + dest.y, + player->trueZpos + player->zPath + dest.z, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - func_display_8005478C(player); + Display_LandmasterEngineGlow_Draw(player); Matrix_Pop(&gGfxMatrix); - func_display_80054914(player); - func_display_80054CA4(player); - func_display_80054E80(player); + Display_BarrelRollShield(player); + Display_UnusedShield(player); + Display_ArwingLaserCharge(player); break; case FORM_LANDMASTER: - func_display_80052D48(player); + Display_LandmasterThrusters(player); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, D_display_80161518[player->num].x, D_display_80161518[player->num].y, D_display_80161518[player->num].z, MTXF_NEW); Matrix_SetGfxMtx(&gMasterDisp); - func_display_8005478C(player); + Display_LandmasterEngineGlow_Draw(player); Matrix_Pop(&gGfxMatrix); - func_display_80055788(player); + Display_LandmasterLaserCharge(player); break; case FORM_BLUE_MARINE: - func_display_80054914(player); + Display_BarrelRollShield(player); break; } } } -void func_display_80055E98(Player* player) { +void Display_ArwingWingTrail_Draw(Player* player) { f32 sp5C = 70.0f; f32 sp58 = -18.0f; f32 sp54; @@ -1236,7 +1261,7 @@ void func_display_80055E98(Player* player) { } } -void func_display_80056230(Player* player) { +void Display_ArwingWingTrail_Update(Player* player) { if (player->draw && (player->form == FORM_ARWING) && (gCurrentLevel != LEVEL_VENOM_ANDROSS) && (gCurrentLevel != LEVEL_TRAINING) && (gLevelType == LEVELTYPE_PLANET)) { Matrix_Push(&gGfxMatrix); @@ -1247,37 +1272,38 @@ void func_display_80056230(Player* player) { MTXF_APPLY); Matrix_Translate(gGfxMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - func_display_80055E98(player); + Display_ArwingWingTrail_Draw(player); Matrix_Pop(&gGfxMatrix); } } -bool func_display_800563B4(s32 index, s32 arg1) { - Vec3f sp2C = { 0.0f, 0.0f, 0.0f }; - Vec3f sp20; +bool Display_CheckPlayerVisible(s32 index, s32 reflectY) { + Vec3f src = { 0.0f, 0.0f, 0.0f }; + Vec3f dest; - Matrix_MultVec3f(gGfxMatrix, &sp2C, &sp20); + Matrix_MultVec3f(gGfxMatrix, &src, &dest); - if ((sp20.z < 200.0f) && (sp20.z > -12000.0f)) { - if (fabsf(sp20.x) < (fabsf(sp20.z * 0.5f) + 500.0f)) { - if (fabsf(sp20.y) < (fabsf(sp20.z * 0.5f) + 500.0f)) { - if (arg1 == 0) { - sPlayersVisible[index] = 1; + if ((dest.z < 200.0f) && (dest.z > -12000.0f)) { + if (fabsf(dest.x) < (fabsf(dest.z * 0.5f) + 500.0f)) { + if (fabsf(dest.y) < (fabsf(dest.z * 0.5f) + 500.0f)) { + if (reflectY == 0) { + sPlayersVisible[index] = true; } return true; } } } - if (arg1 == 0) { - sPlayersVisible[index] = 0; + if (reflectY == 0) { + sPlayersVisible[index] = false; } return false; } +// unused s32 D_display_800CA2E8[16] = { 60, 40, 20, 20, 20, 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0 }; -void func_display_800564C0(Player* player, s32 arg1) { +void Display_Player_Update(Player* player, s32 reflectY) { s32 i; Vec3f sp50 = { 0.0f, 0.0f, 0.0f }; @@ -1304,7 +1330,7 @@ void func_display_800564C0(Player* player, s32 arg1) { } } - if (!func_display_800563B4(player->num, arg1)) { + if (!Display_CheckPlayerVisible(player->num, reflectY)) { Matrix_Pop(&gGfxMatrix); return; } @@ -1324,7 +1350,7 @@ void func_display_800564C0(Player* player, s32 arg1) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->trueZpos + player->zPath, MTXF_APPLY); - if (!func_display_800563B4(player->num, arg1)) { + if (!Display_CheckPlayerVisible(player->num, reflectY)) { Matrix_Pop(&gGfxMatrix); Matrix_Pop(&gGfxMatrix); return; @@ -1357,7 +1383,7 @@ void func_display_800564C0(Player* player, s32 arg1) { } } - if (!func_display_800563B4(player->num, arg1)) { + if (!Display_CheckPlayerVisible(player->num, reflectY)) { Matrix_Pop(&gGfxMatrix); return; } @@ -1398,12 +1424,12 @@ void func_display_800564C0(Player* player, s32 arg1) { break; } - if (arg1 != 0) { + if (reflectY != 0) { Object_ApplyWaterDistortion(); } else { Matrix_Copy(&D_display_80161418[player->num], gGfxMatrix); } - func_display_80054280(player, arg1); + Display_DrawPlayer(player, reflectY); Matrix_Pop(&gGfxMatrix); } } @@ -1411,16 +1437,16 @@ void func_display_800564C0(Player* player, s32 arg1) { f32 D_display_800CA334[] = { 0.02f, 0.06f, 0.08f, 0.05f, 0.04f, 0.03f, 0.06f, 0.04f, }; -Gfx* D_display_800CA354[] = { - D_1024570, D_1024570, D_10246D0, D_1024410, D_1024410, D_1024410, - D_1024410, D_1024410, D_D000000, D_D00B5C0, D_D00B720, +Gfx* sTeammateMarkDLs[] = { + aFalcoMarkDL, aFalcoMarkDL, aSlippyMarkDL, aPeppyMarkDL, aPeppyMarkDL, aPeppyMarkDL, + aPeppyMarkDL, aPeppyMarkDL, aKattMarkDL, aBillMarkDL, aJamesMarkDL, }; f32 D_display_800CA380 = 0.0f; f32 D_display_800CA384 = 0.0f; f32 D_display_800CA388 = -300.0f; f32 D_display_800CA38C[] = { 0.0f, -300.0f, -150.0f, -50.0f }; -void func_display_80056E2C(Player* player) { +void Display_PlayerShadow_Update(Player* player) { f32 sp34; f32 sp30; f32 sp2C; @@ -1428,6 +1454,7 @@ void func_display_80056E2C(Player* player) { if (player->draw && !player->hideShadow) { sp34 = D_display_800CA334[gGameFrameCount % 8U]; sp30 = D_display_800CA334[(gGameFrameCount + 4) % 8U]; + if (player->grounded) { sp34 = sp30 = 0.0f; } @@ -1450,6 +1477,7 @@ void func_display_80056E2C(Player* player) { Matrix_RotateY(gGfxMatrix, player->groundRotY, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, player->shadowRotX, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, player->shadowRotZ, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, 0.8f + sp34, 0.0f, 0.8f + sp30, MTXF_APPLY); if ((player->form == FORM_ARWING) || (player->form == FORM_BLUE_MARINE) || (player->form == FORM_ON_FOOT)) { @@ -1472,17 +1500,18 @@ void func_display_80056E2C(Player* player) { Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY); } - func_display_80054300(player); + Display_PlayerShadow_Draw(player); Matrix_Pop(&gGfxMatrix); } } -void func_display_80057248(void) { +void Display_ActorMarks(void) { s32 i; f32 var_fs0; if ((gGameFrameCount & 4) == 0) { RCP_SetupDL_40(); + for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) { if (gTeamArrowsViewPos[i].z < 0.0f) { var_fs0 = (VEC3F_MAG(&gTeamArrowsViewPos[i])) * 0.0015f; @@ -1491,20 +1520,24 @@ void func_display_80057248(void) { } else if (var_fs0 < 1.0f) { var_fs0 = 1.0f; } + Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, gTeamArrowsViewPos[i].x, gTeamArrowsViewPos[i].y, gTeamArrowsViewPos[i].z, MTXF_APPLY); Matrix_Scale(gGfxMatrix, var_fs0 * 0.25f, var_fs0 * 0.25f, 1.0f, MTXF_APPLY); + if ((i == 0) && (gCurrentLevel == LEVEL_SECTOR_Z)) { Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 1.0f, MTXF_APPLY); } + Matrix_Translate(gGfxMatrix, 0.0f, 150.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); + if ((i == 0) && (gCurrentLevel == LEVEL_SECTOR_Z)) { - gSPDisplayList(gMasterDisp++, D_SZ_6004330); + gSPDisplayList(gMasterDisp++, aSzMissileMark); } else { - gSPDisplayList(gMasterDisp++, D_display_800CA354[i]); + gSPDisplayList(gMasterDisp++, sTeammateMarkDLs[i]); } Matrix_Pop(&gGfxMatrix); } @@ -1515,7 +1548,7 @@ void func_display_80057248(void) { } } -void func_display_80057504(void) { +void Display_LockOnIndicator(void) { s32 i; s32 j; f32 var_fs0; @@ -1558,7 +1591,7 @@ void func_display_80057504(void) { } } -void func_display_80057814(Player* player) { +void Display_SetupPlayerSfxPos(Player* player) { Vec3f sp2C; Vec3f sp20; @@ -1578,7 +1611,7 @@ void func_display_80057814(Player* player) { player->sfx.zRot = player->bankAngle; } -void func_display_800578C4(Player* player) { +void Display_CsLevelCompleteHandleCamera(Player* player) { Vec3f sp4C = { 0.0f, 0.0f, -300.0f }; Vec3f sp40; f32 sp3C; @@ -1596,6 +1629,7 @@ void func_display_800578C4(Player* player) { gPlayCamAt.z = player->cam.at.z; break; + // Seems unused. Some sort of debugging code leftover? case 1: case 2: case 3: @@ -1606,6 +1640,7 @@ void func_display_800578C4(Player* player) { if (sp38 < 0.0f) { sp38 += 360.0f; } + sp3C = (Math_RadToDeg(player->camYaw) + 180.0f) - player->rot.y; if (sp3C > 360.0f) { sp3C -= 360.0f; @@ -1614,11 +1649,14 @@ void func_display_800578C4(Player* player) { sp3C += 360.0f; } sp3C = 360.0f - sp3C; + Math_SmoothStepToAngle(&player->wings.unk_30, sp38, 0.2f, 6.0f, 0.0f); Math_SmoothStepToAngle(&player->wings.unk_34, sp3C, 0.2f, 6.0f, 0.0f); - Math_SmoothStepToF(&D_display_800CA380, gControllerPress->stick_y * 0.75f, 0.1f, 2.0f, 0.0f); - Math_SmoothStepToF(&D_display_800CA384, gControllerPress->stick_x * 3.0f, 0.1f, 5.0f, 0.0f); + + Math_SmoothStepToF(&D_display_800CA380, gControllerPress[0].stick_y * 0.75f, 0.1f, 2.0f, 0.0f); + Math_SmoothStepToF(&D_display_800CA384, gControllerPress[0].stick_x * 3.0f, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&D_display_800CA388, D_display_800CA38C[D_display_800CA220], 0.1f, 10.0f, 0.0f); + sp4C.z = D_display_800CA388; Matrix_RotateX(gCalcMatrix, (player->rot.y + D_display_800CA380) * M_DTOR, MTXF_NEW); Matrix_RotateY(gCalcMatrix, (player->rot.x + D_display_800CA384) * M_DTOR, MTXF_APPLY); @@ -1633,7 +1671,7 @@ void func_display_800578C4(Player* player) { } } -void Play_Draw(void) { +void Display_Update(void) { s32 i; Vec3f tempVec; Vec3f playerCamUp; @@ -1642,8 +1680,9 @@ void Play_Draw(void) { Player* player; Player* camPlayer = &gPlayer[gPlayerNum]; - sDrawCockpit = 0; + sDrawCockpit = false; + // 511 hit count cap if (gHitCount > 511) { gHitCount = 511; } @@ -1689,7 +1728,7 @@ void Play_Draw(void) { gPlayCamAt.x += SIN_DEG(gGameFrameCount * 150.0f) * camPlayer->boostSpeed * 0.2f; } } else if (camPlayer->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) { - func_display_800578C4(camPlayer); + Display_CsLevelCompleteHandleCamera(camPlayer); } else { gPlayCamEye.x = camPlayer->cam.eye.x; gPlayCamEye.y = camPlayer->cam.eye.y; @@ -1740,13 +1779,13 @@ void Play_Draw(void) { Lights_SetOneLight(&gMasterDisp, gLight2x, gLight2y, gLight2z, gLight2R, gLight2G, gLight2B, gAmbientR, gAmbientG, gAmbientB); - for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { + for (i = 0, player = &gPlayer[0]; i < gCamCount; i++, player++) { playerPos.x = player->pos.x; playerPos.y = player->pos.y; playerPos.z = player->trueZpos; Display_SetSecondLight(&playerPos); - func_display_800564C0(player, 0); - func_display_80057814(player); + Display_Player_Update(player, 0); + Display_SetupPlayerSfxPos(player); } if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { @@ -1754,11 +1793,11 @@ void Play_Draw(void) { gAmbientG, gAmbientB); Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY); - for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { + for (i = 0, player = &gPlayer[0]; i < gCamCount; i++, player++) { playerPos.x = player->pos.x; playerPos.y = player->pos.y; playerPos.z = player->trueZpos; - func_display_800564C0(player, 1); + Display_Player_Update(player, 1); } Matrix_Pop(&gGfxMatrix); } @@ -1783,10 +1822,10 @@ void Play_Draw(void) { if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY); - for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { - if (sPlayersVisible[i] != 0) { - func_display_80055B58(player); - func_display_80056230(player); + for (i = 0, player = &gPlayer[0]; i < gCamCount; i++, player++) { + if (sPlayersVisible[i]) { + Display_PlayerFeatures(player); + Display_ArwingWingTrail_Update(player); } Matrix_Pop(&gGfxMatrix); } @@ -1811,11 +1850,11 @@ void Play_Draw(void) { gReflectY = 1; - for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { - if (sPlayersVisible[i] != 0) { - func_display_80056E2C(player); - func_display_80055B58(player); - func_display_80056230(player); + for (i = 0, player = &gPlayer[0]; i < gCamCount; i++, player++) { + if (sPlayersVisible[i]) { + Display_PlayerShadow_Update(player); + Display_PlayerFeatures(player); + Display_ArwingWingTrail_Update(player); } } @@ -1831,22 +1870,22 @@ void Play_Draw(void) { BonusText_DrawAll(); Matrix_Pop(&gGfxMatrix); - func_display_80057248(); - func_display_80057504(); + Display_ActorMarks(); + Display_LockOnIndicator(); - if (sDrawCockpit != 0) { - func_display_80053B18(); + if (sDrawCockpit) { + Display_CockpitGlass(); } - for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { - if (sPlayersVisible[i] != 0) { - if (gShowCrosshairs[i]) { - func_display_80053F7C(player); + for (i = 0, player = &gPlayer[0]; i < gCamCount; i++, player++) { + if (sPlayersVisible[i]) { + if (gShowReticles[i]) { + Display_Reticle(player); } if (player->form == FORM_LANDMASTER) { - func_display_80052B80(player); + Display_LandmasterMuzzleFlash(player); } else if (player->form == FORM_ON_FOOT) { - func_display_80052584(player); + Display_OnFootMuzzleFlash(player); } } } @@ -1864,6 +1903,6 @@ void Play_Draw(void) { } Matrix_Pop(&gGfxMatrix); Display_DrawHelpAlert(); - sPlayersVisible[gPlayerNum] = 0; + sPlayersVisible[gPlayerNum] = false; Matrix_Pop(&gGfxMatrix); } diff --git a/src/engine/fox_edata.c b/src/engine/fox_edata.c index 56b5af5e..b2c89e75 100644 --- a/src/engine/fox_edata.c +++ b/src/engine/fox_edata.c @@ -4,7 +4,7 @@ f32* D_edata_800CF964[] = { NULL }; // Likely a scrapped array of scenery shadow boxes -void Scenery48_Draw(Scenery* scenery) { +void Ve1SceneryWall1_Draw(Scenery* scenery) { RCP_SetupDL_57(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -12,7 +12,7 @@ void Scenery48_Draw(Scenery* scenery) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } -void Scenery49_Draw(Scenery* scenery) { +void Ve1SceneryWall2_Draw(Scenery* scenery) { RCP_SetupDL_57(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -20,5 +20,5 @@ void Scenery49_Draw(Scenery* scenery) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } -void Actor289_Draw(Actor* actor) { +void AndJamesTrigger_Draw(Actor* actor) { } diff --git a/src/engine/fox_edata_info.c b/src/engine/fox_edata_info.c index 241d4b4e..44484112 100644 --- a/src/engine/fox_edata_info.c +++ b/src/engine/fox_edata_info.c @@ -22,7 +22,7 @@ #include "assets/ast_area_6.h" #include "assets/ast_zoness.h" -f32 gActor241Hitbox[] = { +f32 gZoEnergyBallHitbox[] = { 1.0f, 0.0f, 50.0f, 0.0f, 25.0f, 0.0f, 25.0f, }; f32 gCubeHitbox100[] = { @@ -65,10 +65,10 @@ f32 gItemLasersHitbox[] = { f32 gItemBombHitbox[] = { 1.0f, 0.0f, 120.0f, 0.0f, 120.0f, 0.0f, 120.0f, }; -f32 gActor190_191Hitbox[] = { +f32 gActorMissileSeekHitbox[] = { 1.0f, 0.0f, 40.0f, 0.0f, 40.0f, 0.0f, 40.0f, }; -f32 gActor194Hitbox[] = { +f32 gMeMoraHitbox[] = { 1.0f, 0.0f, 50.0f, 0.0f, 50.0f, 0.0f, 50.0f, }; f32 gTeamHitbox[] = { @@ -93,167 +93,167 @@ f32 gWarpZoneEvent93Hitbox[] = { // clang-format off ObjectInfo gObjectInfo[] = { - /* OBJ_SCENERY_CO_STONE_ARCH, */ {(void*) aCoStoneArchDL, 0, (ObjectFunc) NULL, aCoStoneArchHitbox, 800.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUMP_1, */ {(void*) aCoBump1DL, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUMP_2, */ {(void*) aCoBump2DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUMP_3, */ {(void*) aCoBump3DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUMP_4, */ {(void*) aCoBump4DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUMP_5, */ {(void*) aCoBump5DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_HIGHWAY_1, */ {(void*) aCoHighway1DL, 0, (ObjectFunc) NULL, aCoHighway1Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_HIGHWAY_2, */ {(void*) aCoHighway2DL, 0, (ObjectFunc) NULL, aCoHighway2Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_HIGHWAY_3, */ {(void*) aCoHighway3DL, 0, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_HIGHWAY_4, */ {(void*) aCoHighway4DL, 0, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_1, */ {(void*) aCoBuilding1DL, 0, (ObjectFunc) NULL, aCoBuilding1Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_2, */ {(void*) aCoBuilding2DL, 0, (ObjectFunc) NULL, aCoBuilding2Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_3, */ {(void*) aCoBuilding3DL, 0, (ObjectFunc) NULL, aCoBuilding3Hitbox, 500.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_4, */ {(void*) aCoBuilding4DL, 0, (ObjectFunc) NULL, aCoBuilding4Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_5, */ {(void*) aCoBuilding5DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding5Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_6, */ {(void*) aCoBuilding6DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding6Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_7, */ {(void*) aCoBuilding7DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding7Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_8, */ {(void*) aCoBuilding8DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding8Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_BUILDING_ON_FIRE, */ {(void*) Corneria_BuildingOnFire_Draw, 1, (ObjectFunc) Corneria_BuildingOnFire_Update, aCoBuildingOnFireHitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_STONE_ARCH */ {(void*) aCoStoneArchDL, 0, (ObjectFunc) NULL, aCoStoneArchHitbox, 800.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUMP_1 */ {(void*) aCoBump1DL, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUMP_2 */ {(void*) aCoBump2DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUMP_3 */ {(void*) aCoBump3DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUMP_4 */ {(void*) aCoBump4DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUMP_5 */ {(void*) aCoBump5DL, 0, (ObjectFunc) NULL, gNoHitbox, 3000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_HIGHWAY_1 */ {(void*) aCoHighway1DL, 0, (ObjectFunc) NULL, aCoHighway1Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_HIGHWAY_2 */ {(void*) aCoHighway2DL, 0, (ObjectFunc) NULL, aCoHighway2Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_HIGHWAY_3 */ {(void*) aCoHighway3DL, 0, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_HIGHWAY_4 */ {(void*) aCoHighway4DL, 0, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_1 */ {(void*) aCoBuilding1DL, 0, (ObjectFunc) NULL, aCoBuilding1Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_2 */ {(void*) aCoBuilding2DL, 0, (ObjectFunc) NULL, aCoBuilding2Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_3 */ {(void*) aCoBuilding3DL, 0, (ObjectFunc) NULL, aCoBuilding3Hitbox, 500.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_4 */ {(void*) aCoBuilding4DL, 0, (ObjectFunc) NULL, aCoBuilding4Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_5 */ {(void*) aCoBuilding5DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding5Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_6 */ {(void*) aCoBuilding6DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding6Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_7 */ {(void*) aCoBuilding7DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding7Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_8 */ {(void*) aCoBuilding8DL, 0, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding8Hitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_BUILDING_ON_FIRE, */ {(void*) Corneria_CoBuildingOnFire_Draw, 1, (ObjectFunc) Corneria_CoBuildingOnFire_Update, aCoBuildingOnFireHitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_TOWER, */ {(void*) aCoTowerDL, 0, (ObjectFunc) NULL, aCoTowerHitbox, 100.0f, 0, 0, 39, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_ARCH_1, */ {(void*) aCoArch1DL, 0, (ObjectFunc) NULL, aCoArch1Hitbox, 500.0f, 0, 0, 39, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_ARCH_2, */ {(void*) aCoArch2DL, 0, (ObjectFunc) NULL, aCoArch2Hitbox, 400.0f, 0, 0, 39, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_ARCH_3, */ {(void*) aCoArch3DL, 0, (ObjectFunc) NULL, aCoArch3Hitbox, 400.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_RADAR, */ {(void*) aRadarDL, 0, (ObjectFunc) NULL, aCoRadarHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_RADAR_DISH, */ {(void*) aRadarDL, 0, (ObjectFunc) NULL, aCoRadarHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_HIGHWAY_5, */ {(void*) aCoHighway5DL, 0, (ObjectFunc) NULL, aCoHighway5Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_HIGHWAY_6, */ {(void*) aCoHighway6DL, 0, (ObjectFunc) NULL, aCoHighway6Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_HIGHWAY_7, */ {(void*) aCoHighway7DL, 0, (ObjectFunc) NULL, aCoHighway7Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_HIGHWAY_8, */ {(void*) aCoHighway8DL, 0, (ObjectFunc) NULL, aCoHighway8Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_HIGHWAY_9, */ {(void*) aCoHighway9DL, 0, (ObjectFunc) NULL, aCoHighway9Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_SKULL, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiSkullHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_0, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib0Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_1, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib1Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_2, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib2Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_3, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib3Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_4, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib4Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_5, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib5Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_6, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib6Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_7, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib7Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_TI_RIB_8, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib8Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_SKULL, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiSkullHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_0, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib0Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_1, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib1Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_2, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib2Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_3, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib3Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_4, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib4Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_5, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib5Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_6, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib6Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_7, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib7Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_RIB_8, */ {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones, aTiRib8Hitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_ME_TUNNEL, */ {(void*) MeteoTunnel_Draw, 1, (ObjectFunc) MeteoTunnel_Update, gNoHitbox, 6000.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_BUILDING_9, */ {(void*) CoBuilding9_Draw, 1, (ObjectFunc) CoBuilding9_Update, aCoBuilding9Hitbox, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_BUILDING_10, */ {(void*) CoBuilding10_Draw, 1, (ObjectFunc) SceneryRotateTowardsCamera, aCoBuilding10Hitbox, 300.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_IBEAM, */ {(void*) CoIBeam_Draw, 1, (ObjectFunc) CoIBeam_Update, aCoIBeamHitbox, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_ZO_ROCK_1, */ {(void*) aZoRock1DL, 0, (ObjectFunc) NULL, aZoRock1Hitbox, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_44, */ {(void*) D_ZO_600F560, 0, (ObjectFunc) NULL, D_ZO_602BA20, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_45, */ {(void*) D_ZO_600EC90, 0, (ObjectFunc) NULL, D_ZO_602BAE4, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_46, */ {(void*) D_ZO_600E820, 0, (ObjectFunc) NULL, D_ZO_602BBD8, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_47, */ {(void*) D_ZO_601FCB0, 0, (ObjectFunc) NULL, D_ZO_602BC54, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_48, */ {(void*) Scenery48_Draw, 1, (ObjectFunc) NULL, D_VE1_601B4E0, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_49, */ {(void*) Scenery49_Draw, 1, (ObjectFunc) NULL, D_VE1_601B4FC, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_50, */ {(void*) D_VE1_6007410, 0, (ObjectFunc) NULL, D_VE1_601B518, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_51, */ {(void*) D_VE1_6006F50, 0, (ObjectFunc) NULL, D_VE1_601B584, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_52, */ {(void*) D_VE1_6005780, 0, (ObjectFunc) Venom1_Scenery52_Update, D_VE1_601B5F4, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_53, */ {(void*) D_VE1_6003610, 0, (ObjectFunc) NULL, D_VE1_601B644, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_ZO_ROCK, */ {(void*) aZoRockDL, 0, (ObjectFunc) NULL, aZoRockHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_ZO_OIL_RIG_1, */ {(void*) aZoOilRig1DL, 0, (ObjectFunc) NULL, aZoOilRig1Hitbox, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_ZO_OIL_RIG_2, */ {(void*) aZoOilRig2DL, 0, (ObjectFunc) NULL, aZoOilRig2Hitbox, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_ZO_OIL_RIG_3, */ {(void*) aZoOilRig3DL, 0, (ObjectFunc) NULL, aZoOilRig3Hitbox, 1500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_ZO_ISLAND, */ {(void*) aZoIslandDL, 0, (ObjectFunc) NULL, aZoIslandHitbox, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_WALL_1, */ {(void*) Ve1SceneryWall1_Draw, 1, (ObjectFunc) NULL, aVe1SceneryWall1Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_WALL_2, */ {(void*) Ve1SceneryWall2_Draw, 1, (ObjectFunc) NULL, aVe1SceneryWall2Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_WALL_3, */ {(void*) aVe1SceneryWall3DL, 0, (ObjectFunc) NULL, aVe1SceneryWall3Hitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_HALLWAY_OBSTACLE, */ {(void*) aVe1HallwayObstacleDL, 0, (ObjectFunc) NULL, aVe1HallwayObstacleHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_GENERATOR, */ {(void*) aVe1GeneratorDL, 0, (ObjectFunc) Venom1_Ve1Generator_Update, aVe1GeneratorHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_WATCH_POST, */ {(void*) aVe1WatchPostDL, 0, (ObjectFunc) NULL, aVe1WatchPostHitbox, 2500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_WATERFALL, */ {(void*) aCoWaterfallDL, 0, (ObjectFunc) CoWaterfall_Update, aCoWaterfallHitbox, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_CO_ROCKWALL, */ {(void*) aCoRockwallDL, 0, (ObjectFunc) NULL, aCoRockwallHitbox, 1000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_CO_DOORS, */ {(void*) Corneria_Doors_Draw, 2, (ObjectFunc) Corneria_Doors_Update, aCoDoorsHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_57, */ {(void*) Titania_Scenery57_Draw, 1, (ObjectFunc) Titania_Scenery57_Update, D_TI_6006BF0, 800.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_58, */ {(void*) D_TI1_700BE00, 0, (ObjectFunc) NULL, D_TI_6006C44, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_59, */ {(void*) D_MA_6024010, 0, (ObjectFunc) NULL, D_MA_603626C, 300.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_60, */ {(void*) D_MA_6027180, 0, (ObjectFunc) NULL, D_MA_6036288, 400.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_61, */ {(void*) Macbeth_Scenery61_Draw, 1, (ObjectFunc) NULL, D_MA_60362A4, 200.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_62, */ {(void*) D_MA_60270E0, 0, (ObjectFunc) NULL, gNoHitbox, 1500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_CO_DOORS, */ {(void*) Corneria_CoDoors_Draw, 2, (ObjectFunc) Corneria_CoDoors_Update, aCoDoorsHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_PILLAR, */ {(void*) Titania_TiPillar_Draw, 1, (ObjectFunc) Titania_TiPillar_Update, aTiPillarHitbox, 800.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TI_BRIDGE, */ {(void*) aTiBridgeDL, 0, (ObjectFunc) NULL, aTiBridgeHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_BUILDING_1, */ {(void*) aMaBuilding1DL, 0, (ObjectFunc) NULL, aMaBuilding1Hitbox, 300.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_BUILDING_2, */ {(void*) aMaBuilding2DL, 0, (ObjectFunc) NULL, aMaBuilding2Hitbox, 400.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TOWER, */ {(void*) Macbeth_MaTower_Draw, 1, (ObjectFunc) NULL, aMaTowerHitbox, 200.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_WALL_1, */ {(void*) aMaWall1DL, 0, (ObjectFunc) NULL, gNoHitbox, 1500.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_SCENERY_63, */ {(void*) D_MA_6013960, 0, (ObjectFunc) NULL, D_MA_6036894, 500.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_64, */ {(void*) D_MA_600AF40, 0, (ObjectFunc) NULL, D_MA_60368E0, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_65, */ {(void*) Macbeth_Scenery65_Draw, 1, (ObjectFunc) NULL, D_MA_6036724, 400.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_66, */ {(void*) D_MA_601F1D0, 0, (ObjectFunc) NULL, D_MA_60362D8, 2500.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_67, */ {(void*) D_MA_60238F0, 0, (ObjectFunc) NULL, D_MA_6036328, 2000.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_68, */ {(void*) D_MA_601B7C0, 0, (ObjectFunc) NULL, D_MA_60362F4, 2500.0f, 0, 0, 5, 0, 0.0f, 0 }, - /* OBJ_SCENERY_69, */ {(void*) D_MA_6030500, 0, (ObjectFunc) NULL, D_MA_6036370, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_70, */ {(void*) D_MA_602DAE0, 0, (ObjectFunc) NULL, D_MA_603638C, 1900.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_71, */ {(void*) D_MA_6027900, 0, (ObjectFunc) NULL, D_MA_60363B8, 1900.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_72, */ {(void*) D_MA_602DB80, 0, (ObjectFunc) NULL, D_MA_60363E4, 1100.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_73, */ {(void*) D_MA_6030630, 0, (ObjectFunc) NULL, D_MA_6036410, 1100.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_74, */ {(void*) D_MA_602DC20, 0, (ObjectFunc) NULL, D_MA_603643C, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_75, */ {(void*) D_MA_601B0D0, 0, (ObjectFunc) NULL, D_MA_6036760, 3000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_76, */ {(void*) D_MA_60075D0, 0, (ObjectFunc) NULL, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_77, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, D_MA_6036344, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_78, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_79, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_80, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_81, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_82, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_83, */ {(void*) Macbeth_Scenery83_Draw, 1, (ObjectFunc) Macbeth_Scenery83_Update, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_84, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_85, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_86, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_87, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_88, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_89, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_90, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_91, */ {(void*) Macbeth_SceneryDoodad2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_92, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_93, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_94, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_95, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_96, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_97, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_98, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_99, */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_100 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_101 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_102 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_103 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_104 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) Macbeth_Scenery104_Update, D_MA_6036594, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_105 */ {(void*) Macbeth_SceneryDoodad_Draw, 1, (ObjectFunc) NULL, D_MA_6036204, 1300.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_106 */ {(void*) D_SY_60097E0, 0, (ObjectFunc) NULL, D_SY_6034478, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_107 */ {(void*) D_SY_601D730, 0, (ObjectFunc) NULL, D_SY_603450C, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_108 */ {(void*) D_SY_60102C0, 0, (ObjectFunc) NULL, D_SY_6034588, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_109 */ {(void*) D_SY_60036A0, 0, (ObjectFunc) SectorY_Scenery109_Update, D_SY_6034664, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_110 */ {(void*) D_SY_6005360, 0, (ObjectFunc) NULL, D_SY_6034770, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_111 */ {(void*) Scenery111_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_112 */ {(void*) D_SY_600F6C0, 0, (ObjectFunc) SectorY_Scenery112_Update, D_SY_60347F0, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_113 */ {(void*) D_SY_601B610, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_114 */ {(void*) D_SY_601C6A0, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_115 */ {(void*) D_SY_60188D0, 0, (ObjectFunc) NULL, D_SY_603486C, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_116 */ {(void*) D_SY_60034D0, 0, (ObjectFunc) NULL, D_SY_60347D4, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_117 */ {(void*) D_AQ_60231C0, 0, (ObjectFunc) NULL, D_AQ_6030C60, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_118 */ {(void*) D_AQ_6011EE0, 0, (ObjectFunc) NULL, D_AQ_6030C7C, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_119 */ {(void*) D_AQ_6015730, 0, (ObjectFunc) NULL, D_AQ_6030D74, 2000.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_SCENERY_120 */ {(void*) D_AQ_601DE60, 0, (ObjectFunc) NULL, D_AQ_6030DF8, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_121 */ {(void*) D_AQ_602B4C0, 0, (ObjectFunc) NULL, D_AQ_6030E14, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_122 */ {(void*) D_AQ_600EE10, 0, (ObjectFunc) NULL, D_AQ_6030E30_Hitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_123 */ {(void*) D_AQ_60120F0, 0, (ObjectFunc) NULL, D_AQ_6030E4C, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_124 */ {(void*) D_AQ_600EEF0, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_125 */ {(void*) D_AQ_600BF80, 0, (ObjectFunc) NULL, D_AQ_6030E68, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_126 */ {(void*) Aquas_Scenery126_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_127 */ {(void*) D_VE1_9005C80, 0, (ObjectFunc) Venom1_Scenery127_Update, D_VE1_601B678, 1000.0f, 0, 0, 42, 0, 0.0f, 0 }, - /* OBJ_SCENERY_128 */ {(void*) D_VE1_9003F50, 0, (ObjectFunc) NULL, D_VE1_601B6C4, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, - /* OBJ_SCENERY_129 */ {(void*) D_VE1_900F060, 0, (ObjectFunc) NULL, D_VE1_601B710, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, - /* OBJ_SCENERY_130 */ {(void*) D_VE1_900F1D0, 0, (ObjectFunc) NULL, D_VE1_601B75C, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, - /* OBJ_SCENERY_131 */ {(void*) Andross_Scenery131_Draw, 1, (ObjectFunc) Andross_Scenery131_Update, D_ANDROSS_C038BD8, 500.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_132 */ {(void*) Andross_Scenery132_Draw, 1, (ObjectFunc) Andross_Scenery132_Update, D_ANDROSS_C038A48, 500.0f, 0, 0, 41, 0, 0.0f, 0 }, - /* OBJ_SCENERY_133 */ {(void*) D_TR_60030F0, 0, (ObjectFunc) NULL, D_TR_6009CC4, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, - /* OBJ_SCENERY_134 */ {(void*) D_VE2_6003000, 0, (ObjectFunc) NULL, D_ANDROSS_C038BA4, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, - /* OBJ_SCENERY_135 */ {(void*) D_VE2_6006890, 0, (ObjectFunc) NULL, D_ANDROSS_C038B40, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, - /* OBJ_SCENERY_136 */ {(void*) D_VE2_6002990, 0, (ObjectFunc) NULL, D_ANDROSS_C038B40, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, - /* OBJ_SCENERY_137 */ {(void*) D_VE2_6004170, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 0, 1, 0.0f, 0 }, - /* OBJ_SCENERY_138 */ {(void*) D_versus_3017600, 0, (ObjectFunc) NULL, D_versus_302EE64, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_139 */ {(void*) D_versus_3017600, 0, (ObjectFunc) NULL, D_versus_302EE80, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_140 */ {(void*) D_versus_30173C0, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_141 */ {(void*) D_versus_30174E0, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_142 */ {(void*) D_versus_301B080, 0, (ObjectFunc) NULL, D_versus_302EE9C, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_143 */ {(void*) D_versus_3016B00, 0, (ObjectFunc) NULL, D_versus_302EE00, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_144 */ {(void*) D_versus_3013780, 0, (ObjectFunc) NULL, D_versus_302ED4C, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_145 */ {(void*) D_versus_3013580, 0, (ObjectFunc) NULL, D_versus_302ED98, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_146 */ {(void*) D_versus_3012ED0, 0, (ObjectFunc) NULL, D_versus_302EDB4, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_GUILLOTINE, */ {(void*) aMaGuillotineDL, 0, (ObjectFunc) NULL, aMaGuillotineHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_PROXIMITY_LIGHT, */ {(void*) Macbeth_MaProximityLight_Draw, 1, (ObjectFunc) NULL, aMaProximityLightHitbox, 400.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_WALL_2, */ {(void*) aMaWall2DL, 0, (ObjectFunc) NULL, aMaWall2Hitbox, 2500.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_WALL_3, */ {(void*) aMaWall3DL, 0, (ObjectFunc) NULL, aMaWall3Hitbox, 2000.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_WALL_4, */ {(void*) aMaWall4DL, 0, (ObjectFunc) NULL, aMaWall4Hitbox, 2500.0f, 0, 0, 5, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TERRAIN_BUMP, */ {(void*) aMaTerrainBumpDL, 0, (ObjectFunc) NULL, aMaTerrainBumpHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_1, */ {(void*) aMaFloor1DL, 0, (ObjectFunc) NULL, aMaFloor1Hitbox, 1900.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_2, */ {(void*) aMaFloor2DL, 0, (ObjectFunc) NULL, aMaFloor2Hitbox, 1900.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_3, */ {(void*) aMaFloor3DL, 0, (ObjectFunc) NULL, aMaFloor3Hitbox, 1100.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_4, */ {(void*) aMaFloor4DL, 0, (ObjectFunc) NULL, aMaFloor4Hitbox, 1100.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_5, */ {(void*) aMaFloor5DL, 0, (ObjectFunc) NULL, aMaFloor5Hitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_FLOOR_6, */ {(void*) aMaFloor6DL, 0, (ObjectFunc) NULL, aMaFloor6Hitbox, 3000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_WEAPONS_FACTORY, */ {(void*) aMaWeaponsFactoryDL, 0, (ObjectFunc) NULL, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_INDICATOR_SIGN, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, aMaIndicatorSignHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_DISTANCE_SIGN_1, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_DISTANCE_SIGN_2, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_DISTANCE_SIGN_3, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_DISTANCE_SIGN_4, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_DISTANCE_SIGN_5, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_STOP_BLOCK, */ {(void*) Macbeth_MaTrainStopBlock_Draw, 1, (ObjectFunc) Macbeth_MaTrainStopBlock_Update, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_1, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_2, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_3, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_4, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_5, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_6, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_7, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_RAILROAD_SWITCH_8, */ {(void*) Macbeth_IndicatorSign_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_1, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_2, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_3, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_4, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_5, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_6, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_7, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 15000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_8, */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_9 */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_10 */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_11 */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_12 */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_SWITCH_TRACK */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) Macbeth_MaSwitchTrack_Update, aMaSwitchTrackHitbox, 2500.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_MA_TRAIN_TRACK_13 */ {(void*) Macbeth_TrainTrack_Draw, 1, (ObjectFunc) NULL, aMaTrainTrack13Hitbox, 1300.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_1 */ {(void*) aSyShip1DL, 0, (ObjectFunc) NULL, aSyShip1Hitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_2 */ {(void*) aSyShip2DL, 0, (ObjectFunc) NULL, aSyShip2Hitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_3 */ {(void*) aSyShip3DL, 0, (ObjectFunc) NULL, aSyShip3Hitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_3_DESTROYED */ {(void*) aSyShip3DestroyedDL, 0, (ObjectFunc) SectorY_SyShip3Destroyed_Update, aSyShip3DestroyedHitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_4 */ {(void*) aSyShip4DL, 0, (ObjectFunc) NULL, aSyShip4Hitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_DEBRIS */ {(void*) Scenery111_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_2_DESTROYED */ {(void*) aSyShip4DestroyedDL, 0, (ObjectFunc) SectorY_SyShip4Destroyed_Update, aSyShip4DestroyedHitbox, 4000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SPRITE_SY_SHIP_2 */ {(void*) aSyShip2SpriteDL, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SPRITE_SY_SHIP_3 */ {(void*) aSyShip3SpriteDL, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_PROJECTILE */ {(void*) aSyShipProjectileDL, 0, (ObjectFunc) NULL, aSyShipProjectileHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SY_SHIP_WINDOWS */ {(void*) aSyShipWindowsDL, 0, (ObjectFunc) NULL, aSyShipWindowsHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_CORAL_REEF_1 */ {(void*) aAqCoralReef1DL, 0, (ObjectFunc) NULL, aAqCoralReef1Hitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_TUNNEL_1 */ {(void*) aAqTunnel1DL, 0, (ObjectFunc) NULL, aAqTunnel1Hitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_ARCH */ {(void*) aAqArchDL, 0, (ObjectFunc) NULL, aAqArchHitbox, 2000.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_CORAL_REEF_2 */ {(void*) aAqCoralReef2DL, 0, (ObjectFunc) NULL, aAqCoralReef2Hitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_ROCK */ {(void*) aAqRockDL, 0, (ObjectFunc) NULL, aAqRockHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_WALL_1 */ {(void*) aAqWall1DL, 0, (ObjectFunc) NULL, aAqWall1Hitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_ROOF */ {(void*) aAqRoofDL, 0, (ObjectFunc) NULL, aAqRoofHitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_BUMP_1 */ {(void*) aAqBump2DL, 0, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_TUNNEL_2 */ {(void*) aAqTunnel2DL, 0, (ObjectFunc) NULL, aAqTunnel2Hitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AQ_BUMP_2 */ {(void*) Aquas_AqBump2_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 2000.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_TEMPLE_ENTRANCE */ {(void*) aVe1TempleEntranceDL, 0, (ObjectFunc) Venom1_Ve1TempleEntrance_Update, aVe1TempleEntranceHitbox, 1000.0f, 0, 0, 42, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_TEMPLE_INTERIOR_1 */ {(void*) aVe1TempleInterior1DL, 0, (ObjectFunc) NULL, aVe1TempleInterior1Hitbox, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_TEMPLE_INTERIOR_2 */ {(void*) aVe1TempleInterior2DL, 0, (ObjectFunc) NULL, aVe1TempleInterior2Hitbox, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE1_TEMPLE_INTERIOR_3 */ {(void*) aVe1TempleInterior3DL, 0, (ObjectFunc) NULL, aVe1TempleInterior3Hitbox, 3200.0f, 0, 0, 42, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AND_PASSAGE */ {(void*) Andross_AndPassage_Draw, 1, (ObjectFunc) Andross_AndPassage_Update, aAndPassageHitbox, 500.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AND_DOOR */ {(void*) Andross_AndDoor_Draw, 1, (ObjectFunc) Andross_AndDoor_Update, aAndDoorHitbox, 500.0f, 0, 0, 41, 0, 0.0f, 0 }, + /* OBJ_SCENERY_TR_BUILDING */ {(void*) aTrBuildingDL, 0, (ObjectFunc) NULL, aTrBuildingHitbox, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, + /* OBJ_SCENERY_AND_PATH_INTERSECTION */ {(void*) aAndPathIntersectionDL, 0, (ObjectFunc) NULL, aAndPathIntersectionHitbox, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, + /* OBJ_SCENERY_AND_PATH_WALLS */ {(void*) aAndPathWallsDL, 0, (ObjectFunc) NULL, D_ANDROSS_C038B40, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, + /* OBJ_SCENERY_AND_PATH_EXIT */ {(void*) aAndPathExitDL, 0, (ObjectFunc) NULL, D_ANDROSS_C038B40, 0.0f, 0, 0, 41, 1, 0.0f, 0 }, + /* OBJ_SCENERY_AND_PATH_ENTRANCE */ {(void*) aAndPathEntranceDL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 0, 1, 0.0f, 0 }, + /* OBJ_SCENERY_VS_BUILDING_1 */ {(void*) aVsBuildingDL, 0, (ObjectFunc) NULL, aVsBuilding1Hibox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_BUILDING_2 */ {(void*) aVsBuildingDL, 0, (ObjectFunc) NULL, aVsBuilding2Hibox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_PYRAMID_1 */ {(void*) aVsPyramid1DL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_PYRAMID_2 */ {(void*) aVsPyramid2DL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_ARCH */ {(void*) aVsArchDL, 0, (ObjectFunc) NULL, aVsArchHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_KA_FLBASE */ {(void*) aVsKaFlBaseDL, 0, (ObjectFunc) NULL, aVsKaFlBaseHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_SPACE_JUNK_1 */ {(void*) aVsSpaceJunk1DL, 0, (ObjectFunc) NULL, aVsSpaceJunk1Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_SPACE_JUNK_2 */ {(void*) aVsSpaceJunk2DL, 0, (ObjectFunc) NULL, aVsSpaceJunk2Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VS_SPACE_JUNK_3 */ {(void*) aVsSpaceJunk3DL, 0, (ObjectFunc) NULL, aVsSpaceJunk3Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SCENERY_147 */ {(void*) NULL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SCENERY_148 */ {(void*) D_FO_60079B0, 0, (ObjectFunc) NULL, D_FO_600FF80, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_149 */ {(void*) D_FO_6007D80, 0, (ObjectFunc) NULL, D_FO_600FFA0, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_150 */ {(void*) D_FO_6006310, 0, (ObjectFunc) NULL, D_FO_600FFC0, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_151 */ {(void*) D_FO_60066E0, 0, (ObjectFunc) NULL, D_FO_600FEB8, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_152 */ {(void*) D_BO_600F4C0, 0, (ObjectFunc) NULL, D_BO_6011C10, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_153 */ {(void*) D_BO_600B8B0, 0, (ObjectFunc) NULL, D_BO_6011C48, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_154 */ {(void*) aKaFLBaseDL, 0, (ObjectFunc) NULL, D_KA_601115C, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_155 */ {(void*) NULL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_156 */ {(void*) SectorY_Scenery156_Draw, 1, (ObjectFunc) NULL, D_SY_6034368, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_157 */ {(void*) aSzSpaceJunk3DL, 0, (ObjectFunc) NULL, D_SZ_600924C, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_158 */ {(void*) aSzSpaceJunk1DL, 0, (ObjectFunc) NULL, D_SZ_60092E8, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_159 */ {(void*) D_VE2_6008370, 0, (ObjectFunc) NULL, D_VE2_601668C, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_SCENERY_160 */ {(void*) D_VE2_6010960, 0, (ObjectFunc) NULL, D_VE2_6016714, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_FO_MOUNTAIN_1 */ {(void*) aFoMountain1DL, 0, (ObjectFunc) NULL, aFoMountain1Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_FO_MOUNTAIN_2 */ {(void*) aFoMountain2DL, 0, (ObjectFunc) NULL, aFoMountain2Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_FO_MOUNTAIN_3 */ {(void*) aFoMountain3DL, 0, (ObjectFunc) NULL, aFoMountain3Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_FO_TOWER */ {(void*) aFoTowerDL, 0, (ObjectFunc) NULL, aFoTowerHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_BO_POLE */ {(void*) aBoPoleDL, 0, (ObjectFunc) NULL, aBoPoleHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_BO_BUILDING */ {(void*) aBoBuildingDL, 0, (ObjectFunc) NULL, aBoBuildingHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_KA_FLBASE */ {(void*) aKaFLBaseDL, 0, (ObjectFunc) NULL, aKaFrontlineBaseHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_UNK_155 */ {(void*) NULL, 0, (ObjectFunc) NULL, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_UNK_156 */ {(void*) SectorY_Scenery156_Draw, 1, (ObjectFunc) NULL, aSyScenery156Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SZ_SPACE_JUNK_3 */ {(void*) aSzSpaceJunk3DL, 0, (ObjectFunc) NULL, aSzSpaceJunk3Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_SZ_SPACE_JUNK_1 */ {(void*) aSzSpaceJunk1DL, 0, (ObjectFunc) NULL, aSzSpaceJunk1Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE2_TOWER */ {(void*) aVe2TowerDL, 0, (ObjectFunc) NULL, aVe2TowerHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_SCENERY_VE2_MOUNTAIN */ {(void*) aVe2MountainDL, 0, (ObjectFunc) NULL, aVe2MountainHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SPRITE_CO_POLE */ {(void*) aCoPoleDL, 0, (ObjectFunc) Sprite_UpdateDoodad, aCoPoleHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SPRITE_CO_TREE */ {(void*) aCoTreeDL, 0, (ObjectFunc) Sprite_UpdateDoodad, aCoTreeHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SPRITE_FO_POLE */ {(void*) aFoPoleDL, 0, (ObjectFunc) Sprite_UpdateDoodad, aFoPoleHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, @@ -263,7 +263,7 @@ ObjectInfo gObjectInfo[] = { /* OBJ_SPRITE_167 */ {(void*) Sprite167_Draw, 1, (ObjectFunc) Sprite167_Update, gNoHitbox, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SPRITE_168 */ {(void*) Sprite168_Draw, 1, (ObjectFunc) NULL, gNoHitbox, 100.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_SPRITE_TI_CACTUS */ {(void*) aTiCactusDL, 0, (ObjectFunc) Titania_Cactus_Update, aTiCactusHitbox, 100.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_SPRITE_CO_SMOKE */ {(void*) NULL, 1, (ObjectFunc) Corneria_Smoke_Update, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_SPRITE_CO_SMOKE */ {(void*) NULL, 1, (ObjectFunc) Corneria_CoSmoke_Update, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_SPRITE_VE1_BOSS_TRIGGER1 */ {(void*) NULL, 1, (ObjectFunc) Venom1_BossTrigger1_Update, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_SPRITE_VE1_BOSS_TRIGGER2 */ {(void*) NULL, 1, (ObjectFunc) Venom1_BossTrigger2_Update, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_SPRITE_VE1_BOSS_TRIGGER3 */ {(void*) NULL, 1, (ObjectFunc) Venom1_BossTrigger3_Update, gNoHitbox, 0.0f, 0, 0, 0, 0, 0.0f, 0 }, @@ -273,148 +273,148 @@ ObjectInfo gObjectInfo[] = { /* OBJ_ACTOR_CO_GARUDA_2 */ {(void*) Corneria_CoGaruda2_Draw, 2, (ObjectFunc) Corneria_CoGaruda2_Update, CoGarudaHitbox, 500.0f, 0, 0, 39, 1, 200.0f, 1 }, /* OBJ_ACTOR_CO_GARUDA_3 */ {(void*) Corneria_CoGaruda3_Draw, 2, (ObjectFunc) Corneria_CoGaruda3_Update, CoGarudaHitbox, 500.0f, 0, 0, 39, 1, 200.0f, 1 }, /* OBJ_ACTOR_CO_GARUDA_DESTROY */ {(void*) Corneria_CoGarudaDestroy_Draw, 2, (ObjectFunc) Corneria_CoGarudaDestroy_Update, aCoGarudaDestroyHitbox, 500.0f, 0, 0, 39, 1, 0.0f, 1 }, - /* OBJ_ACTOR_180 */ {(void*) Actor180_Draw, 1, (ObjectFunc) Actor180_Update, gNoHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 1 }, - /* OBJ_ACTOR_181 */ {(void*) D_ME_6018C00, 0, (ObjectFunc) Meteo_Actor181_Update, D_ME_602F6EC, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_182 */ {(void*) Actor182_Draw, 1, (ObjectFunc) Meteo_Actor182_Update, D_ME_602F708, 100.0f, 0, 1, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_183 */ {(void*) Meteo_Actor183_Draw, 1, (ObjectFunc) Meteo_ActorDoodad_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, - /* OBJ_ACTOR_184 */ {(void*) Meteo_Actor184_Draw, 1, (ObjectFunc) Meteo_ActorDoodad_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, - /* OBJ_ACTOR_185 */ {(void*) Meteo_Actor185_Draw, 1, (ObjectFunc) Meteo_ActorDoodad_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, - /* OBJ_ACTOR_186 */ {(void*) Actor186_Draw, 1, (ObjectFunc) Meteo_Actor186_Update, D_ME_602F724, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_187 */ {(void*) D_ME_6018450, 0, (ObjectFunc) Meteo_Actor187_Update, D_ME_602F740, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_188 */ {(void*) Aquas_Actor188_Draw, 1, (ObjectFunc) Aquas_Actor188_Update, D_AQ_6030BE0, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ME_MOLAR_ROCK */ {(void*) MeMolarRock_Draw, 1, (ObjectFunc) MeMolarRock_Update, gNoHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 1 }, + /* OBJ_ACTOR_ME_METEOR_1 */ {(void*) aMeMeteor1DL, 0, (ObjectFunc) Meteo_MeMeteor1_Update, aMeMeteor1Hitbox, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ME_METEOR_2 */ {(void*) MeMeteor2_Draw, 1, (ObjectFunc) Meteo_MeMeteor2_Update, aMeMeteor2Hitbox, 100.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ME_METEOR_SHOWER_1 */ {(void*) Meteo_MeMeteorShower1_Draw, 1, (ObjectFunc) Meteo_MeteorShower_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, + /* OBJ_ACTOR_ME_METEOR_SHOWER_2 */ {(void*) Meteo_MeMeteorShower2_Draw, 1, (ObjectFunc) Meteo_MeteorShower_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, + /* OBJ_ACTOR_ME_METEOR_SHOWER_3 */ {(void*) Meteo_MeMeteorShower3_Draw, 1, (ObjectFunc) Meteo_MeteorShower_Update, gNoHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 1 }, + /* OBJ_ACTOR_ME_LASER_CANNON_1 */ {(void*) MeLaserCannon1_Draw, 1, (ObjectFunc) Meteo_MeLaserCannon1_Update, aMeLaserCannon1Hitbox, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ME_LASER_CANNON_2 */ {(void*) aMeLaserCannon2DL, 0, (ObjectFunc) Meteo_MeLaserCannon2_Update, aMeLaserCannon2Hitbox, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_AQ_UNK_188 */ {(void*) Aquas_Actor188_Draw, 1, (ObjectFunc) Aquas_Actor188_Update, aAqActor188Hitbox, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, /* OBJ_ACTOR_DEBRIS */ {(void*) ActorDebris_Draw, 1, (ObjectFunc) ActorDebris_Update, gNoHitbox, 0.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_MISSILE_SEEK_TEAM */ {(void*) Actor190_191_Draw, 1, (ObjectFunc) Actors190_191_Update, gActor190_191Hitbox, 100.0f, 0, 1, 39, 0, 1.0f, 0 }, - /* OBJ_MISSILE_SEEK_PLAYER */ {(void*) Actor190_191_Draw, 1, (ObjectFunc) Actors190_191_Update, gActor190_191Hitbox, 100.0f, 0, 1, 39, 0, 1.0f, 0 }, - /* OBJ_ACTOR_192 */ {(void*) Actor192_Draw, 1, (ObjectFunc) Actor192_Update, D_CO_603E54C, 200.0f, 0, 1, 39, 0, 50.0f, 1 }, - /* OBJ_ACTOR_193 */ {(void*) Actor193_Draw, 1, (ObjectFunc) Actor193_Update, D_CO_603E598, 100.0f, 0, 1, 39, 0, 0.0f, 0 }, - /* OBJ_ACTOR_194 */ {(void*) Actor194_Draw, 1, (ObjectFunc) Actor194_Update, gActor194Hitbox, 200.0f, 0, 1, 39, 0, 0.0f, 1 }, + /* OBJ_MISSILE_SEEK_TEAM */ {(void*) ActorMissileSeek_Draw, 1, (ObjectFunc) ActorMissileSeek_Update, gActorMissileSeekHitbox, 100.0f, 0, 1, 39, 0, 1.0f, 0 }, + /* OBJ_MISSILE_SEEK_PLAYER */ {(void*) ActorMissileSeek_Draw, 1, (ObjectFunc) ActorMissileSeek_Update, gActorMissileSeekHitbox, 100.0f, 0, 1, 39, 0, 1.0f, 0 }, + /* OBJ_ACTOR_CO_SKIBOT */ {(void*) ActorSkibot_Draw, 1, (ObjectFunc) ActorSkibot_Update, aCoActorSkibotHitbox, 200.0f, 0, 1, 39, 0, 50.0f, 1 }, + /* OBJ_ACTOR_CO_RADAR */ {(void*) ActorRadar_Draw, 1, (ObjectFunc) ActorRadar_Update, aCoActorRadarHitbox, 100.0f, 0, 1, 39, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ME_MORA */ {(void*) MeMora_Draw, 1, (ObjectFunc) MeMora_Update, gMeMoraHitbox, 200.0f, 0, 1, 39, 0, 0.0f, 1 }, /* OBJ_ACTOR_CUTSCENE */ {(void*) ActorCutscene_Draw, 1, (ObjectFunc) ActorCutscene_Update, gNoHitbox, 20000.0f, 0, 1, 39, 0, 0.0f, 0 }, - /* OBJ_ACTOR_196 */ {(void*) Actor196_Draw, 1, (ObjectFunc) Actor196_Update, D_CO_603E5B4, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_CO_MOLE_MISSILE */ {(void*) ActorMoleMissile_Draw, 1, (ObjectFunc) ActorMoleMissile_Update, aCoMoleMissileHitbox, 200.0f, 0, 1, 39, 0, 1.0f, 1 }, /* OBJ_ACTOR_ALLRANGE */ {(void*) ActorAllRange_Draw, 1, (ObjectFunc) ActorAllRange_Update, gActorAllRangeHItbox, 20000.0f, 0, 1, 39, 1, 1.0f, 1 }, /* OBJ_ACTOR_TEAM_BOSS */ {(void*) ActorAllRange_Draw, 1, (ObjectFunc) ActorTeamBoss_Update, gTeamHitbox, 20000.0f, 0, 0, 39, 1, 0.0f, 0 }, /* OBJ_ACTOR_199 */ {(void*) Andross_Actor199_Draw, 1, (ObjectFunc) Andross_Actor199_Update, gNoHitbox, 20000.0f, 0, 0, 39, 1, 0.0f, 0 }, /* OBJ_ACTOR_EVENT */ {(void*) ActorEvent_Draw, 1, (ObjectFunc) ActorEvent_Update, gNoHitbox, 2000.0f, 0, 1, 39, 0, 0.0f, 1 }, - /* OBJ_ACTOR_201 */ {(void*) Actor201_Draw, 1, (ObjectFunc) Actor201_Update, D_ME_602F684, 100.0f, 0, 1, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_202 */ {(void*) Actor202_Draw, 1, (ObjectFunc) Actor202_Update, D_ME_602F6A0, 100.0f, 0, 1, 39, 0, 180.0f, 1 }, - /* OBJ_ACTOR_SLIPPY_SX */ {(void*) SectorX_Slippy_Draw, 1, (ObjectFunc) SectorX_Slippy_Update, gNoHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_ACTOR_204 */ {(void*) SectorY_Actor204_Draw, 1, (ObjectFunc) SectorY_Actor204_Update, D_SY_603405C, 1000.0f, 0, 0, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_205 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor205_Update, D_MA_60359C8, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_206 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor206_Update, D_MA_6035A48, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_207 */ {(void*) Macbeth_Actor207_Draw, 2, (ObjectFunc) Macbeth_Actor207_Update, D_MA_603677C, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_208 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor208_Update, D_MA_6035A14, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_209 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor209_Update, D_MA_6035AE0, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_210 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor210_Update, D_MA_6035D9C, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_211 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor211_Update, D_MA_6035E04, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_212 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor212_Update, D_MA_60360C0, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_213 */ {(void*) Macbeth_ActorDoodad_Draw, 1, (ObjectFunc) Macbeth_Actor213_Update, D_MA_6036154, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_214 */ {(void*) Macbeth_Actor214_Draw, 1, (ObjectFunc) Macbeth_Actor214_Update, D_MA_6036458, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_215 */ {(void*) Macbeth_Actor215_Draw, 1, (ObjectFunc) Macbeth_Actor215_Update, D_MA_60364C0, 300.0f, 0, 1, 40, 1, 0.0f, 1 }, - /* OBJ_ACTOR_216 */ {(void*) Macbeth_Actor216_Draw, 1, (ObjectFunc) Macbeth_Actor216_Update, D_MA_60366EC, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_217 */ {(void*) Macbeth_Actor217_Draw, 1, (ObjectFunc) Macbeth_Actor217_Update, D_MA_6036708, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_218 */ {(void*) Macbeth_Actor218_Draw, 1, (ObjectFunc) Macbeth_Actor218_Update, D_MA_6036728, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_219 */ {(void*) Macbeth_Actor219_Draw, 1, (ObjectFunc) Macbeth_Actor219_Update, D_MA_6036744, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_220 */ {(void*) Macbeth_Actor220_Draw, 1, (ObjectFunc) Macbeth_Actor220_Update, D_MA_6036930, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_221 */ {(void*) Macbeth_Actor221_Draw, 1, (ObjectFunc) Macbeth_Actor221_Update, D_MA_603694C, 300.0f, 0, 0, 40, 1, 1.0f, 0 }, - /* OBJ_ACTOR_222 */ {(void*) Macbeth_Actor222_Draw, 1, (ObjectFunc) Macbeth_Actor222_Update, D_MA_6036968, 300.0f, 0, 0, 40, 1, 1.0f, 0 }, - /* OBJ_ACTOR_223 */ {(void*) Macbeth_Actor223_Draw, 1, (ObjectFunc) Macbeth_Actor223_Update, D_MA_60364DC, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_224 */ {(void*) NULL, 1, (ObjectFunc) Titania_Actor224_Update, gNoHitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, - /* OBJ_ACTOR_225 */ {(void*) D_TI1_700AB70, 0, (ObjectFunc) Titania_Actor225_Update, D_TI_60064AC, 50.0f, 0, 0, 39, 1, 1.0f, 0 }, - /* OBJ_ACTOR_226 */ {(void*) Titania_Actor226_Draw, 1, (ObjectFunc) Titania_Actor226_Update, D_TI_60064C8, 300.0f, 0, 0, 39, 1, 70.0f, 1 }, - /* OBJ_ACTOR_227 */ {(void*) Titania_Actor227_Draw, 1, (ObjectFunc) Titania_Actor227_Update, D_TI_60067C4, 0.0f, 0, 0, 39, 1, 0.0f, 0 }, - /* OBJ_ACTOR_228 */ {(void*) Titania_Actor228_Draw, 1, (ObjectFunc) Titania_Actor228_Update, D_TI_6006808, 0.0f, 0, 0, 39, 1, 1.0f, 1 }, - /* OBJ_ACTOR_229 */ {(void*) Titania_Actor229_Draw, 1, (ObjectFunc) Titania_Actor229_Update, D_TI_6006A3C, 1000.0f, 0, 0, 20, 1, 0.0f, 1 }, - /* OBJ_ACTOR_230 */ {(void*) Titania_Actor230_Draw, 1, (ObjectFunc) Titania_Actor230_Update, D_TI_600683C, 0.0f, 0, 1, 39, 1, 0.0f, 1 }, - /* OBJ_ACTOR_231 */ {(void*) Titania_Actor231_Draw, 1, (ObjectFunc) Titania_Actor231_Update, D_TI_6006858, 0.0f, 0, 0, 39, 1, 0.0f, 1 }, - /* OBJ_ACTOR_232 */ {(void*) Titania_Actor232_Draw, 1, (ObjectFunc) Titania_Actor232_Update, D_TI_6006890, 0.0f, 0, 0, 39, 1, 20.0f, 1 }, - /* OBJ_ACTOR_233 */ {(void*) Titania_Actor233_Draw, 1, (ObjectFunc) Titania_Actor233_Update, D_TI_60068F0, 200.0f, 0, 0, 39, 1, 1.0f, 1 }, - /* OBJ_ACTOR_234 */ {(void*) Actor234_Draw, 1, (ObjectFunc) Actor234_Update, gNoHitbox, 2000.0f, 0, 0, 39, 0, 0.0f, 5 }, - /* OBJ_ACTOR_235 */ {(void*) Zoness_Actor235_Draw, 2, (ObjectFunc) Zoness_Actor235_Update, D_ZO_602C294, 1000.0f, 0, 1, 40, 0, 1.0f, 1 }, - /* OBJ_ACTOR_236 */ {(void*) Zoness_Actor236_Draw, 1, (ObjectFunc) Zoness_Actor236_Update, D_ZO_602BC58, 5000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_237 */ {(void*) Actor237_Draw, 1, (ObjectFunc) Actor237_Update, gNoHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 2 }, - /* OBJ_ACTOR_238 */ {(void*) Zoness_Actor238_Draw, 2, (ObjectFunc) Zoness_Actor238_Update, gCubeHitbox100, 200.0f, 0, 1, 40, 0, 1.0f, 1 }, - /* OBJ_ACTOR_239 */ {(void*) NULL, 1, (ObjectFunc) NULL, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_ACTOR_240 */ {(void*) Zoness_Actor240_Draw, 1, (ObjectFunc) Zoness_Actor240_Update, gCubeHitbox100, 1500.0f, 0, 1, 40, 0, 20.0f, 0 }, - /* OBJ_ACTOR_241 */ {(void*) Zoness_Actor241_Draw, 1, (ObjectFunc) Zoness_Actor241_Update, gActor241Hitbox, 1500.0f, 0, 1, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_242 */ {(void*) Zoness_Actor242_Draw, 2, (ObjectFunc) Zoness_Actor242_Update, D_ZO_602BE3C, 500.0f, 0, 0, 40, 0, 1.0f, 0 }, - /* OBJ_ACTOR_243 */ {(void*) Zoness_Actor243_Draw, 2, (ObjectFunc) Zoness_Actor243_Update, gCubeHitbox100, 0.0f, 0, 1, 40, 0, 1.0f, 1 }, - /* OBJ_ACTOR_244 */ {(void*) Zoness_Actor244_Draw, 2, (ObjectFunc) Zoness_Actor244_Update, D_ZO_602BE58, 2000.0f, 0, 0, 40, 0, 50.0f, 0 }, - /* OBJ_ACTOR_245 */ {(void*) Zoness_Actor245_Draw, 1, (ObjectFunc) Zoness_Actor245_Update, gCubeHitbox100, 200.0f, 0, 0, 40, 0, 1.0f, 0 }, - /* OBJ_ACTOR_246 */ {(void*) Zoness_Actor246_Draw, 1, (ObjectFunc) Zoness_Actor246_Update, gCubeHitbox100, 2000.0f, 0, 0, 40, 0, 1.0f, 0 }, - /* OBJ_ACTOR_247 */ {(void*) Zoness_Actor247_Draw, 1, (ObjectFunc) Zoness_Actor247_Update, D_ZO_602BFC4, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_248 */ {(void*) Zoness_Actor248_Draw, 1, (ObjectFunc) Zoness_Actor248_Update, gCubeHitbox150, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_249 */ {(void*) Zoness_Actor249_Draw, 1, (ObjectFunc) Zoness_Actor249_Update, gCubeHitbox200, 5000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_250 */ {(void*) Zoness_Actor250_Draw, 1, (ObjectFunc) Zoness_Actor250_Update, D_ZO_602C1D4, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_251 */ {(void*) Zoness_Actor251_Draw, 2, (ObjectFunc) Zoness_Actor251_Update, D_ZO_602C218, 1000.0f, 0, 0, 40, 0, 1.0f, 1 }, - /* OBJ_ACTOR_252 */ {(void*) Zoness_Actor252_Draw, 1, (ObjectFunc) Zoness_Actor252_Update, D_ZO_602C234, 200.0f, 0, 0, 40, 0, 80.0f, 1 }, - /* OBJ_ACTOR_253 */ {(void*) Zoness_Actor253_Draw, 1, (ObjectFunc) Zoness_Actor253_Update, D_ZO_602C250, 300.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_254 */ {(void*) Zoness_Actor254_Draw, 1, (ObjectFunc) Zoness_Actor254_Update, D_ZO_602C2B0, 300.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ME_METEO_BALL */ {(void*) MeteoBall_Draw, 1, (ObjectFunc) MeteoBall_Update, aMeMeteoBallHitbox, 100.0f, 0, 1, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ME_HOPBOT */ {(void*) ActorHopBot_Draw, 1, (ObjectFunc) ActorHopBot_Update, aMeHopBotHitbox, 100.0f, 0, 1, 39, 0, 180.0f, 1 }, + /* OBJ_ACTOR_SLIPPY_SX */ {(void*) SectorX_SxSlippy_Draw, 1, (ObjectFunc) SectorX_SxSlippy_Update, gNoHitbox, 1000.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_ACTOR_SY_ROBOT */ {(void*) SectorY_SyRobot_Draw, 1, (ObjectFunc) SectorY_SyRobot_Update, aSyRobotHitbox, 1000.0f, 0, 0, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_MA_LOCOMOTIVE */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaLocomotive_Update, aMaLocomotiveHitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_1 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar1_Update, aMaTrainCar1Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_207 */ {(void*) Macbeth_Actor207_Draw, 2, (ObjectFunc) Macbeth_Actor207_Update, aMaActor207Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_2 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar2_Update, aMaTrainCar2Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_3 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar3_Update, aMaTrainCar3Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_4 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar4_Update, aMaTrainCar4Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_5 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar5_Update, aMaTrainCar5Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_6 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar6_Update, aMaTrainCar6Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_TRAIN_CAR_7 */ {(void*) Macbeth_Train_Draw, 1, (ObjectFunc) Macbeth_MaTrainCar7_Update, aMaTrainCar7Hitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_RAILROAD_SWITCH */ {(void*) Macbeth_MaRailroadSwitch_Draw, 1, (ObjectFunc) Macbeth_MaRailroadSwitch_Update, aMaMaRailroadSwitchHitbox, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_BOULDER */ {(void*) Macbeth_MaBoulder_Draw, 1, (ObjectFunc) Macbeth_MaBoulder_Update, aMaBoulderHitbox, 300.0f, 0, 1, 40, 1, 0.0f, 1 }, + /* OBJ_ACTOR_MA_HORIZONTAL_LOCK_BAR */ {(void*) Macbeth_MaHorizontalLockBar_Draw, 1, (ObjectFunc) Macbeth_MaHorizontalLockBar_Update, aMaHorizontalLockBarHitbox, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_VERTICAL_LOCK_BAR */ {(void*) Macbeth_MaVerticalLockBar_Draw, 1, (ObjectFunc) Macbeth_MaVerticalLockBar_Update, aMaVerticalLockBarHitbox, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_BARRIER */ {(void*) Macbeth_MaBarrier_Draw, 1, (ObjectFunc) Macbeth_MaBarrier_Update, aMaBarrierHitbox, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_219 */ {(void*) Macbeth_Actor219_Draw, 1, (ObjectFunc) Macbeth_Actor219_Update, aMaActor219Hitbox, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_BOMBDROP */ {(void*) Macbeth_MaBombDrop_Draw, 1, (ObjectFunc) Macbeth_MaBombDrop_Update, aMaBombDropHitbox, 200.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_MA_SPEAR */ {(void*) Macbeth_MaSpear_Draw, 1, (ObjectFunc) Macbeth_MaSpear_Update, aMaSpearHitbox, 300.0f, 0, 0, 40, 1, 1.0f, 0 }, + /* OBJ_ACTOR_MA_SHOCK_BOX */ {(void*) Macbeth_MaShockBox_Draw, 1, (ObjectFunc) Macbeth_MaShockBox_Update, aMaShockBoxHitbox, 300.0f, 0, 0, 40, 1, 1.0f, 0 }, + /* OBJ_ACTOR_MA_RAILWAY_SIGNAL */ {(void*) Macbeth_MaRailwaySignal_Draw, 1, (ObjectFunc) Macbeth_MaRailwaySignal_Update, aMaRailwaySignalHitbox, 300.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_TI_TERRAIN */ {(void*) NULL, 1, (ObjectFunc) Titania_TiTerrain_Update, gNoHitbox, 200.0f, 0, 0, 39, 0, 0.0f, 0 }, + /* OBJ_ACTOR_TI_LANDMINE */ {(void*) aTi1LandmineDL, 0, (ObjectFunc) Titania_TiLandmine_Update, aTi1LandmineHitbox, 50.0f, 0, 0, 39, 1, 1.0f, 0 }, + /* OBJ_ACTOR_TI_DESERT_ROVER */ {(void*) Titania_TiDesertRover_Draw, 1, (ObjectFunc) Titania_TiDesertRover_Update, aTiDesertRoverHitbox, 300.0f, 0, 0, 39, 1, 70.0f, 1 }, + /* OBJ_ACTOR_TI_DELPHOR */ {(void*) Titania_TiDelphor_Draw, 1, (ObjectFunc) Titania_TiDelphor_Update, aTiDelphorHitbox, 0.0f, 0, 0, 39, 1, 0.0f, 0 }, + /* OBJ_ACTOR_TI_DELPHOR_HEAD */ {(void*) Titania_TiDelphorHead_Draw, 1, (ObjectFunc) Titania_TiDelphorHead_Update, aTiDelphorHeadHitbox, 0.0f, 0, 0, 39, 1, 1.0f, 1 }, + /* OBJ_ACTOR_TI_DESERT_CRAWLER */ {(void*) Titania_TiDesertCrawler_Draw, 1, (ObjectFunc) Titania_TiDesertCrawler_Update, aTiDesertCrawlerHitbox, 1000.0f, 0, 0, 20, 1, 0.0f, 1 }, + /* OBJ_ACTOR_TI_BOULDER */ {(void*) Titania_TiBoulder_Draw, 1, (ObjectFunc) Titania_TiBoulder_Update, aTiBoulderHitbox, 0.0f, 0, 1, 39, 1, 0.0f, 1 }, + /* OBJ_ACTOR_TI_BOMB */ {(void*) Titania_TiBomb_Draw, 1, (ObjectFunc) Titania_TiBomb_Update, aTiBombHitbox, 0.0f, 0, 0, 39, 1, 0.0f, 1 }, + /* OBJ_ACTOR_TI_RASCO */ {(void*) Titania_TiRasco_Draw, 1, (ObjectFunc) Titania_TiRasco_Update, aTiRascoHitbox, 0.0f, 0, 0, 39, 1, 20.0f, 1 }, + /* OBJ_ACTOR_TI_FEKUDA */ {(void*) Titania_TiFekuda_Draw, 1, (ObjectFunc) Titania_TiFekuda_Update, aTiFekudaHitbox, 200.0f, 0, 0, 39, 1, 1.0f, 1 }, + /* OBJ_ACTOR_TI_GREAT_FOX */ {(void*) TiGreatFox_Draw, 1, (ObjectFunc) TiGreatFox_Update, gNoHitbox, 2000.0f, 0, 0, 39, 0, 0.0f, 5 }, + /* OBJ_ACTOR_ZO_BIRD */ {(void*) Zoness_ZoBird_Draw, 2, (ObjectFunc) Zoness_ZoBird_Update, aZoBirdHitbox, 1000.0f, 0, 1, 40, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ZO_DODORA */ {(void*) Zoness_ZoDodora_Draw, 1, (ObjectFunc) Zoness_ZoDodora_Update, aZoDodoraHitbox, 5000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_UNK_237 */ {(void*) Actor237_Draw, 1, (ObjectFunc) Actor237_Update, gNoHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 2 }, + /* OBJ_ACTOR_ZO_FISH */ {(void*) Zoness_ZoFish_Draw, 2, (ObjectFunc) Zoness_ZoFish_Update, gCubeHitbox100, 200.0f, 0, 1, 40, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ZO_DODORA_WP_COUNT */ {(void*) NULL, 1, (ObjectFunc) NULL, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_Z_GULL */ {(void*) Zoness_ZGull_Draw, 1, (ObjectFunc) Zoness_ZGull_Update, gCubeHitbox100, 1500.0f, 0, 1, 40, 0, 20.0f, 0 }, + /* OBJ_ACTOR_ZO_ENERGY_BALL */ {(void*) Zoness_ZoEnergyBall_Draw, 1, (ObjectFunc) Zoness_ZoEnergyBall_Update, gZoEnergyBallHitbox, 1500.0f, 0, 1, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_TROIKA */ {(void*) Zoness_ZoTroika_Draw, 2, (ObjectFunc) Zoness_ZoTroika_Update, aZoTroikaHitbox, 500.0f, 0, 0, 40, 0, 1.0f, 0 }, + /* OBJ_ACTOR_ZO_SHRIMP */ {(void*) Zoness_ZoShrimp_Draw, 2, (ObjectFunc) Zoness_ZoShrimp_Update, gCubeHitbox100, 0.0f, 0, 1, 40, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ZO_OBNEMA */ {(void*) Zoness_ZoObnema_Draw, 2, (ObjectFunc) Zoness_ZoObnema_Update, aZoObnemaHitbox, 2000.0f, 0, 0, 40, 0, 50.0f, 0 }, + /* OBJ_ACTOR_ZO_BALL */ {(void*) Zoness_ZoBall_Draw, 1, (ObjectFunc) Zoness_ZoBall_Update, gCubeHitbox100, 200.0f, 0, 0, 40, 0, 1.0f, 0 }, + /* OBJ_ACTOR_ZO_MINE */ {(void*) Zoness_ZoMine_Draw, 1, (ObjectFunc) Zoness_ZoMine_Update, gCubeHitbox100, 2000.0f, 0, 0, 40, 0, 1.0f, 0 }, + /* OBJ_ACTOR_ZO_BARRIER */ {(void*) Zoness_ZoBarrier_Draw, 1, (ObjectFunc) Zoness_ZoBarrier_Update, aZoBarrierHitbox, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_CRANE_MAGNET */ {(void*) Zoness_ZoCraneMagnet_Draw, 1, (ObjectFunc) Zoness_ZoCraneMagnet_Update, gCubeHitbox150, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_SPIKEBALL */ {(void*) Zoness_ZoSpikeBall_Draw, 1, (ObjectFunc) Zoness_ZoSpikeBall_Update, gCubeHitbox200, 5000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_CARGOSHIP */ {(void*) Zoness_ZoCargoShip_Draw, 1, (ObjectFunc) Zoness_ZoCargoShip_Update, aZoCargoShipHitbox, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_CONTAINER */ {(void*) Zoness_ZoContainer_Draw, 2, (ObjectFunc) Zoness_ZoContainer_Update, aZoContainerHitbox, 1000.0f, 0, 0, 40, 0, 1.0f, 1 }, + /* OBJ_ACTOR_ZO_RADARBUOY */ {(void*) Zoness_ZoRadarBuoy_Draw, 1, (ObjectFunc) Zoness_ZoRadarBuoy_Update, aZoRadarBuoyHitbox, 200.0f, 0, 0, 40, 0, 80.0f, 1 }, + /* OBJ_ACTOR_ZO_SUPPLYCRANE */ {(void*) Zoness_ZoSupplyCrane_Draw, 1, (ObjectFunc) Zoness_ZoSupplyCrane_Update, aZoSupplyCraneHitbox, 300.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_ZO_SEARCHLIGHT */ {(void*) Zoness_ZoSearchLight_Draw, 1, (ObjectFunc) Zoness_ZoSearchLight_Update, aZoSearchLightHitbox, 300.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_ACTOR_255 */ {(void*) Aquas_Actor255_Draw, 1, (ObjectFunc) Aquas_Actor255_Update, D_AQ_6030BFC, 500.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_ACTOR_256 */ {(void*) Aquas_Actor256_Draw, 1, (ObjectFunc) Aquas_Actor256_Update, D_AQ_6030C18, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, /* OBJ_ACTOR_257 */ {(void*) Aquas_Actor257_Draw, 1, (ObjectFunc) Aquas_Actor257_Update, D_AQ_6030C44, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_258 */ {(void*) Aquas_Actor258_Draw, 1, (ObjectFunc) Aquas_Actor258_Update, gCubeHitbox100, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_259 */ {(void*) Aquas_Actor259_Draw, 2, (ObjectFunc) Aquas_Actor259_Update, D_AQ_6031398, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_260 */ {(void*) Aquas_Actor260_Draw, 2, (ObjectFunc) Aquas_Actor260_Update, D_AQ_60313CC, 300.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_261 */ {(void*) Aquas_Actor261_Draw, 2, (ObjectFunc) Aquas_Actor261_Update, D_AQ_6031400, 300.0f, 0, 0, 40, 0, 0.0f, 1 }, - /* OBJ_ACTOR_262 */ {(void*) Aquas_Actor262_Draw, 2, (ObjectFunc) Aquas_Actor262_Update, D_AQ_603144C, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_263 */ {(void*) Aquas_Actor263_Draw, 2, (ObjectFunc) Aquas_Actor263_Update, D_AQ_6031480, 200.0f, 0, 0, 40, 0, 0.0f, 1 }, - /* OBJ_ACTOR_264 */ {(void*) Aquas_Actor264_Draw, 1, (ObjectFunc) Aquas_Actor264_Update, gCubeHitbox100, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_ACTOR_265 */ {(void*) Aquas_Actor265_Draw, 1, (ObjectFunc) Aquas_Actor265_Update, D_AQ_6031500, 200.0f, 0, 0, 40, 0, 0.0f, 1 }, - /* OBJ_ACTOR_266 */ {(void*) Aquas_Actor266_Draw, 2, (ObjectFunc) Aquas_Actor266_Update, D_AQ_6031538, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_ACTOR_267 */ {(void*) Aquas_Actor267_Draw, 2, (ObjectFunc) Aquas_Actor267_Update, D_AQ_6031554, 800.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_268 */ {(void*) Aquas_Actor268_Draw, 1, (ObjectFunc) Aquas_Actor268_Update, D_AQ_6031570, 10000.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_ACTOR_269 */ {(void*) Aquas_Actor269_Draw, 1, (ObjectFunc) Aquas_Actor269_Update, D_AQ_6030D20, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_270 */ {(void*) Aquas_Actor270_Draw, 1, (ObjectFunc) Aquas_Actor270_Update, D_AQ_60314C8, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_271 */ {(void*) Actor271_Draw, 2, (ObjectFunc) Actor271_Update, D_BO_6011B24, 0.0f, 0, 0, 39, 0, 730.0f, 1 }, - /* OBJ_ACTOR_272 */ {(void*) Actor272_Draw, 1, (ObjectFunc) Actor272_Update, D_BO_6011BF4, 0.0f, 0, 0, 39, 0, 150.0f, 1 }, - /* OBJ_ACTOR_FO_RADAR */ {(void*) Fortuna_Radar_Draw, 2, (ObjectFunc) Fortuna_Radar_Update, aFoRadarHitbox, 0.0f, 0, 0, 39, 0, 220.0f, 1 }, + /* OBJ_ACTOR_AQ_PEARL */ {(void*) Aquas_AqPearl_Draw, 1, (ObjectFunc) Aquas_AqPearl_Update, gCubeHitbox100, 200.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_ANGLERFISH */ {(void*) Aquas_AqAnglerFish_Draw, 2, (ObjectFunc) Aquas_AqAnglerFish_Update, aAqAnglerFishHitbox, 10000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_GAROA */ {(void*) Aquas_AqGaroa_Draw, 2, (ObjectFunc) Aquas_AqGaroa_Update, aAqGaroaHitbox, 300.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_SCULPIN */ {(void*) Aquas_AqSculpin_Draw, 2, (ObjectFunc) Aquas_AqSculpin_Update, aAqSculpinHitbox, 300.0f, 0, 0, 40, 0, 0.0f, 1 }, + /* OBJ_ACTOR_AQ_SPINDLYFISH */ {(void*) Aquas_AqSpindlyFish_Draw, 2, (ObjectFunc) Aquas_AqSpindlyFish_Update, aAqSpindlyFishHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_SQUID */ {(void*) Aquas_AqSquid_Draw, 2, (ObjectFunc) Aquas_AqSquid_Update, aAqSquidHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 1 }, + /* OBJ_ACTOR_AQ_SEAWEED */ {(void*) Aquas_AqSeaweed_Draw, 1, (ObjectFunc) Aquas_AqSeaweed_Update, gCubeHitbox100, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_BOULDER */ {(void*) Aquas_AqBoulder_Draw, 1, (ObjectFunc) Aquas_AqBoulder_Update, aAqBoulderHitbox, 200.0f, 0, 0, 40, 0, 0.0f, 1 }, + /* OBJ_ACTOR_AQ_CORAL */ {(void*) Aquas_AqCoral_Draw, 2, (ObjectFunc) Aquas_AqCoral_Update, aAqCoralHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_JELLYFISH */ {(void*) Aquas_AqJellyfish_Draw, 2, (ObjectFunc) Aquas_AqJellyfish_Update, aAqJellyfishHitbox, 800.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_FISHGROUP */ {(void*) Aquas_AqFishGroup_Draw, 1, (ObjectFunc) Aquas_AqFishGroup_Update, aAqFishGroupHitbox, 10000.0f, 0, 0, 0, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_STONE_COLUMN */ {(void*) Aquas_AqStoneColumn_Draw, 1, (ObjectFunc) Aquas_AqStoneColumn_Update, aAqStoneColumnHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AQ_OYSTER */ {(void*) Aquas_AqOyster_Draw, 1, (ObjectFunc) Aquas_AqOyster_Update, aAqOysterHitbox, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_BO_SHIELD_REACTOR */ {(void*) BoShieldReactor_Draw, 2, (ObjectFunc) BoShieldReactor_Update, aBoShieldReactorHitbox, 0.0f, 0, 0, 39, 0, 730.0f, 1 }, + /* OBJ_ACTOR_BO_LASER_CANNON */ {(void*) BoLaserCannon_Draw, 1, (ObjectFunc) BoLaserCannon_Update, aBoLaserCannonHitbox, 0.0f, 0, 0, 39, 0, 150.0f, 1 }, + /* OBJ_ACTOR_FO_RADAR */ {(void*) Fortuna_FoRadar_Draw, 2, (ObjectFunc) Fortuna_FoRadar_Update, aFoRadarHitbox, 0.0f, 0, 0, 39, 0, 220.0f, 1 }, /* OBJ_ACTOR_SZ_SPACE_JUNK */ {(void*) SectorZ_SpaceJunkDraw, 1, (ObjectFunc) SectorZ_SpaceJunkUpdate, gCubeHitbox200, 0.0f, 0, 0, 39, 0, 1.0f, 0 }, - /* OBJ_ACTOR_275 */ {(void*) Solar_Doodad_Draw, 1, (ObjectFunc) Solar_Doodad_Update, gCubeHitbox100, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_276 */ {(void*) Solar_Doodad_Draw, 1, (ObjectFunc) Solar_Doodad_Update, gCubeHitbox100, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_277 */ {(void*) Solar_Doodad_Draw, 1, (ObjectFunc) Solar_Doodad_Update, gCubeHitbox200, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, - /* OBJ_ACTOR_278 */ {(void*) NULL, 1, (ObjectFunc) Solar_Actor278_Update, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 1 }, - /* OBJ_ACTOR_279 */ {(void*) NULL, 1, (ObjectFunc) Solar_Actor279_Update, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 1 }, - /* OBJ_ACTOR_280 */ {(void*) D_VE1_900DD20, 0, (ObjectFunc) Venom1_Actor280_Update, D_VE1_601B7F8, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_281 */ {(void*) Venom1_Actor281_Draw, 1, (ObjectFunc) Venom1_Doodad_Update, D_VE1_601B830, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_282 */ {(void*) D_VE1_901DA50, 0, (ObjectFunc) Venom1_Doodad_Update, D_VE1_601B868, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_283 */ {(void*) D_VE1_9023AD0, 0, (ObjectFunc) Venom1_Actor283_Update, D_VE1_601B8A0, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_284 */ {(void*) Venom1_Actor284_Draw, 1, (ObjectFunc) Venom1_Actor284_Update, D_VE1_601B8D8, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, - /* OBJ_ACTOR_285 */ {(void*) Andross_Actor285_Draw, 1, (ObjectFunc) Andross_Actor285_Update, gCubeHitbox100, 1000.0f, 0, 0, 20, 0, 1.0f, 1 }, - /* OBJ_ACTOR_286 */ {(void*) Andross_Actor286_Draw, 1, (ObjectFunc) Andross_Actor286_Update, gCubeHitbox100, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, - /* OBJ_ACTOR_287 */ {(void*) NULL, 1, (ObjectFunc) Andross_Actor287_Update, gNoHitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, - /* OBJ_ACTOR_288 */ {(void*) NULL, 1, (ObjectFunc) Andross_Actor288_Update, gNoHitbox, 1000.0f, 0, 0, 20, 1, 0.0f, 0 }, - /* OBJ_ACTOR_289 */ {(void*) Actor289_Draw, 1, (ObjectFunc) Andross_Actor289_Update, gNoHitbox, 1000.0f, 0, 0, 20, 1, 0.0f, 0 }, - /* OBJ_ACTOR_290 */ {(void*) NULL, 1, (ObjectFunc) Andross_Actor290_Update, gNoHitbox, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, + /* OBJ_ACTOR_SO_ROCK_1 */ {(void*) Solar_SoRock_Draw, 1, (ObjectFunc) Solar_SoRock_Update, gCubeHitbox100, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_SO_ROCK_2 */ {(void*) Solar_SoRock_Draw, 1, (ObjectFunc) Solar_SoRock_Update, gCubeHitbox100, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_SO_ROCK_3 */ {(void*) Solar_SoRock_Draw, 1, (ObjectFunc) Solar_SoRock_Update, gCubeHitbox200, 200.0f, 0, 0, 39, 0, 1.0f, 1 }, + /* OBJ_ACTOR_SO_WAVE */ {(void*) NULL, 1, (ObjectFunc) Solar_SoWave_Update, gNoHitbox, 200.0f, 0, 0, 0, 0, 0.0f, 1 }, + /* OBJ_ACTOR_SO_PROMINENCE */ {(void*) NULL, 1, (ObjectFunc) Solar_SoProminence_Update, gNoHitbox, 1000.0f, 0, 0, 0, 0, 0.0f, 1 }, + /* OBJ_ACTOR_VE1_PILLAR_1 */ {(void*) aVe1Pillar1DL, 0, (ObjectFunc) Venom1_Ve1Pillar1_Update, aVe1Pillar1Hitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_VE1_PILLAR_2 */ {(void*) Venom1_Ve1Pillar2_Draw, 1, (ObjectFunc) Venom1_Pillar2_3_Update, aVe1Pillar2Hitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_VE1_PILLAR_3 */ {(void*) aVe1Pillar3DL, 0, (ObjectFunc) Venom1_Pillar2_3_Update, aVe1Pillar3Hitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_VE1_PILLAR_4 */ {(void*) aVe1Pillar4DL, 0, (ObjectFunc) Venom1_Ve1Pillar4_Update, aVe1Pillar4Hitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_VE1_MONKEY_STATUE */ {(void*) Venom1_Ve1MonkeyStatue_Draw, 1, (ObjectFunc) Venom1_Ve1MonkeyStatue_Update, aVe1MonkeyStatueHitbox, 1000.0f, 0, 0, 40, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AND_LASER_EMITTER */ {(void*) Andross_AndLaserEmitter_Draw, 1, (ObjectFunc) Andross_AndLaserEmitter_Update, gCubeHitbox100, 1000.0f, 0, 0, 20, 0, 1.0f, 1 }, + /* OBJ_ACTOR_AND_BRAIN_WASTE */ {(void*) Andross_AndBrainWaste_Draw, 1, (ObjectFunc) Andross_AndBrainWaste_Update, gCubeHitbox100, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, + /* OBJ_ACTOR_AND_EXPLOSION */ {(void*) NULL, 1, (ObjectFunc) Andross_AndExplosion_Update, gNoHitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 0 }, + /* OBJ_ACTOR_AND_RADIO */ {(void*) NULL, 1, (ObjectFunc) Andross_AndRadio_Update, gNoHitbox, 1000.0f, 0, 0, 20, 1, 0.0f, 0 }, + /* OBJ_ACTOR_AND_JAMES_TRIGGER */ {(void*) AndJamesTrigger_Draw, 1, (ObjectFunc) Andross_AndJamesTrigger_Update, gNoHitbox, 1000.0f, 0, 0, 20, 1, 0.0f, 0 }, + /* OBJ_ACTOR_AND_BOSS_TIMER_SET */ {(void*) NULL, 1, (ObjectFunc) Andross_AndBossTimer_Update, gNoHitbox, 1000.0f, 0, 0, 20, 0, 0.0f, 0 }, /* OBJ_ACTOR_SUPPLIES */ {(void*) ActorSupplies_Draw, 1, (ObjectFunc) ActorSupplies_Update, gCubeHitbox150, 1000.0f, 0, 0, 0, 0, 1.0f, 0 }, - /* OBJ_BOSS_CO_GRANGA */ {(void*) Corneria_Granga_Draw, 2, (ObjectFunc) Corneria_Granga_Update, aCoGrangaHitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_CO_CARRIER */ {(void*) Corneria_Carrier_Draw, 1, (ObjectFunc) Corneria_Carrier_Update, aCoCarrierHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_294 */ {(void*) Corneria_Boss294_Draw, 1, (ObjectFunc) Corneria_Boss294_Update, D_CO_603E714, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_295 */ {(void*) Corneria_Boss295_Draw, 1, (ObjectFunc) Corneria_Boss295_Update, D_CO_603E748, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_296 */ {(void*) Corneria_Boss296_Draw, 1, (ObjectFunc) Corneria_Boss296_Update, D_CO_603E7C4, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_297 */ {(void*) Meteo_Boss297_Draw, 1, (ObjectFunc) Meteo_Boss297_Update, D_ME_602F75C, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_298 */ {(void*) Meteo_Boss298_Draw, 1, (ObjectFunc) Meteo_Boss298_Update, D_ME_602FA50, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_299 */ {(void*) Boss299_Draw, 2, (ObjectFunc) Boss299_Update, gNoHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_300 */ {(void*) Boss300_Draw, 1, (ObjectFunc) Boss300_Update, gNoHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_301 */ {(void*) Aquas_Boss301_Draw, 1, (ObjectFunc) Aquas_Boss301_Update, D_AQ_6030B10, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_A6 */ {(void*) Area6_Boss_Draw, 1, (ObjectFunc) Area6_Boss_Update, D_A6_6028454, 2000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_SX_SPYBORG */ {(void*) SectorX_Boss_Draw, 2, (ObjectFunc) SectorX_Boss_Update, D_SX_6032550, 20000.0f, 0, 0, 20, 0, 0.0f, 10 }, - /* OBJ_BOSS_304 */ {(void*) SectorX_Boss304_Draw, 2, (ObjectFunc) SectorX_Boss304_Update, D_SX_6032488, 1000.0f, 0, 0, 20, 0, 0.0f, 10 }, - /* OBJ_BOSS_305 */ {(void*) SectorX_Boss305_Draw, 2, (ObjectFunc) SectorX_Boss305_Update, D_SX_60324EC, 1000.0f, 0, 0, 20, 0, 0.0f, 10 }, - /* OBJ_BOSS_TI */ {(void*) Titania_Boss_Draw, 1, (ObjectFunc) Titania_Boss_Update,D_TI_801B83A8, 1000.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_ZO */ {(void*) Zoness_Boss_Draw, 2, (ObjectFunc) Zoness_Boss_Update, D_ZO_602C044, 1000.0f, 0, 0, 40, 0, 1.0f, 10 }, - /* OBJ_BOSS_FO */ {(void*) HUD_BossFO_Draw, 1, (ObjectFunc) HUD_BossFO_Update, D_FO_600FFE0, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_309 */ {(void*) Boss309_Draw, 1, (ObjectFunc) Boss309_Update, gNoHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_310 */ {(void*) Boss310_Draw, 1, (ObjectFunc) Boss310_Update, gNoHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_311 */ {(void*) Bolse_Boss311_Draw, 2, (ObjectFunc) Bolse_Boss311_Update, D_BO_6011C80, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_VE2 */ {(void*) Venom2_Boss_Draw, 2, (ObjectFunc) Venom2_Boss_Update, D_VE2_60166F4, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_SZ_GREAT_FOX */ {(void*) SectorZ_GreatFoxDraw, 1, (ObjectFunc) SectorZ_GreatFoxUpdate, D_SZ_6009388, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_SY */ {(void*) SectorY_Boss_Draw, 2, (ObjectFunc) SectorY_Boss_Update, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_SO */ {(void*) Solar_Boss_Draw, 2, (ObjectFunc) Solar_Boss_Update, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_KA */ {(void*) Katina_BossDraw, 1, (ObjectFunc) Katina_BossUpdate, D_KA_6011058, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_KA_BASE */ {(void*) Katina_Base_Draw, 1, (ObjectFunc) Katina_BaseUpdate, D_KA_601115C, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_AQ */ {(void*) Aquas_Boss_Draw, 2, (ObjectFunc) Aquas_Boss_Update, D_AQ_6030F74, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_VE1 */ {(void*) Venom1_Boss_Draw, 1, (ObjectFunc) Venom1_Boss_Update,D_VE1_8019A9B8, 3000.0f, 0, 0, 40, 1, 0.0f, 10 }, - /* OBJ_BOSS_320 */ {(void*) Andross_Boss320_Draw, 2, (ObjectFunc) Andross_Boss320_Update, D_ANDROSS_C038DC0, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, - /* OBJ_BOSS_321 */ {(void*) Andross_Boss321_Draw, 1, (ObjectFunc) Andross_Boss321_Update, D_ANDROSS_C038F24, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_CO_GRANGA */ {(void*) Corneria_CoGranga_Draw, 2, (ObjectFunc) Corneria_CoGranga_Update, aCoGrangaHitbox, 20000.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_CO_CARRIER */ {(void*) Corneria_CoCarrier_Draw, 1, (ObjectFunc) Corneria_CoCarrier_Update, aCoCarrierHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_CO_CARRIER_LEFT */ {(void*) Corneria_CoCarrierLeft_Draw, 1, (ObjectFunc) Corneria_CarrierLeft_Update, aCoCarrierLeftHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_CO_CARRIER_UPPER */ {(void*) Corneria_CoCarrierUpper_Draw, 1, (ObjectFunc) Corneria_CarrierUpper_Update, aCoCarrierUpperHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_CO_CARRIER_BOTTOM */ {(void*) Corneria_CoCarrierBottom_Draw, 1, (ObjectFunc) Corneria_CarrierBottom_Update, aCoCarrierBottomHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_ME_CRUSHER */ {(void*) Meteo_MeCrusher_Draw, 1, (ObjectFunc) Meteo_MeCrusher_Update, aMeCrusherHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_ME_CRUSHER_SHIELD */ {(void*) Meteo_MeCrusherShield_Draw, 1, (ObjectFunc) Meteo_MeCrusherShield_Update, aMeCrusherShieldHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_UNK_299 */ {(void*) Boss299_Draw, 2, (ObjectFunc) Boss299_Update, gNoHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_UNK_300 */ {(void*) Boss300_Draw, 1, (ObjectFunc) Boss300_Update, gNoHitbox, 20000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_AQ_UNK_301 */ {(void*) Aquas_Boss301_Draw, 1, (ObjectFunc) Aquas_Boss301_Update, aBoss301Hitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_A6_GORGON */ {(void*) Area6_A6Gorgon_Draw, 1, (ObjectFunc) Area6_A6Gorgon_Update, aA6GorgonHitbox, 2000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_SX_SPYBORG */ {(void*) SectorX_SxSpyborg_Draw, 2, (ObjectFunc) SectorX_SxSpyborg_Update, aSxSpyborgHitbox, 20000.0f, 0, 0, 20, 0, 0.0f, 10 }, + /* OBJ_BOSS_SX_SPYBORG_LEFT_ARM */ {(void*) SectorX_SxSpyborgLeftArm_Draw, 2, (ObjectFunc) SectorX_SxSpyborgLeftArm_Update, aSxSpyborgLeftArmHitbox, 1000.0f, 0, 0, 20, 0, 0.0f, 10 }, + /* OBJ_BOSS_SX_SPYBORG_RIGHT_ARM */ {(void*) SectorX_SxSpyborgRightArm_Draw, 2, (ObjectFunc) SectorX_SxSpyborgRightArm_Update, aSxSpyborgRightArmHitbox, 1000.0f, 0, 0, 20, 0, 0.0f, 10 }, + /* OBJ_BOSS_TI_GORAS */ {(void*) Titania_TiGoras_Draw, 1, (ObjectFunc) Titania_TiGoras_Update, aTiGorasHitbox, 1000.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_ZO_SARUMARINE */ {(void*) Zoness_ZoSarumarine_Draw, 2, (ObjectFunc) Zoness_ZoSarumarine_Update, aZoSarumarineHitbox, 1000.0f, 0, 0, 40, 0, 1.0f, 10 }, + /* OBJ_BOSS_FO_BASE */ {(void*) HUD_FoBase_Draw, 1, (ObjectFunc) HUD_FoBase_Update, aFoBaseHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_BO_BASE */ {(void*) BoBase_Draw, 1, (ObjectFunc) BoBase_Update, gNoHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_BO_BASE_SHIELD */ {(void*) BoBaseShield_Draw, 1, (ObjectFunc) BoBaseShield_Update, gNoHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_BO_BASE_CORE */ {(void*) Bolse_BoBaseCore_Draw, 2, (ObjectFunc) Bolse_BoBaseCore_Update, aBoBaseCoreHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_VE2_BASE */ {(void*) Venom2_Ve2Base_Draw, 2, (ObjectFunc) Venom2_Ve2Base_Update, aVe2BaseHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_SZ_GREAT_FOX */ {(void*) SectorZ_SzGreatFox_Draw, 1, (ObjectFunc) SectorZ_SzGreatFox_Update, aSzGreatFoxHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_SY_SHOGUN */ {(void*) SectorY_SyShogun_Draw, 2, (ObjectFunc) SectorY_SyShogun_Update, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_SO_VULKAIN */ {(void*) Solar_SoVulkain_Draw, 2, (ObjectFunc) Solar_SoVulkain_Update, gNoHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_KA_SAUCERER */ {(void*) Katina_KaSaucerer_Draw, 1, (ObjectFunc) Katina_KaSaucerer_Update, aKaSaucererHitbox, 0.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_KA_FLBASE */ {(void*) Katina_KaFrontlineBase_Draw, 1, (ObjectFunc) Katina_KaFrontlineBase_Update, aKaFrontlineBaseHitbox, 0.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_AQ_BACOON */ {(void*) Aquas_AqBacoon_Draw, 2, (ObjectFunc) Aquas_AqBacoon_Update, aAqBacoonHitbox, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_VE1_GOLEMECH */ {(void*) Venom1_Ve1Golemech_Draw, 1, (ObjectFunc) Venom1_Ve1Golemech_Update, aVe1GolemechHitbox, 3000.0f, 0, 0, 40, 1, 0.0f, 10 }, + /* OBJ_BOSS_AND_ANDROSS */ {(void*) Andross_AndAndross_Draw, 2, (ObjectFunc) Andross_AndAndross_Update, aAndAndrossHitbox, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, + /* OBJ_BOSS_AND_BRAIN */ {(void*) Andross_AndBrain_Draw, 1, (ObjectFunc) Andross_AndBrain_Update, aAndBrainHitbox, 10000.0f, 0, 0, 40, 0, 0.0f, 10 }, /* OBJ_ITEM_LASERS */ {(void*) ItemLasers_Draw, 1, (ObjectFunc) ItemLasers_Update, gItemLasersHitbox, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_ITEM_CHECKPOINT */ {(void*) ItemCheckpoint_Draw, 1, (ObjectFunc) ItemCheckpoint_Update, gItemCheckpointHitbox, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_ITEM_SILVER_RING */ {(void*) ItemSilverRing_Draw, 1, (ObjectFunc) ItemSupplyRing_Update, gItemSupplyRingHitbox, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, @@ -432,13 +432,13 @@ ObjectInfo gObjectInfo[] = { /* OBJ_ITEM_GOLD_RING */ {(void*) ItemGoldRing_Draw, 1, (ObjectFunc) ItemGoldRing_Update, gItemSupplyRingHitbox, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_ITEM_WING_REPAIR */ {(void*) aArwingItemLasersDL, 0, (ObjectFunc) ItemWingRepair_Update, gItemLasersHitbox, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, /* OBJ_ITEM_TRAINING_RING */ {(void*) gItemTrainingRingDL, 0, (ObjectFunc) Training_ItemRing_Update, D_TR_6009CFC, 700.0f, 0, 0, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_FIRE_SMOKE */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect339_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_340 */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect340_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_341 */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect341_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_342 */ {(void*) Effect_Effect342_Draw, 1, (ObjectFunc) Effect_Effect342_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_343 */ {(void*) Effect_Effect343_Draw, 1, (ObjectFunc) Effect_Effect343_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_344 */ {(void*) Effect_Effect344_Draw, 1, (ObjectFunc) Effect_Effect344_Update, NULL, -200.0f, -1, 1, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_345 */ {(void*) Effect_Effect345_Draw, 1, (ObjectFunc) Effect_Effect345_Update, NULL, -200.0f, -1, 1, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_FIRE_SMOKE_1 */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect339_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_FIRE_SMOKE_2 */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect340_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_FIRE_SMOKE_3 */ {(void*) Effect_FireSmoke_Draw, 1, (ObjectFunc) Effect_Effect341_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_SMOKE_1 */ {(void*) Effect_Effect342_Draw, 1, (ObjectFunc) Effect_Effect342_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_SMOKE_2 */ {(void*) Effect_Effect343_Draw, 1, (ObjectFunc) Effect_Effect343_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_EXPLOSION_MARK_1 */ {(void*) Effect_Effect344_Draw, 1, (ObjectFunc) Effect_Effect344_Update, NULL, -200.0f, -1, 1, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_LASER_MARK_1 */ {(void*) Effect_Effect345_Draw, 1, (ObjectFunc) Effect_Effect345_Update, NULL, -200.0f, -1, 1, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_346 */ {(void*) Effect_Effect346_Draw, 1, (ObjectFunc) Effect_Effect346_Update, NULL, -200.0f, 1, 0, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_347 */ {(void*) Effect_Effect347_Draw, 1, (ObjectFunc) Effect_Effect347_Update, NULL, 100.0f, 1, 0, 40, 0, 0.0f, 0 }, /* OBJ_EFFECT_348 */ {(void*) Effect_Effect348_Draw, 1, (ObjectFunc) Effect_Effect348_Update, NULL, -200.0f, -1, 1, 0, 0, 0.0f, 0 }, @@ -451,7 +451,7 @@ ObjectInfo gObjectInfo[] = { /* OBJ_EFFECT_355 */ {(void*) Effect_Effect355_Draw, 1, (ObjectFunc) Effect_Effect355_Update, NULL, 100.0f, 1, 0, 20, 1, 0.0f, 0 }, /* OBJ_EFFECT_356 */ {(void*) Effect_Effect356_Draw, 1, (ObjectFunc) Effect_Effect356_Update, NULL, 100.0f, 1, 0, 20, 0, 0.0f, 0 }, /* OBJ_EFFECT_357 */ {(void*) Effect_Effect357_Draw, 1, (ObjectFunc) Effect_Effect357_Update, NULL, 100.0f, 0, 1, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_358 */ {(void*) Katina_LaserEnergyParticlesDraw, 1, (ObjectFunc) Katina_LaserEnergyParticlesUpdate, NULL, 100.0f, 1, 1, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_KA_ENERGY_PARTICLES */ {(void*) Katina_LaserEnergyParticlesDraw, 1, (ObjectFunc) Katina_LaserEnergyParticlesUpdate, NULL, 100.0f, 1, 1, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_359 */ {(void*) Effect_Effect359_Draw, 1, (ObjectFunc) Effect_Effect359_Update, NULL, -100.0f, 1, 2, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_360 */ {(void*) Effect_Effect360_361_362_Draw, 1, (ObjectFunc) Effect_Effect360_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_361 */ {(void*) Effect_Effect360_361_362_Draw, 1, (ObjectFunc) Effect_Effect361_Update, NULL, -200.0f, 1, 2, 0, 0, 0.0f, 0 }, @@ -467,10 +467,10 @@ ObjectInfo gObjectInfo[] = { /* OBJ_EFFECT_371 */ {(void*) Meteo_Effect371_Draw, 1, (ObjectFunc) Meteo_Effect371_Update, NULL, 100.0f, 0, 1, 40, 0, 0.0f, 0 }, /* OBJ_EFFECT_372 */ {(void*) Effect_Effect372_Draw, 1, (ObjectFunc) Effect_Effect372_Update, NULL, -200.0f, 0, 1, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_TIMED_SFX */ {(void*) NULL, 1, (ObjectFunc) Effect_TimedSfx_Update, NULL, 500.0f, 0, 1, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_374 */ {(void*) Macbeth_Effect374_Draw, 1, (ObjectFunc) Effect_Effect374_Update, NULL, 100.0f, 0, 1, 40, 0, 0.0f, 0 }, - /* OBJ_EFFECT_375 */ {(void*) Macbeth_Effect375_Draw, 1, (ObjectFunc) Effect_Effect375_Update, NULL, -200.0f, 0, 1, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_376 */ {(void*) Macbeth_Effect376_Draw, 1, (ObjectFunc) Effect_Effect376_Update, NULL, -200.0f, 1, 0, 0, 0, 0.0f, 0 }, - /* OBJ_EFFECT_377 */ {(void*) Macbeth_Effect377_Draw, 1, (ObjectFunc) Effect_Effect377_Update, NULL, 100.0f, 1, 0, 20, 0, 0.0f, 0 }, + /* OBJ_EFFECT_374 */ {(void*) Effect_Effect374_Draw, 1, (ObjectFunc) Effect_Effect374_Update, NULL, 100.0f, 0, 1, 40, 0, 0.0f, 0 }, + /* OBJ_EFFECT_375 */ {(void*) Effect_Effect375_Draw, 1, (ObjectFunc) Effect_Effect375_Update, NULL, -200.0f, 0, 1, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_376 */ {(void*) Effect_Effect376_Draw, 1, (ObjectFunc) Effect_Effect376_Update, NULL, -200.0f, 1, 0, 0, 0, 0.0f, 0 }, + /* OBJ_EFFECT_377 */ {(void*) Effect_Effect377_Draw, 1, (ObjectFunc) Effect_Effect377_Update, NULL, 100.0f, 1, 0, 20, 0, 0.0f, 0 }, /* OBJ_EFFECT_378 */ {(void*) Macbeth_Effect378_Draw, 1, (ObjectFunc) Macbeth_Effect378_Update, NULL, 100.0f, 0, 0, 20, 0, 0.0f, 0 }, /* OBJ_EFFECT_379 */ {(void*) Macbeth_Effect379_Draw, 1, (ObjectFunc) Macbeth_Effect379_Update, NULL, 100.0f, 1, 1, 0, 0, 0.0f, 0 }, /* OBJ_EFFECT_380 */ {(void*) Macbeth_Effect380_Draw, 1, (ObjectFunc) Macbeth_Effect380_Update, NULL, 100.0f, 0, 0, 20, 0, 0.0f, 0 }, diff --git a/src/engine/fox_edisplay.c b/src/engine/fox_edisplay.c index d53269c3..6c2f8c03 100644 --- a/src/engine/fox_edisplay.c +++ b/src/engine/fox_edisplay.c @@ -59,13 +59,13 @@ void Sprite168_Draw(Sprite168* this) { void Object_dummy_800598DC(s32 arg0) { } -void Actor201_Draw(Actor201* this) { +void MeteoBall_Draw(MeteoBall* this) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPDisplayList(gMasterDisp++, D_MA_6025B50); RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } -void Actor202_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* index) { +void ActorHopBot_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* index) { Vec3f sp24; Vec3f sp18; @@ -88,17 +88,17 @@ f32 D_edisplay_800CFA2C[] = { 1.0f, 1.0f, 0.95f, 0.9f, 0.85f, 0.8f, 0.75f, 0.7f, 0.65f, 0.6f, }; -void Actor202_Draw(Actor202* this) { +void ActorHopBot_Draw(ActorHopBot* this) { Vec3f sp30[30]; f32 temp = D_edisplay_800CF9B0[this->animFrame] - 114.0f; Matrix_Translate(gGfxMatrix, 0.f, -temp, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); Animation_GetFrameData(&D_ME_601E8C4, this->animFrame, sp30); - Animation_DrawSkeleton(1, D_ME_601E9D0, sp30, NULL, Actor202_PostLimbDraw, &this->index, &gIdentityMatrix); + Animation_DrawSkeleton(1, D_ME_601E9D0, sp30, NULL, ActorHopBot_PostLimbDraw, &this->index, &gIdentityMatrix); } -void MeteoTunnel_Draw(MeteoTunnel* this) { +void MeteoTunnel_Draw(MeTunnel* this) { gSPDisplayList(gMasterDisp++, D_ME_601AE40); } @@ -118,7 +118,7 @@ void CoIBeam_Draw(CoIBeam* this) { gSPDisplayList(gMasterDisp++, D_CO_6023AC0); } -void Actor196_Draw(Actor196* this) { +void ActorMoleMissile_Draw(ActorMoleMissile* this) { if (this->animFrame != 0) { gSPDisplayList(gMasterDisp++, D_CO_6032BC0); } @@ -231,7 +231,7 @@ Gfx* D_edisplay_800CFC0C[] = { D_AQ_60294A0, D_AQ_60291B0, D_AQ_60287F0, D_AQ_6029330, D_AQ_6029240, D_AQ_6029790, D_AQ_6029900, D_AQ_6028F50, D_AQ_60290C0, D_AQ_6029530, D_AQ_60296A0, D_AQ_6028A80, D_AQ_6028910, }; -Gfx* D_edisplay_800CFC40[] = { D_AQ_6014FD0, D_AQ_6014FD0, D_AQ_6014FD0, D_AQ_6014FD0 }; +Gfx* D_edisplay_800CFC40[] = { aAqBoulderDL, aAqBoulderDL, aAqBoulderDL, aAqBoulderDL }; Gfx* D_edisplay_800CFC50[] = { D_AQ_601EDE0, D_AQ_601F2F0, D_AQ_601F830, D_AQ_601FD70, D_AQ_601D110 }; Gfx* D_edisplay_800CFC64[] = { D_AQ_6023940, D_AQ_6023D70, D_AQ_60249C0, D_AQ_6023EB0, D_AQ_60249C0, D_AQ_6023B80 }; Gfx* D_edisplay_800CFC7C[] = { D_ZO_601B570, D_ZO_601B710, D_ZO_60209B0, D_ZO_6020B70, D_ZO_6020D50, @@ -448,7 +448,7 @@ void Actor_DrawEngineAndContrails(Actor* actor) { Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - Play_DrawEngineGlow(gLevelType); + Display_DrawEngineGlow(gLevelType); Matrix_Pop(&gGfxMatrix); } sp5C = actor->fwork[21]; @@ -502,16 +502,17 @@ void Actor_DrawEngineGlow(Actor* actor, s32 levelType) { Matrix_RotateY(gGfxMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - Play_DrawEngineGlow(levelType); + Display_DrawEngineGlow(levelType); Matrix_Pop(&gGfxMatrix); } } -void func_edisplay_8005B388(Actor* actor) { +void func_edisplay_8005B388(Actor199* actor) { Vec3f sp3C = { 0.0f, 0.0f, 0.0f }; Vec3f sp30; Matrix_MultVec3f(gGfxMatrix, &sp3C, &sp30); + if ((((fabsf(sp30.z) < 3000.0f) && (fabsf(sp30.x) < 3000.0f) && !gBossActive) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) || (gCurrentLevel == LEVEL_VENOM_ANDROSS) || (gCurrentLevel == LEVEL_VENOM_2) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE)) && @@ -545,7 +546,7 @@ void func_edisplay_8005B388(Actor* actor) { D_edisplay_80161630.unk_04 = D_edisplay_80161630.unk_08 = D_edisplay_80161630.unk_0C = D_edisplay_80161630.unk_10 = 0.0f; } - func_display_80053658(&D_edisplay_80161630); + Display_ArwingWings(&D_edisplay_80161630); } else if (gLevelType == LEVELTYPE_PLANET) { gSPDisplayList(gMasterDisp++, D_ENMY_PLANET_40018A0); } else if (gPlayer[0].wingPosition == 2) { @@ -556,25 +557,25 @@ void func_edisplay_8005B388(Actor* actor) { Actor_DrawEngineAndContrails(actor); } -void Actor180_Draw(Actor* actor) { +void MeMolarRock_Draw(Actor* actor) { Matrix_Scale(gGfxMatrix, 1.0f, 1.0f, 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_ME_6024B60); } -void Actor182_Draw(Actor* actor) { +void MeMeteor2_Draw(Actor* actor) { RCP_SetupDL_29(actor->unk_046, gFogGreen, gFogBlue, gFogAlpha, actor->unk_048, gFogFar); Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - gSPDisplayList(gMasterDisp++, D_ME_6018C00); + gSPDisplayList(gMasterDisp++, aMeMeteor1DL); } -void Actor186_Draw(Actor* actor) { +void MeLaserCannon1_Draw(Actor* actor) { RCP_SetupDL_29(actor->unk_046, gFogGreen, gFogBlue, gFogAlpha, actor->unk_048, gFogFar); gSPDisplayList(gMasterDisp++, D_ME_6022920); } -void Actor190_191_Draw(Actor* actor) { +void ActorMissileSeek_Draw(Actor* actor) { f32 scale; switch (actor->eventType) { @@ -599,13 +600,13 @@ void Actor190_191_Draw(Actor* actor) { Actor_DrawEngineGlow(actor, 2); } -void Actor192_Draw(Actor* actor) { +void ActorSkibot_Draw(Actor* actor) { Matrix_Translate(gGfxMatrix, 0.0f, -124.0f, 0.0f, MTXF_APPLY); Animation_GetFrameData(&D_CO_6029528, actor->animFrame, actor->vwork); Animation_DrawSkeleton(1, D_CO_6029674, actor->vwork, NULL, NULL, actor, &gIdentityMatrix); } -void Actor193_Draw(Actor* actor) { +void ActorRadar_Draw(Actor* actor) { if (actor->timer_0BC != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); @@ -670,7 +671,7 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { case OBJ_BOSS_CO_GRANGA: gSPDisplayList(gMasterDisp++, D_CO_6034B90); break; - case OBJ_BOSS_KA: + case OBJ_BOSS_KA_SAUCERER: if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) { RCP_SetupDL(&gMasterDisp, SETUPDL_64); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 200); @@ -680,9 +681,9 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { gSPDisplayList(gMasterDisp++, D_102A8A0); break; case OBJ_BOSS_CO_CARRIER: - case OBJ_BOSS_294: - case OBJ_BOSS_295: - case OBJ_BOSS_296: + case OBJ_BOSS_CO_CARRIER_LEFT: + case OBJ_BOSS_CO_CARRIER_UPPER: + case OBJ_BOSS_CO_CARRIER_BOTTOM: COS_DEG(gBosses[index].obj.rot.z); if (gGroundSurface == SURFACE_WATER) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 90); @@ -693,22 +694,22 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { case OBJ_BOSS_CO_CARRIER: gSPDisplayList(gMasterDisp++, D_CO_6036840); break; - case OBJ_BOSS_294: + case OBJ_BOSS_CO_CARRIER_LEFT: gSPDisplayList(gMasterDisp++, D_CO_6036CD0); break; - case OBJ_BOSS_295: - case OBJ_BOSS_296: + case OBJ_BOSS_CO_CARRIER_UPPER: + case OBJ_BOSS_CO_CARRIER_BOTTOM: gSPDisplayList(gMasterDisp++, D_CO_60363B0); break; } break; - case OBJ_ACTOR_192: + case OBJ_ACTOR_CO_SKIBOT: gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 150); Matrix_Scale(gGfxMatrix, 0.4f, 0.4f, gActors[index].scale, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_CO_6034B90); break; - case OBJ_ACTOR_230: + case OBJ_ACTOR_TI_BOULDER: RCP_SetupDL_48(); RCP_SetupDL(&gMasterDisp, SETUPDL_69); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); @@ -721,7 +722,7 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; - case OBJ_ACTOR_229: + case OBJ_ACTOR_TI_DESERT_CRAWLER: RCP_SetupDL(&gMasterDisp, SETUPDL_68); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 255); @@ -735,7 +736,7 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; - case OBJ_ACTOR_231: + case OBJ_ACTOR_TI_BOMB: RCP_SetupDL(&gMasterDisp, SETUPDL_69); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 255); gDPSetEnvColor(gMasterDisp++, 0, 0, 0, 0); @@ -747,7 +748,7 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; - case OBJ_ACTOR_215: + case OBJ_ACTOR_MA_BOULDER: RCP_SetupDL_48(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 255); gDPSetEnvColor(gMasterDisp++, 0, 0, 0, 255); @@ -755,8 +756,8 @@ void Object_SetShadowDL(ObjectId objId, s32 index) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; - case OBJ_BOSS_VE1: - Venom1_80198310(&gBosses[index]); + case OBJ_BOSS_VE1_GOLEMECH: + Venom1_Ve1Golemech_SetShadow(&gBosses[index]); break; } } @@ -947,7 +948,7 @@ void Scenery_Draw(Scenery* this, s32 arg1) { this->obj.pos.y -= gCameraShakeY; if (this->info.drawType == 0) { if ((this->obj.id == OBJ_SCENERY_CO_TOWER) || (this->obj.id == OBJ_SCENERY_CO_ROCKWALL) || - (this->obj.id == OBJ_SCENERY_CO_HIGHWAY_4) || (this->obj.id == OBJ_SCENERY_50)) { + (this->obj.id == OBJ_SCENERY_CO_HIGHWAY_4) || (this->obj.id == OBJ_SCENERY_VE1_WALL_3)) { RCP_SetupDL_57(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); if (arg1 < 0) { @@ -995,15 +996,15 @@ void Actor_DrawOnRails(Actor* this) { if (this->info.draw != NULL) { switch (this->obj.id) { - case OBJ_ACTOR_194: - Actor194_Draw(this); + case OBJ_ACTOR_ME_MORA: + MeMora_Draw(this); return; - case OBJ_ACTOR_236: - Zoness_Actor236_Draw(this); + case OBJ_ACTOR_ZO_DODORA: + Zoness_ZoDodora_Draw(this); return; } if ((this->obj.id == OBJ_ACTOR_EVENT) && (this->eventType == EVID_200)) { - Actor194_Draw(this); + MeMora_Draw(this); } else { if (this->info.unk_19 != 0) { this->obj.pos.y += gCameraShakeY; @@ -1115,7 +1116,7 @@ void Actor_DrawAllRange(Actor* this) { } if (!sDrewActor) { this->lockOnTimers[gPlayerNum] = 0; - if ((this->obj.id == OBJ_ACTOR_DEBRIS) || (this->obj.id == OBJ_ACTOR_286)) { + if ((this->obj.id == OBJ_ACTOR_DEBRIS) || (this->obj.id == OBJ_ACTOR_AND_BRAIN_WASTE)) { Object_Kill(&this->obj, this->sfxSource); } } @@ -1149,7 +1150,7 @@ void Boss_Draw(Boss* this, s32 arg1) { } Matrix_MultVec3f(&D_edisplay_801615F0, &origin, &D_edisplay_801615D0); Object_SetSfxSourceToView(this->sfxSource, &D_edisplay_801615D0); - if ((this->obj.id == OBJ_BOSS_KA) || (this->obj.id == OBJ_BOSS_KA_BASE)) { + if ((this->obj.id == OBJ_BOSS_KA_SAUCERER) || (this->obj.id == OBJ_BOSS_KA_FLBASE)) { var_fa1 = 6000.0f; var_fv0 = 6000.0f; var_ft5 = 0.9f; @@ -1170,8 +1171,8 @@ void Boss_Draw(Boss* this, s32 arg1) { if (fabsf(D_edisplay_801615D0.x) < (fabsf(D_edisplay_801615D0.z * var_ft5) + var_fa1)) { if (fabsf(D_edisplay_801615D0.y) < (fabsf(D_edisplay_801615D0.z * var_ft5) + var_fa1)) { sp3C = 1.0f; - if (this->obj.id != OBJ_BOSS_309) { - if (this->obj.id != OBJ_BOSS_KA) { + if (this->obj.id != OBJ_BOSS_BO_BASE) { + if (this->obj.id != OBJ_BOSS_KA_SAUCERER) { Display_SetSecondLight(&this->obj.pos); } if (this->info.drawType != 2) { @@ -1186,7 +1187,7 @@ void Boss_Draw(Boss* this, s32 arg1) { } } D_edisplay_801615D0.y = sp3C; - if (this->obj.id == OBJ_BOSS_309) { + if (this->obj.id == OBJ_BOSS_BO_BASE) { this->vwork[30] = D_edisplay_801615D0; Display_SetSecondLight(&this->obj.pos); Matrix_SetGfxMtx(&gMasterDisp); @@ -1321,16 +1322,16 @@ void Object_DrawShadow(s32 index, Object* obj) { ActorAllRange_DrawShadow(&gActors[index]); } else { switch (obj->id) { - case OBJ_ACTOR_230: + case OBJ_ACTOR_TI_BOULDER: Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gActors[index].fwork[1], obj->pos.z + gPathProgress, MTXF_APPLY); break; - case OBJ_ACTOR_229: - case OBJ_ACTOR_231: + case OBJ_ACTOR_TI_DESERT_CRAWLER: + case OBJ_ACTOR_TI_BOMB: Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gActors[index].fwork[0], obj->pos.z + gPathProgress, MTXF_APPLY); break; - case OBJ_BOSS_KA: + case OBJ_BOSS_KA_SAUCERER: Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gCameraShakeY, obj->pos.z, MTXF_APPLY); break; default: @@ -1342,8 +1343,8 @@ void Object_DrawShadow(s32 index, Object* obj) { Matrix_Scale(gGfxMatrix, 1.0f, 0.0f, 1.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, obj->rot.y * M_DTOR, MTXF_APPLY); } - if ((obj->id < OBJ_ACTOR_MAX) && (obj->id != OBJ_ACTOR_230) && (obj->id != OBJ_ACTOR_229) && - (obj->id != OBJ_ACTOR_231)) { + if ((obj->id < OBJ_ACTOR_MAX) && (obj->id != OBJ_ACTOR_TI_BOULDER) && + (obj->id != OBJ_ACTOR_TI_DESERT_CRAWLER) && (obj->id != OBJ_ACTOR_TI_BOMB)) { Matrix_RotateX(gGfxMatrix, obj->rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, obj->rot.z * M_DTOR, MTXF_APPLY); } @@ -1428,14 +1429,14 @@ void Scenery360_Draw(Scenery360* this) { f32 sp3C = 2000.0f; f32 sp38 = 0.5f; - if (this->obj.id == OBJ_SCENERY_156) { + if (this->obj.id == OBJ_SCENERY_UNK_156) { sp44 = 4000.0f; sp40 = -13000.0f; sp3C = 4500.0f; } else if (gCurrentLevel == LEVEL_VENOM_ANDROSS) { sp40 = -20000.0f; sp38 = 0.4f; - } else if (this->obj.id == OBJ_SCENERY_143) { + } else if (this->obj.id == OBJ_SCENERY_VS_KA_FLBASE) { sp44 = 6000.0f; sp40 = -20000.0f; sp3C = 6000.0f; @@ -1451,7 +1452,7 @@ void Scenery360_Draw(Scenery360* this) { if (fabsf(sp48.y) < (fabsf(sp48.z * sp38) + sp3C)) { if (fabsf(sp48.x) < (fabsf(sp48.z * sp38) + sp3C)) { Display_SetSecondLight(&this->obj.pos); - if (this->obj.id == OBJ_SCENERY_131) { + if (this->obj.id == OBJ_SCENERY_AND_PASSAGE) { Matrix_RotateY(gGfxMatrix, this->obj.rot.y * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY); @@ -1583,7 +1584,7 @@ void Object_DrawAll(s32 arg0) { } } for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) { - if ((boss->obj.status >= OBJ_ACTIVE) && (boss->obj.id != OBJ_BOSS_310)) { + if ((boss->obj.status >= OBJ_ACTIVE) && (boss->obj.id != OBJ_BOSS_BO_BASE_SHIELD)) { if ((boss->timer_05C % 2) == 0) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } else { @@ -1708,7 +1709,7 @@ void Effect_DrawAll(s32 arg0) { } } for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) { - if ((boss->obj.status >= OBJ_ACTIVE) && (boss->obj.id == OBJ_BOSS_310)) { + if ((boss->obj.status >= OBJ_ACTIVE) && (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD)) { if ((boss->timer_05C % 2) == 0) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } else { diff --git a/src/engine/fox_effect.c b/src/engine/fox_effect.c index b3e5d6b3..80db07cb 100644 --- a/src/engine/fox_effect.c +++ b/src/engine/fox_effect.c @@ -145,7 +145,7 @@ void BonusText_DrawAll(void) { } } -Effect* func_effect_8007783C(ObjectId objId) { +Effect* Effect_Load(ObjectId objId) { Effect* effect; s32 i; @@ -164,11 +164,11 @@ Effect* func_effect_8007783C(ObjectId objId) { return effect; } -void func_effect_800778C4(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, - f32 scale2) { +void Effect_FireSmoke_Setup2(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, + f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_FIRE_SMOKE; + this->obj.id = OBJ_EFFECT_FIRE_SMOKE_1; this->obj.pos.x = xPos; this->obj.pos.y = yPos; @@ -182,16 +182,18 @@ void func_effect_800778C4(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f this->unk_4C = 0; this->scale1 = 0.5f; this->obj.rot.z = RAND_FLOAT(360.0f); + Object_SetInfo(&this->info, this->obj.id); + this->unk_44 = 255; } -void func_effect_8007797C(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { +void Effect_FireSmoke_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_800778C4(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2); + Effect_FireSmoke_Setup2(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2); break; } } @@ -373,7 +375,7 @@ void Effect_Effect351_Draw(Effect351* this) { gSPDisplayList(gMasterDisp++, D_102A8A0); } -void Effect_Clouds_Draw(Clouds* this) { +void Effect_Clouds_Draw(EffectClouds* this) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, this->unk_46); Graphics_SetScaleMtx(this->scale2); Matrix_RotateX(gGfxMatrix, M_PI / 2, MTXF_APPLY); @@ -453,6 +455,7 @@ void Effect_Effect348_Draw(Effect348* this) { } void func_effect_80078AE0(Effect* this) { + /* Unimplemented */ } void Effect_Effect355_Draw(Effect355* this) { @@ -467,16 +470,17 @@ void Effect_Effect353_Draw(Effect353* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_64); } -void Macbeth_Effect377_Draw(Effect377* this) { - f32 var_fv0; +void Effect_Effect377_Draw(Effect377* this) { + f32 scale; gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 160); - var_fv0 = 3.0f; + scale = 3.0f; if ((gGameFrameCount % 2) != 0) { - var_fv0 *= 1.2f; + scale *= 1.2f; } - Graphics_SetScaleMtx(this->scale2 * var_fv0); + + Graphics_SetScaleMtx(this->scale2 * scale); gSPDisplayList(gMasterDisp++, D_SX_600F8A0); } @@ -486,13 +490,13 @@ void Effect_Effect356_Draw(Effect356* this) { gSPDisplayList(gMasterDisp++, D_ME_6000A80); } -void Macbeth_Effect376_Draw(Effect376* this) { +void Effect_Effect376_Draw(Effect376* this) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, this->unk_4A); Graphics_SetScaleMtx(this->scale2); gSPDisplayList(gMasterDisp++, D_CO_6033000); } -void func_effect_80078D60(Effect393* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect393_Setup(Effect393* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_393; @@ -517,12 +521,12 @@ void func_effect_80078D60(Effect393* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_80078E50(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect393_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_80078D60(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect393_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -553,6 +557,7 @@ void Effect_Effect393_Draw(Effect393* this) { } else { RCP_SetupDL(&gMasterDisp, SETUPDL_63); } + gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); gDPSetEnvColor(gMasterDisp++, 255, 255, 0, 255); Graphics_SetScaleMtx(this->scale2 * this->scale1); @@ -560,7 +565,7 @@ void Effect_Effect393_Draw(Effect393* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_64); } -void func_effect_8007905C(Effect357* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8 arg5) { +void Effect_Effect357_Setup(Effect357* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8 arg5) { Vec3f sp54; Vec3f sp48; Vec3f sp3C; @@ -618,35 +623,35 @@ void func_effect_8007905C(Effect357* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect357_Spawn50(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 50; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); + Effect_Effect357_Setup(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } } // Broken pieces and debris effect -void func_effect_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect357_Spawn80(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = (ARRAY_COUNT(gEffects) - 20) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); + Effect_Effect357_Setup(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } } -void func_effect_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect357_Spawn95(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 0; i < 95; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); + Effect_Effect357_Setup(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } @@ -657,7 +662,7 @@ void func_effect_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { for (i = 50; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 1); + Effect_Effect357_Setup(&gEffects[i], xPos, yPos, zPos, scale2, 1); break; } } @@ -804,7 +809,7 @@ void Effect_Effect357_Draw(Effect357* this) { case 16: gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); - gSPDisplayList(gMasterDisp++, D_SY_600F6C0); + gSPDisplayList(gMasterDisp++, aSyShip4DestroyedDL); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); break; @@ -914,7 +919,7 @@ void Effect_Effect383_Draw(Effect383* this) { } } -void func_effect_8007A4B8(Effect383* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void Effect_Effect383_Setup(Effect383* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_383; @@ -930,16 +935,16 @@ void func_effect_8007A4B8(Effect383* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007A568(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void Effect_Effect383_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007A4B8(&gEffects[i], xPos, yPos, zPos, scale1); + Effect_Effect383_Setup(&gEffects[i], xPos, yPos, zPos, scale1); break; } } - func_effect_8007B344(xPos, yPos, zPos, 80.0f, 4); + Effect_Effect384_Spawn(xPos, yPos, zPos, 80.0f, 4); } void Effect_SetupTimedSfxAtPos(TimedSfx* this, Vec3f* pos, u32 sfxId) { @@ -961,6 +966,7 @@ void Effect_SetupTimedSfxAtPos(TimedSfx* this, Vec3f* pos, u32 sfxId) { } else { AUDIO_PLAY_SFX(sfxId, this->sfxSource, 4); } + Object_SetInfo(&this->info, this->obj.id); } @@ -991,7 +997,7 @@ bool func_effect_8007A774(Player* player, Effect* this, f32 arg2) { } } -void func_effect_8007A818(Effect359* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg5, u8 arg6, u16 arg7) { +void Effect_Effect359_Setup(Effect359* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg5, u8 arg6, u16 arg7) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_359; @@ -1011,13 +1017,13 @@ void func_effect_8007A818(Effect359* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007A900(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg4, u8 arg5, u16 arg6) { +void Effect_Effect359_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg4, u8 arg5, u16 arg6) { s32 i; if (gCurrentLevel == LEVEL_TITANIA) { for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007A818(&gEffects[i], xPos, yPos, zPos, scale1, arg4, arg5, arg6); + Effect_Effect359_Setup(&gEffects[i], xPos, yPos, zPos, scale1, arg4, arg5, arg6); break; } } @@ -1072,7 +1078,7 @@ void Effect_Effect372_Update(Effect372* this) { } } -void func_effect_8007AC0C(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { +void Effect_Effect372_Setup1(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_372; @@ -1090,18 +1096,18 @@ void func_effect_8007AC0C(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007ACE0(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { +void Effect_Effect372_Spawn1(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007AC0C(&gEffects[i], xPos, yPos, zPos, scale2, scale1, yRot); + Effect_Effect372_Setup1(&gEffects[i], xPos, yPos, zPos, scale2, scale1, yRot); break; } } } -void func_effect_8007AD58(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { +void Effect_Effect372_Setup2(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_372; @@ -1118,7 +1124,7 @@ void func_effect_8007AD58(Effect372* this, f32 xPos, f32 unused_posY, f32 zPos, Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) { +void Effect_Effect372_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) { f32 cosf; f32 sinf; f32 yRot; @@ -1130,14 +1136,14 @@ void func_effect_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) if (gEffects[j].obj.status == OBJ_FREE) { sinf = SIN_DEG(yRot) * scale1 * 20.0f; cosf = COS_DEG(yRot) * scale1 * 20.0f; - func_effect_8007AD58(&gEffects[j], xPos + sinf, yPos, zPos + cosf, scale2, scale1, yRot); + Effect_Effect372_Setup2(&gEffects[j], xPos + sinf, yPos, zPos + cosf, scale2, scale1, yRot); break; } } } } -void func_effect_8007AF30(Effect382* this, f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { +void Effect_Effect382_Setup(Effect382* this, f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_382; @@ -1153,12 +1159,12 @@ void func_effect_8007AF30(Effect382* this, f32 xPos, f32 zPos, f32 xVel, f32 zVe Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007AFD0(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { +void Effect_Effect382_Spawn(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007AF30(&gEffects[i], xPos, zPos, xVel, zVel, scale1); + Effect_Effect382_Setup(&gEffects[i], xPos, zPos, xVel, zVel, scale1); break; } } @@ -1187,7 +1193,7 @@ void Effect_Effect381_Update(Effect381* this) { } } -void func_effect_8007B180(Effect381* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void Effect_Effect381_Setup(Effect381* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_381; @@ -1202,18 +1208,18 @@ void func_effect_8007B180(Effect381* this, f32 xPos, f32 yPos, f32 zPos, f32 sca AUDIO_PLAY_SFX(NA_SE_SPLASH_LEVEL_L, this->sfxSource, 0); } -void func_effect_8007B228(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void Effect_Effect381_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects) && gCurrentLevel == LEVEL_ZONESS; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007B180(&gEffects[i], xPos, yPos, zPos, scale1); + Effect_Effect381_Setup(&gEffects[i], xPos, yPos, zPos, scale1); break; } } } -void func_effect_8007B2BC(Effect384* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg5) { +void Effect_Effect384_Setup(Effect384* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg5) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_384; @@ -1225,16 +1231,17 @@ void func_effect_8007B2BC(Effect384* this, f32 xPos, f32 yPos, f32 zPos, f32 sca this->scale1 = scale1; this->unk_44 = 255; this->unk_4C = arg5; + Object_SetInfo(&this->info, this->obj.id); } -// Orange-yellowish light this simulating an explosion -void func_effect_8007B344(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg4) { +// Orange-yellowish light simulating an explosion +void Effect_Effect384_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg4) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007B2BC(&gEffects[i], xPos, yPos, zPos, scale1, arg4); + Effect_Effect384_Setup(&gEffects[i], xPos, yPos, zPos, scale1, arg4); break; } } @@ -1267,7 +1274,7 @@ void Effect_Effect384_Update(Effect384* this) { } } -void func_effect_8007B494(Effect385* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg5) { +void Effect_Effect385_Setup(Effect385* this, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg5) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_385; @@ -1287,15 +1294,16 @@ void func_effect_8007B494(Effect385* this, f32 xPos, f32 yPos, f32 zPos, f32 sca } else { this->unk_46 = 3; } + Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007B550(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg4) { +void Effect_Effect385_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg4) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007B494(&gEffects[i], xPos, yPos, zPos, scale1, arg4); + Effect_Effect385_Setup(&gEffects[i], xPos, yPos, zPos, scale1, arg4); break; } } @@ -1309,7 +1317,7 @@ void Effect_Effect385_Update(Effect385* this) { } } -void Effect_Clouds_Update(Clouds* this) { +void Effect_Clouds_Update(EffectClouds* this) { if (this->timer_50 == 0) { this->unk_46 -= 4; if (this->unk_46 <= 0) { @@ -1357,7 +1365,7 @@ void Effect_Effect347_Update(Effect347* this) { func_effect_8007A774(gPlayer, this, this->scale2 * 20.0f); } -void func_effect_8007B7E8(Effect364* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect364_Setup(Effect364* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_364; @@ -1380,12 +1388,12 @@ void func_effect_8007B7E8(Effect364* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect364_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i, j; for (i = ARRAY_COUNT(gEffects) - 1, j = 0; j < ARRAY_COUNT(gEffects); i--, j++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007B7E8(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect364_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1393,6 +1401,7 @@ void func_effect_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { void Effect_Effect364_Update(Effect364* this) { this->scale2 += 0.07f; + this->unk_4A -= this->unk_46; if (this->unk_4A < 0) { Object_Kill(&this->obj, this->sfxSource); @@ -1425,7 +1434,7 @@ void Effect_Effect364_Draw(Effect364* this) { } } -void func_effect_8007BB14(Effect362* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect362_Setup(Effect362* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_362; @@ -1459,12 +1468,12 @@ void func_effect_8007BB14(Effect362* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect362_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 20; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007BB14(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect362_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1492,6 +1501,7 @@ void Effect_Effect362_Update(Effect362* this) { void Effect_Effect361_Update(Effect361* this) { this->scale2 += 0.04f; + this->unk_4A -= 2; if (this->unk_4A < 0) { Object_Kill(&this->obj, this->sfxSource); @@ -1517,8 +1527,8 @@ void Effect_Effect360_361_362_Draw(Effect* this) { gSPDisplayList(gMasterDisp++, D_BG_PLANET_2010A30); } -void func_effect_8007BF64(Effect386* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, - s32 timer50) { +void Effect_Effect386_Setup(Effect386* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, + s32 timer50) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_386; @@ -1535,19 +1545,19 @@ void func_effect_8007BF64(Effect386* this, f32 xPos, f32 yPos, f32 zPos, f32 xVe Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007BFFC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { +void Effect386_Spawn1(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007BF64(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); + Effect_Effect386_Setup(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); break; } } } -void func_effect_8007C088(Effect390* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, - s32 timer50) { +void Effect_Effect390_Setup(Effect390* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, + s32 timer50) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_390; @@ -1564,23 +1574,23 @@ void func_effect_8007C088(Effect390* this, f32 xPos, f32 yPos, f32 zPos, f32 xVe Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007C120(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { +void Effect_Effect390_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007C088(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); + Effect_Effect390_Setup(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); break; } } } -void func_effect_8007C1AC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { +void Effect386_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007BF64(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); + Effect_Effect386_Setup(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); Play_PlaySfxNoPlayer(gEffects[i].sfxSource, NA_SE_EXPLOSION_S); break; } @@ -1591,18 +1601,18 @@ void Effect_Effect386_Update(Effect386* this) { f32 randX; f32 randY; f32 randOther; - s32 var_v0; + s32 mask; Math_SmoothStepToF(&this->vel.x, 0.0f, 0.2f, 10.0f, 0.1f); Math_SmoothStepToF(&this->vel.y, 0.0f, 0.2f, 10.0f, 0.1f); Math_SmoothStepToF(&this->vel.z, 0.0f, 0.2f, 10.0f, 0.1f); - var_v0 = 4 - 1; + mask = 4 - 1; if (gLevelMode == LEVELMODE_ALL_RANGE) { - var_v0 = 2 - 1; + mask = 2 - 1; } - if ((this->timer_50 & var_v0) == 0) { + if ((this->timer_50 & mask) == 0) { randX = RAND_FLOAT_CENTERED(40.0f); randY = RAND_FLOAT_CENTERED(40.0f); randOther = RAND_FLOAT(0.5f) + 1.0f; @@ -1614,8 +1624,8 @@ void Effect_Effect386_Update(Effect386* this) { } } -void func_effect_8007C3B4(Effect389* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, - s32 arg8) { +void Effect_Effect389_Setup(Effect389* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, + s32 arg8) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_389; @@ -1632,16 +1642,18 @@ void func_effect_8007C3B4(Effect389* this, f32 xPos, f32 yPos, f32 zPos, f32 xVe this->unk_4A = arg8; this->unk_4C = RAND_INT(12.0f); this->obj.rot.z = RAND_FLOAT(360.0f); + Object_SetInfo(&this->info, this->obj.id); + this->unk_44 = 255; } -void func_effect_8007C484(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7) { +void Effect_Effect389_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i > 32; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007C3B4(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, arg7); + Effect_Effect389_Setup(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, arg7); break; } } @@ -1656,15 +1668,15 @@ void Effect_Effect390_Update(Effect390* this) { randX = RAND_FLOAT_CENTERED(40.0f) * this->scale2; randY = RAND_FLOAT_CENTERED(40.0f) * this->scale2; randOther = RAND_FLOAT(1.0f) + 1.0f; - func_effect_8007C484(this->obj.pos.x + randX, this->obj.pos.y + randY, this->obj.pos.z, this->vel.x, - this->vel.y, this->vel.z, this->scale2 * randOther, 0); + Effect_Effect389_Spawn(this->obj.pos.x + randX, this->obj.pos.y + randY, this->obj.pos.z, this->vel.x, + this->vel.y, this->vel.z, this->scale2 * randOther, 0); if (this->timer_50 == 0) { Object_Kill(&this->obj, this->sfxSource); } } } -void func_effect_8007C608(Effect387* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { +void Effect_Effect387_Setup(Effect387* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_387; @@ -1678,21 +1690,21 @@ void func_effect_8007C608(Effect387* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007C688(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { +void Effect_Effect387_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007C608(&gEffects[i], xPos, yPos, zPos, scale2, timer50); + Effect_Effect387_Setup(&gEffects[i], xPos, yPos, zPos, scale2, timer50); break; } } } -void func_effect_8007C6FC(Effect343* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect343_Setup(Effect343* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_343; + this->obj.id = OBJ_EFFECT_SMOKE_2; this->obj.pos.x = xPos; this->obj.pos.y = yPos; @@ -1700,9 +1712,11 @@ void func_effect_8007C6FC(Effect343* this, f32 xPos, f32 yPos, f32 zPos, f32 sca this->unk_48 = 3; this->vel.y = 5.0f; + if (Rand_ZeroOne() < 0.5f) { this->unk_48 = -this->unk_48; } + if ((gCurrentLevel == LEVEL_FORTUNA) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_NEXT)) { this->unk_4A = 180; } else { @@ -1718,16 +1732,17 @@ void func_effect_8007C6FC(Effect343* this, f32 xPos, f32 yPos, f32 zPos, f32 sca this->unk_4A = 255; this->scale2 = scale2 * 0.3f; } + this->scale1 = RAND_FLOAT(0.2f); Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007C85C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect343_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects) - 20; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007C6FC(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect343_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1748,8 +1763,8 @@ void Effect_Effect387_Update(Effect387* this) { randX = RAND_FLOAT_CENTERED(10.0f); randY = RAND_FLOAT_CENTERED(10.0f); randOther = RAND_FLOAT(0.5f) + 1.0f; - func_effect_8007C85C(this->obj.pos.x + randX, this->obj.pos.y + randY, this->obj.pos.z, - this->scale2 * randOther); + Effect_Effect343_Spawn(this->obj.pos.x + randX, this->obj.pos.y + randY, this->obj.pos.z, + this->scale2 * randOther); if (this->timer_50 == 0) { Object_Kill(&this->obj, this->sfxSource); } @@ -1791,18 +1806,22 @@ void Effect_Effect343_Draw(Effect343* this) { } } -void func_effect_8007CC00(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void EffectFireSmoke_Setup(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_FIRE_SMOKE; + this->obj.id = OBJ_EFFECT_FIRE_SMOKE_1; + this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; + this->scale2 = scale2; this->scale1 = 0.5f; this->unk_4C = 0; this->obj.rot.z = RAND_FLOAT(360.0f); + Object_SetInfo(&this->info, this->obj.id); + if (gLevelType == LEVELTYPE_PLANET) { this->unk_44 = 230; } else { @@ -1810,10 +1829,10 @@ void func_effect_8007CC00(EffectFireSmoke* this, f32 xPos, f32 yPos, f32 zPos, f } } -void func_effect_8007CCBC(Effect340* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect340_Setup(Effect340* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_340; + this->obj.id = OBJ_EFFECT_FIRE_SMOKE_2; this->obj.pos.x = xPos; this->obj.pos.y = yPos; @@ -1823,7 +1842,9 @@ void func_effect_8007CCBC(Effect340* this, f32 xPos, f32 yPos, f32 zPos, f32 sca this->unk_4C = 3; this->scale1 = 0.2f; this->obj.rot.z = RAND_FLOAT(360.0f); + Object_SetInfo(&this->info, this->obj.id); + if (gLevelType == LEVELTYPE_PLANET) { this->unk_44 = 230; } else { @@ -1831,10 +1852,10 @@ void func_effect_8007CCBC(Effect340* this, f32 xPos, f32 yPos, f32 zPos, f32 sca } } -void func_effect_8007CD7C(Effect342* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { +void Effect_Effect342_Setup(Effect342* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_342; + this->obj.id = OBJ_EFFECT_SMOKE_1; this->timer_50 = timer50; this->obj.pos.x = xPos; @@ -1861,45 +1882,45 @@ void func_effect_8007CD7C(Effect342* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007CEBC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { +void Effect_Effect342_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007CD7C(&gEffects[i], xPos, yPos, zPos, scale2, timer50); + Effect_Effect342_Setup(&gEffects[i], xPos, yPos, zPos, scale2, timer50); break; } } } -void func_effect_8007CF30(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_FireSmoke_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007CC00(&gEffects[i], xPos, yPos, zPos, scale2); + EffectFireSmoke_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_effect_8007CF9C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect340_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007CCBC(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect340_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_effect_8007D008(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void EffectFireSmoke_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007CC00(&gEffects[i], xPos, yPos, zPos, scale2); + EffectFireSmoke_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1910,24 +1931,24 @@ void func_effect_8007D074(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007CCBC(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect340_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } void func_effect_8007D0E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { - func_effect_8007CF30(xPos, yPos, zPos, scale2); + Effect_FireSmoke_Spawn(xPos, yPos, zPos, scale2); } void func_effect_8007D10C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { - func_effect_8007CF9C(xPos, yPos, zPos, scale2); + Effect_Effect340_Spawn(xPos, yPos, zPos, scale2); } -void func_effect_8007D138(Effect341* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect341_Setup(Effect341* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_EFFECT_341; + this->obj.id = OBJ_EFFECT_FIRE_SMOKE_3; this->obj.pos.x = xPos; this->obj.pos.y = yPos; @@ -1935,19 +1956,21 @@ void func_effect_8007D138(Effect341* this, f32 xPos, f32 yPos, f32 zPos, f32 sca this->scale2 = scale2; this->obj.rot.z = RAND_FLOAT(360.0f); + Object_SetInfo(&this->info, this->obj.id); + if (gLevelType == LEVELTYPE_PLANET) { this->unk_4C = 15; } this->unk_44 = 180; } -void func_effect_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { +void Effect_Effect341_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007D138(&gEffects[i], xPos, yPos, zPos, scale2); + Effect_Effect341_Setup(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1955,15 +1978,15 @@ void func_effect_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { void func_effect_8007D24C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { if (gLevelType == LEVELTYPE_PLANET) { - func_effect_8007D1E0(xPos, yPos, zPos, scale2); - func_effect_8007CEBC(xPos, scale2 + yPos, zPos, scale2, 9); + Effect_Effect341_Spawn(xPos, yPos, zPos, scale2); + Effect_Effect342_Spawn(xPos, scale2 + yPos, zPos, scale2, 9); } else { func_effect_8007D0E0(xPos, yPos, zPos, scale2); } } void func_effect_8007D2C8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { - func_effect_8007D008(xPos, yPos, zPos, scale2); + EffectFireSmoke_Spawn2(xPos, yPos, zPos, scale2); } void Effect_Effect339_Update(EffectFireSmoke* this) { @@ -2129,7 +2152,7 @@ void Effect_Effect341_Update(Effect341* this) { } } -void func_effect_8007D94C(Effect367* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { +void Effect_Effect367_Setup(Effect367* this, f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_367; @@ -2143,12 +2166,12 @@ void func_effect_8007D94C(Effect367* this, f32 xPos, f32 yPos, f32 zPos, f32 sca Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8007D9DC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { +void Effect_Effect367_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_8007D94C(&gEffects[i], xPos, yPos, zPos, scale2, scale1, timer50); + Effect_Effect367_Setup(&gEffects[i], xPos, yPos, zPos, scale2, scale1, timer50); break; } } @@ -2167,7 +2190,7 @@ void Effect_Effect375_Update(Effect375* this) { } } -void Macbeth_Effect375_Draw(Effect375* this) { +void Effect_Effect375_Draw(Effect375* this) { Graphics_SetScaleMtx(this->scale2); RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPDisplayList(gMasterDisp++, D_CO_6004900); @@ -2193,8 +2216,7 @@ void Effect_Effect374_Update(Effect374* this) { this->scale1 = 2.5f; AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); func_effect_8007D0E0(this->obj.pos.x, this->obj.pos.y + 30.0f, this->obj.pos.z, 7.0f); - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y + 30.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 4.0f, - 5); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y + 30.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 4.0f, 5); if ((this->obj.pos.y < (gGroundHeight + 10.0f)) || (gGroundSurface != SURFACE_WATER)) { PlayerShot_SpawnEffect344(this->obj.pos.x, 3.0f, this->obj.pos.z, this->obj.pos.x, this->obj.pos.z, 0.0f, 0.0f, 90.0f, 5.0f, 0, 0); @@ -2212,7 +2234,9 @@ void Effect_Effect374_Update(Effect374* this) { Object_Kill(&this->obj, this->sfxSource); } } + this->obj.rot.y = 180.0f - this->obj.rot.y; + if ((fabsf(gPlayer[0].trueZpos - this->obj.pos.z) < 40.0f) && (fabsf(gPlayer[0].pos.x - this->obj.pos.x) < 80.0f)) { if ((this->obj.pos.y < gPlayer[0].pos.y) && @@ -2224,7 +2248,7 @@ void Effect_Effect374_Update(Effect374* this) { } } -void Macbeth_Effect374_Draw(Effect374* this) { +void Effect_Effect374_Draw(Effect374* this) { switch (this->state) { case 0: Graphics_SetScaleMtx(this->scale2); @@ -2263,8 +2287,8 @@ void Effect_Effect344_Update(Effect344* this) { } for (i = 0; i < ARRAY_COUNT(gEffects); i++) { - if ((gEffects[i].obj.status == OBJ_ACTIVE) && (gEffects[i].obj.id == OBJ_EFFECT_344) && (i != this->index) && - (fabsf(this->obj.pos.z - gEffects[i].obj.pos.z) < 20.0f) && + if ((gEffects[i].obj.status == OBJ_ACTIVE) && (gEffects[i].obj.id == OBJ_EFFECT_EXPLOSION_MARK_1) && + (i != this->index) && (fabsf(this->obj.pos.z - gEffects[i].obj.pos.z) < 20.0f) && (fabsf(this->obj.pos.x - gEffects[i].obj.pos.x) < 20.0f) && (fabsf(this->obj.pos.y - gEffects[i].obj.pos.y) < 20.0f)) { Object_Kill(&this->obj, this->sfxSource); @@ -2489,6 +2513,7 @@ void func_effect_8007EBB8(Effect* this, ObjectId objId, f32 xPos, f32 yPos, f32 this->vel.z = zVel; this->scale2 = scale2; + if (objId == OBJ_EFFECT_355) { AUDIO_PLAY_SFX(NA_SE_EN_ENERGY_BEAM, this->sfxSource, 4); } else { @@ -2536,6 +2561,7 @@ void func_effect_8007ED54(Effect* this, ObjectId objId, f32 xPos, f32 yPos, f32 this->unk_60.z = unkZ; this->scale2 = scale2; + if (this->obj.id != OBJ_EFFECT_380) { AUDIO_PLAY_SFX(NA_SE_EN_SHOT_0, this->sfxSource, 4); } @@ -2728,11 +2754,11 @@ void Effect_Effect348_Update(Effect348* this) { } if (gCurrentLevel == LEVEL_AQUAS) { - func_effect_8007B8F8(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 20.0f); + Effect_Effect364_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 20.0f); } else if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 20.0f); + Effect_Effect362_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 20.0f); } else if (gCurrentLevel == LEVEL_TITANIA) { - func_effect_8007A900(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 10.0f, 255, 15, 0); + Effect_Effect359_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 10.0f, 255, 15, 0); } } } @@ -2775,9 +2801,9 @@ void Effect_Effect349_Update(Effect349* this) { } if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 8.0f); + Effect_Effect362_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 8.0f); } else if (gCurrentLevel == LEVEL_TITANIA) { - func_effect_8007A900(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 8.0f, 255, 15, 0); + Effect_Effect359_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 8.0f, 255, 15, 0); } } } @@ -2809,7 +2835,7 @@ void Effect_Effect350_Update(Effect350* this) { sin = __sinf(temp) * this->scale2 * 16.0f; cos = __cosf(temp) * this->scale2 * 16.0f; yPos = gGroundHeight + 10.0f; - func_effect_8007BC7C(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 12.0f); + Effect_Effect362_Spawn(this->obj.pos.x + sin, yPos, this->obj.pos.z + cos, 12.0f); } } } @@ -2933,6 +2959,7 @@ void Effect_Effect377_Update(Effect377* this) { void Effect_Effect356_Update(Effect356* this) { Effect_Effect353_354_Update(this); this->obj.rot.z += 10.0f; + this->scale2 = 3.0f; if ((gGameFrameCount % 2) != 0) { this->scale2 = 3.5f; @@ -3492,14 +3519,14 @@ void Effect_Effect395_Update(Effect395* this) { } if ((gGameFrameCount % 2) == 0) { - func_effect_8007C484(RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.x, - RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.y, - RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, RAND_FLOAT(0.05f) + 0.05f, 0); + Effect_Effect389_Spawn(RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.x, + RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.y, + RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, RAND_FLOAT(0.05f) + 0.05f, 0); } if (Object_CheckCollision(this->index, &this->obj.pos, &velocity, 1) != 0) { - func_effect_8007B344(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 7); + Effect_Effect384_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 7); Object_Kill(&this->obj, this->sfxSource); } sp84 = 50.0f; @@ -3558,13 +3585,13 @@ void Effect_Effect395_Update(Effect395* this) { } if ((gGameFrameCount % 4) == 0) { - func_effect_8007C120((RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.x, - (RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.y, - (RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.z, this->vel.x, - this->vel.y, this->vel.z, RAND_FLOAT(0.03f) + 0.05f, 10); + Effect_Effect390_Spawn((RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.x, + (RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.y, + (RAND_FLOAT_CENTERED(this->scale2) * 50.0f) + this->obj.pos.z, this->vel.x, + this->vel.y, this->vel.z, RAND_FLOAT(0.03f) + 0.05f, 10); } if (Object_CheckCollision(this->index, &this->obj.pos, &velocity, 1) != 0) { - func_effect_8007B344(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 7); + Effect_Effect384_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 7); Object_Kill(&this->obj, this->sfxSource); } sp84 = 50.0f; @@ -3643,7 +3670,7 @@ void Effect_Effect395_Update(Effect395* this) { if ((Play_CheckDynaFloorCollision(&posYOut, &unusedOut, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z)) || (this->timer_50 == 0)) { - func_effect_8007B228(this->obj.pos.x, posYOut, this->obj.pos.z, this->scale2); + Effect_Effect381_Spawn(this->obj.pos.x, posYOut, this->obj.pos.z, this->scale2); Object_Kill(&this->obj, this->sfxSource); } break; @@ -3966,7 +3993,7 @@ void Effect_Effect395_Draw(Effect395* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_64); } -void func_effect_800836C0(Effect391* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 scale) { +void Effect_Effect391_Setup(Effect391* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 scale) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_391; @@ -3987,12 +4014,12 @@ void func_effect_800836C0(Effect391* this, f32 xPos, f32 yPos, f32 zPos, f32 arg Object_SetInfo(&this->info, this->obj.id); } -void func_effect_8008377C(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 scale) { +void Effect_Effect391_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 scale) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_effect_800836C0(&gEffects[i], xPos, yPos, zPos, arg3, scale); + Effect_Effect391_Setup(&gEffects[i], xPos, yPos, zPos, arg3, scale); break; } } @@ -4063,8 +4090,8 @@ void Effect_Effect391_Draw(Effect391* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_64); } -void func_effect_80083C70(Effect399* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, - s32 arg8) { +void Effect_Effect399_Setup(Effect399* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, + s32 arg8) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_399; @@ -4132,7 +4159,7 @@ void func_effect_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ) { for (i = 0; i < 6; i++) { for (j = 0; j < ARRAY_COUNT(gEffects); j++) { if (gEffects[j].obj.status == OBJ_FREE) { - func_effect_80083C70(&gEffects[j], xPos, yPos, zPos, dest.x, dest.y, dest.z, i * 60.0f, i); + Effect_Effect399_Setup(&gEffects[j], xPos, yPos, zPos, dest.x, dest.y, dest.z, i * 60.0f, i); if (i == 0) { AUDIO_PLAY_SFX(NA_SE_EN_MARBLE_BEAM, gEffects[j].sfxSource, 4); } diff --git a/src/engine/fox_enmy.c b/src/engine/fox_enmy.c index 8273a1bf..2ee7b60d 100644 --- a/src/engine/fox_enmy.c +++ b/src/engine/fox_enmy.c @@ -116,6 +116,7 @@ bool func_enmy_80060FE4(Vec3f* arg0, f32 arg1) { return false; } +// Unused bool func_enmy_80061148(Vec3f* arg0, f32 arg1) { Vec3f src; Vec3f dest; @@ -278,7 +279,7 @@ void Item_Load(Item* this, ObjectInit* objInit) { Object_SetInfo(&this->info, this->obj.id); } -void func_enmy_80061958(Effect346* this, f32 xPos, f32 yPos, f32 zPos) { +void Effect_Effect346_Setup(Effect346* this, f32 xPos, f32 yPos, f32 zPos) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_EFFECT_346; @@ -317,12 +318,13 @@ void func_enmy_80061A4C(void) { if (gPathVelZ < 0.0f) { z = -gPathProgress + 500.0f; } - func_enmy_80061958(&gEffects[i], x, y, z); + Effect_Effect346_Setup(&gEffects[i], x, y, z); break; } } } +// For Aquas void func_enmy_80061B68(void) { s32 i; f32 x; @@ -341,12 +343,13 @@ void func_enmy_80061B68(void) { if (gPathVelZ < 0.0f) { z = -gPathProgress + 1000.0f; } - func_enmy_80061958(&gEffects[i], x, y, z); + Effect_Effect346_Setup(&gEffects[i], x, y, z); break; } } } +// Unused void func_enmy_80061CD0(void) { s32 i; f32 x; @@ -361,22 +364,25 @@ void func_enmy_80061CD0(void) { if (gPathVelZ < 0.0f) { z = -gPathProgress + 1000.0f; } - func_enmy_80061958(&gEffects[i], x, y, z); + Effect_Effect346_Setup(&gEffects[i], x, y, z); break; } } } +// Unused void func_enmy_80061E48(Actor* this, f32 xPos, f32 yPos, f32 zPos) { Actor_Initialize(this); this->obj.status = OBJ_INIT; - this->obj.id = OBJ_ACTOR_181; + + this->obj.id = OBJ_ACTOR_ME_METEOR_1; if (Rand_ZeroOne() < 0.5f) { - this->obj.id = OBJ_ACTOR_186; + this->obj.id = OBJ_ACTOR_ME_LASER_CANNON_1; } if (Rand_ZeroOne() < 0.5f) { - this->obj.id = OBJ_ACTOR_182; + this->obj.id = OBJ_ACTOR_ME_METEOR_2; } + this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; @@ -403,17 +409,21 @@ void ActorEvent_Load(ActorEvent* this, ObjectInit* objInit, s32 index) { this->aiType = objInit->id - ACTOR_EVENT_ID; Object_SetInfo(&this->info, this->obj.id); + this->info.cullDistance = 3000.0f; this->fwork[25] = 20000.0f; this->iwork[1] = gPrevEventActorIndex; this->iwork[10] = gActors[gPrevEventActorIndex].aiType; this->fwork[22] = gArwingSpeed; + Matrix_RotateZ(gCalcMatrix, -gFormationInitRot.z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -gFormationInitRot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -gFormationInitRot.y * M_DTOR, MTXF_APPLY); + src.x = this->obj.pos.x - gFormationInitPos.x; src.y = this->obj.pos.y - gFormationInitPos.y; src.z = this->obj.pos.z - gFormationInitPos.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &this->vwork[28]); this->iwork[9] = gFormationLeaderIndex; gPrevEventActorIndex = index; @@ -442,7 +452,7 @@ void Object_Load(ObjectInit* objInit, f32 xMax, f32 xMin, f32 yMax, f32 yMin) { } } if ((objInit->id >= OBJ_ACTOR_START) && (objInit->id < OBJ_ACTOR_MAX)) { - if ((objInit->id == OBJ_ACTOR_267) || (objInit->id == OBJ_ACTOR_254)) { + if ((objInit->id == OBJ_ACTOR_AQ_JELLYFISH) || (objInit->id == OBJ_ACTOR_ZO_SEARCHLIGHT)) { for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Actor_Load(&gActors[i], objInit); @@ -481,7 +491,7 @@ void Object_Load(ObjectInit* objInit, f32 xMax, f32 xMin, f32 yMax, f32 yMin) { } } } - if (objInit->id >= OBJ_EFFECT_START && objInit->id <= OBJ_ID_MAX) { + if ((objInit->id >= OBJ_EFFECT_START) && (objInit->id <= OBJ_ID_MAX)) { switch (objInit->id) { case OBJ_UNK_403: D_MA_801BA1E8 = 99; @@ -496,10 +506,10 @@ void Object_Load(ObjectInit* objInit, f32 xMax, f32 xMin, f32 yMax, f32 yMin) { D_Andross_801A7F78 = objInit->rot.z * 0.1f; D_Andross_801A7F60 = -(f32) objInit->rot.x; break; - case OBJ_UNK_400: + case OBJ_ENV_SMALL_ROCKS_ENABLE: gDrawSmallRocks++; break; - case OBJ_UNK_401: + case OBJ_ENV_SMALL_ROCKS_DISABLE: if (gDrawSmallRocks > 0) { gDrawSmallRocks--; } @@ -552,6 +562,7 @@ void Object_LoadLevelObjects(void) { } else { gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]); } + if (gGroundClipMode == 0) { for (j = 0; j < gDrawSmallRocks; j++) { if (gCurrentLevel == LEVEL_AQUAS) { @@ -561,6 +572,7 @@ void Object_LoadLevelObjects(void) { } } } + if (gCurrentLevel == LEVEL_METEO) { yMax = xMax = 10000.0f; yMin = xMin = -10000.0f; @@ -581,13 +593,14 @@ void Object_LoadLevelObjects(void) { if ((gPlayer[0].pathChangeTimer != 0) && (gPlayer[0].pathChangeYaw > 0.0f)) { xMin = -10000.0f; } + gLastPathChange = 0; for (i = 0, objInit = &gLevelObjects[gObjectLoadIndex]; i < 10000; i++, gObjectLoadIndex++, objInit++) { if (objInit->id <= OBJ_INVALID) { break; } - if (((gPathProgress <= objInit->zPos1) && (objInit->zPos1 <= gPathProgress + 200.0f))) { + if ((gPathProgress <= objInit->zPos1) && (objInit->zPos1 <= gPathProgress + 200.0f)) { if ((gCurrentLevel == LEVEL_VENOM_1) && (objInit->id >= ACTOR_EVENT_ID)) { if (((objInit->rot.y < 180.0f) && (objInit->xPos < gPlayer[0].xPath)) || ((objInit->rot.y > 180.0f) && (gPlayer[0].xPath < objInit->xPos))) { @@ -680,9 +693,11 @@ bool Object_CheckHitboxCollision(Vec3f* pos, f32* hitboxData, Object* obj, f32 x count = *hitboxData; if (count != 0) { hitboxData++; + for (i = 0; i < count; i++, hitboxData += 6) { rotate = 0.0f; hitRot.x = hitRot.y = hitRot.z = 0.0f; + if (*hitboxData >= HITBOX_SHADOW) { return false; } @@ -693,6 +708,7 @@ bool Object_CheckHitboxCollision(Vec3f* pos, f32* hitboxData, Object* obj, f32 x hitRot.z = hitboxData[3]; hitboxData += 4; } + if ((obj->rot.y == 0.0f) && (obj->rot.z == 0.0f) && (obj->rot.x == 0.0f) && (rotate == 0.0f)) { hitPos.x = pos->x; hitPos.y = pos->y; @@ -701,22 +717,28 @@ bool Object_CheckHitboxCollision(Vec3f* pos, f32* hitboxData, Object* obj, f32 x Matrix_RotateZ(gCalcMatrix, -hitRot.z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -hitRot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -hitRot.y * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, -obj->rot.z * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -obj->rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -obj->rot.y * M_DTOR, MTXF_APPLY); + if ((xRot != 0.0f) || (yRot != 0.0f) || (zRot != 0.0f)) { Matrix_RotateZ(gCalcMatrix, -zRot * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -xRot * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -yRot * M_DTOR, MTXF_APPLY); } + sp80.x = pos->x - obj->pos.x; sp80.y = pos->y - obj->pos.y; sp80.z = pos->z - obj->pos.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp80, &sp74); + hitPos.x = obj->pos.x + sp74.x; hitPos.y = obj->pos.y + sp74.y; hitPos.z = obj->pos.z + sp74.z; } + hitbox = (Hitbox*) hitboxData; if (((hitbox->z.size + 20.0f) > fabsf(hitbox->z.offset + obj->pos.z - hitPos.z)) && ((hitbox->x.size + 20.0f) > fabsf(hitbox->x.offset + obj->pos.x - hitPos.x)) && @@ -752,32 +774,37 @@ bool Object_CheckPolyCollision(Vec3f* pos, Vec3f* vel, ObjectId objId, Object* o sp74.x = pos->x - obj->pos.x; sp74.z = pos->z - obj->pos.z; - if (((fabsf(sp74.x) < 1100.0f) && (fabsf(sp74.z) < 1100.0f)) || (objId == OBJ_ACTOR_180)) { + + if (((fabsf(sp74.x) < 1100.0f) && (fabsf(sp74.z) < 1100.0f)) || (objId == OBJ_ACTOR_ME_MOLAR_ROCK)) { sp74.y = pos->y - obj->pos.y; + Matrix_RotateY(gCalcMatrix, -obj->rot.y * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68); + relPos.x = obj->pos.x + sp68.x; relPos.y = obj->pos.y + sp68.y; relPos.z = obj->pos.z + sp68.z; + objPos.x = obj->pos.x; objPos.y = obj->pos.y; objPos.z = obj->pos.z; - if ((objId == OBJ_ACTOR_180) || (objId == OBJ_SCENERY_149) || (objId == OBJ_SCENERY_150) || - (objId == OBJ_BOSS_FO) || (objId == OBJ_BOSS_SZ_GREAT_FOX) || (objId == OBJ_BOSS_VE2) || - (objId == OBJ_BOSS_309) || (objId == OBJ_SCENERY_ME_TUNNEL)) { + + if ((objId == OBJ_ACTOR_ME_MOLAR_ROCK) || (objId == OBJ_SCENERY_FO_MOUNTAIN_2) || + (objId == OBJ_SCENERY_FO_MOUNTAIN_3) || (objId == OBJ_BOSS_FO_BASE) || (objId == OBJ_BOSS_SZ_GREAT_FOX) || + (objId == OBJ_BOSS_VE2_BASE) || (objId == OBJ_BOSS_BO_BASE) || (objId == OBJ_SCENERY_ME_TUNNEL)) { colId = COL1_0; - if (objId == OBJ_BOSS_VE2) { + if (objId == OBJ_BOSS_VE2_BASE) { colId = COL1_9; } if (objId == OBJ_SCENERY_ME_TUNNEL) { colId = COL1_1; - } else if (objId == OBJ_BOSS_FO) { + } else if (objId == OBJ_BOSS_FO_BASE) { colId = COL1_4; - } else if (objId == OBJ_BOSS_309) { + } else if (objId == OBJ_BOSS_BO_BASE) { colId = COL1_7; - } else if (objId == OBJ_SCENERY_149) { + } else if (objId == OBJ_SCENERY_FO_MOUNTAIN_2) { colId = COL1_5; - } else if (objId == OBJ_SCENERY_150) { + } else if (objId == OBJ_SCENERY_FO_MOUNTAIN_3) { colId = COL1_6; } else if (objId == OBJ_BOSS_SZ_GREAT_FOX) { colId = COL1_8; @@ -793,17 +820,18 @@ bool Object_CheckPolyCollision(Vec3f* pos, Vec3f* vel, ObjectId objId, Object* o if (objId == OBJ_SCENERY_CO_BUMP_3) { colId = COL2_3; } - if (objId == OBJ_SCENERY_140) { + if (objId == OBJ_SCENERY_VS_PYRAMID_1) { colId = COL2_4; } - if (objId == OBJ_SCENERY_141) { + if (objId == OBJ_SCENERY_VS_PYRAMID_2) { colId = COL2_6; } - if (objId == OBJ_SCENERY_117) { + if (objId == OBJ_SCENERY_AQ_CORAL_REEF_1) { colId = COL2_14; } else if ((objId == OBJ_SCENERY_CO_BUMP_4) || (objId == OBJ_SCENERY_CO_BUMP_5)) { colId = COL2_1; } + if (func_col2_800A3690(&relPos, &objPos, colId, &sp44)) { return true; } @@ -826,9 +854,12 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { for (i = 0; i < 200; i++, scenery360++) { if (scenery360->obj.status == OBJ_ACTIVE) { if ((scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || - (scenery360->obj.id == OBJ_SCENERY_117) || (scenery360->obj.id == OBJ_SCENERY_141) || - (scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) || - (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_140)) { + (scenery360->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1)) { if (Object_CheckPolyCollision(pos, vel, scenery360->obj.id, &scenery360->obj)) { return 999; } @@ -867,7 +898,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { Object_CheckSingleHitbox(pos, sprite->info.hitbox, &sprite->obj.pos)) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->destroy = 1; + sprite->destroy = true; } return 0; } @@ -878,12 +909,12 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { boss = &gBosses[0]; for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if (boss->obj.status == OBJ_ACTIVE) { - if ((boss->obj.id == OBJ_BOSS_FO) || (boss->obj.id == OBJ_BOSS_VE2) || - (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX) || (boss->obj.id == OBJ_BOSS_309)) { + if ((boss->obj.id == OBJ_BOSS_FO_BASE) || (boss->obj.id == OBJ_BOSS_VE2_BASE) || + (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX) || (boss->obj.id == OBJ_BOSS_BO_BASE)) { if (Object_CheckPolyCollision(pos, vel, boss->obj.id, &boss->obj)) { return 2; } - } else if (boss->obj.id == OBJ_BOSS_310) { + } else if (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD) { temp.x = fabsf(boss->obj.pos.x - pos->x) * (5.0f / 6.0f); temp.y = fabsf(boss->obj.pos.y - pos->y) * 2; temp.z = fabsf(boss->obj.pos.z - pos->z) * (5.0f / 6.0f); @@ -892,7 +923,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { return 2; } } else { - if (boss->obj.id == OBJ_BOSS_KA) { + if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) { temp.x = fabsf(boss->obj.pos.x - pos->x); temp.y = fabsf(boss->obj.pos.y - 300.0f - pos->y) * 7.42f; temp.z = fabsf(boss->obj.pos.z - pos->z); @@ -916,7 +947,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { if ((actor->obj.status >= OBJ_ACTIVE) && (fabsf(pos->x - actor->obj.pos.x) < 1000.0f) && (fabsf(pos->z - actor->obj.pos.z) < 1500.0f) && (index != i) && (actor->info.unk_16 != 2) && !((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->aiType <= AI360_PEPPY)) && (actor->timer_0C2 == 0)) { - if (actor->obj.id == OBJ_ACTOR_180) { + if (actor->obj.id == OBJ_ACTOR_ME_MOLAR_ROCK) { if (Object_CheckPolyCollision(pos, vel, actor->obj.id, &actor->obj)) { return 2; } @@ -953,14 +984,14 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { return 0; } -void func_enmy_80063CAC(Scenery* this) { +void Actor_CoRadar_Init(Scenery* this) { s32 i; for (i = 0; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { Actor_Initialize(&gActors[i]); gActors[i].obj.status = OBJ_INIT; - gActors[i].obj.id = OBJ_ACTOR_193; + gActors[i].obj.id = OBJ_ACTOR_CO_RADAR; gActors[i].obj.pos.x = this->obj.pos.x; gActors[i].obj.pos.y = this->obj.pos.y; gActors[i].obj.pos.z = this->obj.pos.z; @@ -971,7 +1002,7 @@ void func_enmy_80063CAC(Scenery* this) { } } -void func_enmy_80063D58(CoDoors* this) { +void Scenery_Corneria_Init(CoDoors* this) { s32 i; this->obj.pos.y = gGroundHeight; @@ -1001,7 +1032,7 @@ void func_enmy_80063D58(CoDoors* this) { } } -void func_enmy_80063E5C(Scenery* this, f32* hitboxData) { +void Scenery_CoStoneArch_Init(CoStoneArch* this, f32* hitboxData) { s32 i; Item* item; @@ -1021,7 +1052,9 @@ void func_enmy_80063E5C(Scenery* this, f32* hitboxData) { } } +// Unused void func_enmy_80063F4C(s32 arg0) { + /* Unimplemented */ } void func_enmy_80063F58(Item* item) { @@ -1033,10 +1066,10 @@ void func_enmy_80063F74(Item* item) { } void Object_Init(s32 index, ObjectId objId) { - s32 var_a0; - s32 var_a2; - f32 sp54; - f32 sp50; + s32 i; + s32 j; + f32 xRot; + f32 zRot; f32 sp4C; PosRot* var_v0; @@ -1044,7 +1077,7 @@ void Object_Init(s32 index, ObjectId objId) { case OBJ_SPRITE_CO_SMOKE: Effect_SpawnTimedSfxAtPos(&gSprites[index].obj.pos, NA_SE_OB_SMOKE); break; - case OBJ_ACTOR_234: + case OBJ_ACTOR_TI_GREAT_FOX: AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, gActors[index].sfxSource, 0); break; case OBJ_SCENERY_CO_WATERFALL: @@ -1053,52 +1086,52 @@ void Object_Init(s32 index, ObjectId objId) { case OBJ_ACTOR_TEAM_BOSS: ActorTeamBoss_Init(&gActors[index]); break; - case OBJ_ACTOR_235: + case OBJ_ACTOR_ZO_BIRD: gActors[index].fwork[10] = fabsf(Math_ModF(gActors[index].obj.pos.x, 100.0f)); break; - case OBJ_ACTOR_247: - Zoness_Actor247_Init(&gActors[index]); + case OBJ_ACTOR_ZO_BARRIER: + Zoness_ZoBarrier_Init(&gActors[index]); break; case OBJ_EFFECT_368: if (gCurrentLevel == LEVEL_TITANIA) { - Ground_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + gPathProgress, &sp54, &sp4C, - &sp50); + Ground_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + gPathProgress, &xRot, &sp4C, + &zRot); gEffects[index].obj.pos.y = sp4C + 3.0f; - gEffects[index].obj.rot.x = RAD_TO_DEG(sp54); - gEffects[index].obj.rot.z = RAD_TO_DEG(sp50); + gEffects[index].obj.rot.x = RAD_TO_DEG(xRot); + gEffects[index].obj.rot.z = RAD_TO_DEG(zRot); } else if (gCurrentLevel == LEVEL_MACBETH) { gEffects[index].obj.status = OBJ_FREE; } break; case OBJ_SCENERY_TI_RIB_0: - func_enmy_80063E5C(&gScenery[index], D_TI_6006940); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_6006940); break; case OBJ_SCENERY_TI_RIB_1: - func_enmy_80063E5C(&gScenery[index], D_TI_600695C); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_600695C); break; case OBJ_SCENERY_TI_RIB_2: - func_enmy_80063E5C(&gScenery[index], D_TI_6006978); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_6006978); break; case OBJ_SCENERY_TI_RIB_3: - func_enmy_80063E5C(&gScenery[index], D_TI_6006994); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_6006994); break; case OBJ_SCENERY_TI_RIB_4: - func_enmy_80063E5C(&gScenery[index], D_TI_60069B0); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_60069B0); break; case OBJ_SCENERY_TI_RIB_5: - func_enmy_80063E5C(&gScenery[index], D_TI_60069CC); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_60069CC); break; case OBJ_SCENERY_TI_RIB_6: - func_enmy_80063E5C(&gScenery[index], D_TI_60069E8); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_60069E8); break; case OBJ_SCENERY_TI_RIB_7: - func_enmy_80063E5C(&gScenery[index], D_TI_6006A04); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_6006A04); break; case OBJ_SCENERY_TI_RIB_8: - func_enmy_80063E5C(&gScenery[index], D_TI_6006A20); + Scenery_CoStoneArch_Init(&gScenery[index], D_TI_6006A20); break; - case OBJ_SCENERY_CO_RADAR: - func_enmy_80063CAC(&gScenery[index]); + case OBJ_SCENERY_CO_RADAR_DISH: + Actor_CoRadar_Init(&gScenery[index]); break; case OBJ_ITEM_CHECKPOINT: if (gSavedObjectLoadIndex != 0) { @@ -1128,7 +1161,7 @@ void Object_Init(s32 index, ObjectId objId) { } break; case OBJ_SCENERY_CO_STONE_ARCH: - func_enmy_80063E5C(&gScenery[index], gItemRingCheckHitbox); + Scenery_CoStoneArch_Init(&gScenery[index], gItemRingCheckHitbox); /* fallthrough */ case OBJ_SCENERY_CO_HIGHWAY_1: case OBJ_SCENERY_CO_HIGHWAY_2: @@ -1136,46 +1169,46 @@ void Object_Init(s32 index, ObjectId objId) { case OBJ_SCENERY_CO_ARCH_2: case OBJ_SCENERY_CO_ARCH_3: case OBJ_SCENERY_CO_DOORS: - func_enmy_80063D58(&gScenery[index]); + Scenery_Corneria_Init(&gScenery[index]); break; - case OBJ_ACTOR_187: + case OBJ_ACTOR_ME_LASER_CANNON_2: gActors[index].fwork[0] = gActors[index].obj.pos.x; gActors[index].fwork[1] = gActors[index].obj.pos.y; gActors[index].obj.rot.z = gActors[index].obj.rot.x; gActors[index].obj.rot.x = 0.0f; break; - case OBJ_ACTOR_182: - case OBJ_ACTOR_186: + case OBJ_ACTOR_ME_METEOR_2: + case OBJ_ACTOR_ME_LASER_CANNON_1: gActors[index].unk_046 = gFogRed; gActors[index].unk_048 = gFogNear; gActors[index].obj.rot.x = RAND_FLOAT(360.0f); gActors[index].obj.rot.y = RAND_FLOAT(360.0f); break; - case OBJ_ACTOR_181: + case OBJ_ACTOR_ME_METEOR_1: gActors[index].obj.rot.x = RAND_FLOAT(360.0f); gActors[index].obj.rot.y = RAND_FLOAT(360.0f); gActors[index].health = 200; break; - case OBJ_ACTOR_202: + case OBJ_ACTOR_ME_HOPBOT: gActors[index].health = 30; break; - case OBJ_ACTOR_252: + case OBJ_ACTOR_ZO_RADARBUOY: if (gPlayer[0].pos.z < gActors[index].obj.pos.z) { Object_Kill(&gActors[index].obj, gActors[index].sfxSource); } break; - case OBJ_ACTOR_239: - gActors[index].iwork[0] = gZOSnakeWaypointCount; - gZOSnakeWaypointCount++; + case OBJ_ACTOR_ZO_DODORA_WP_COUNT: + gActors[index].iwork[0] = gZoDodoraWaypointCount; + gZoDodoraWaypointCount++; break; - case OBJ_ACTOR_236: - gZOSnakeWaypointCount = 0; + case OBJ_ACTOR_ZO_DODORA: + gZoDodoraWaypointCount = 0; gActors[index].rot_0F4.x = gActors[index].obj.rot.x; gActors[index].rot_0F4.y = gActors[index].obj.rot.y; gActors[index].obj.rot.x = gActors[index].obj.rot.y = 0.0f; gActors[index].fwork[2] = gActors[index].obj.pos.y; - var_v0 = gZOSnakePosRots; - for (var_a0 = 0; var_a0 < 200; var_a0++, var_v0++) { + var_v0 = gZoDodoraPosRots; + for (i = 0; i < 200; i++, var_v0++) { var_v0->pos.x = gActors[index].obj.pos.x; var_v0->pos.y = gActors[index].obj.pos.y; var_v0->pos.z = gActors[index].obj.pos.z; @@ -1184,15 +1217,15 @@ void Object_Init(s32 index, ObjectId objId) { var_v0->rot.z = gActors[index].obj.rot.z; } break; - case OBJ_ACTOR_194: + case OBJ_ACTOR_ME_MORA: gActors[index].unk_046 = 100; - for (var_a0 = 0; var_a0 < 2; var_a0++) { - if (gActor194Status[var_a0] == 0) { - gActor194Status[var_a0] = 1; - gActors[index].unk_046 = var_a0; - for (var_a2 = 0; var_a2 < 100; var_a2++) { - gActor194yPos[var_a0][var_a2] = gActors[index].obj.pos.y; - gActor194zPos[var_a0][var_a2] = gActors[index].obj.pos.z; + for (i = 0; i < 2; i++) { + if (gMeMoraStatus[i] == 0) { + gMeMoraStatus[i] = 1; + gActors[index].unk_046 = i; + for (j = 0; j < 100; j++) { + gMeMoraYpos[i][j] = gActors[index].obj.pos.y; + gMeMoraZpos[i][j] = gActors[index].obj.pos.z; } break; } @@ -1205,163 +1238,163 @@ void Object_Init(s32 index, ObjectId objId) { case OBJ_MISSILE_SEEK_PLAYER: AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_ENGINE, gActors[index].sfxSource, 4); break; - case OBJ_ACTOR_192: + case OBJ_ACTOR_CO_SKIBOT: gActors[index].drawShadow = true; break; - case OBJ_BOSS_320: - Andross_Boss320_Init(&gBosses[index]); + case OBJ_BOSS_AND_ANDROSS: + Andross_AndAndross_Init(&gBosses[index]); break; - case OBJ_BOSS_KA: - Katina_BossSetup(&gBosses[index]); + case OBJ_BOSS_KA_SAUCERER: + Katina_KaSaucerer_Init(&gBosses[index]); break; - case OBJ_BOSS_SY: - SectorY_Boss314_Init(&gBosses[index]); + case OBJ_BOSS_SY_SHOGUN: + SectorY_SyShogun_Init(&gBosses[index]); break; - case OBJ_ACTOR_205: - case OBJ_ACTOR_206: - case OBJ_ACTOR_208: - case OBJ_ACTOR_209: - case OBJ_ACTOR_210: - case OBJ_ACTOR_211: - case OBJ_ACTOR_212: - case OBJ_ACTOR_213: - Macbeth_80199F8C(&gActors[index]); + case OBJ_ACTOR_MA_LOCOMOTIVE: + case OBJ_ACTOR_MA_TRAIN_CAR_1: + case OBJ_ACTOR_MA_TRAIN_CAR_2: + case OBJ_ACTOR_MA_TRAIN_CAR_3: + case OBJ_ACTOR_MA_TRAIN_CAR_4: + case OBJ_ACTOR_MA_TRAIN_CAR_5: + case OBJ_ACTOR_MA_TRAIN_CAR_6: + case OBJ_ACTOR_MA_TRAIN_CAR_7: + Macbeth_Train_Init(&gActors[index]); break; case OBJ_ACTOR_207: - Macbeth_801A7D98(&gActors[index]); + Macbeth_Actor207_Init(&gActors[index]); break; - case OBJ_ACTOR_214: - Macbeth_801A3E70(&gActors[index]); + case OBJ_ACTOR_MA_RAILROAD_SWITCH: + Macbeth_MaMaRailroadSwitch_Init(&gActors[index]); break; - case OBJ_ACTOR_215: - Macbeth_801A4660(&gActors[index]); + case OBJ_ACTOR_MA_BOULDER: + Macbeth_MaBoulder_Init(&gActors[index]); break; - case OBJ_ACTOR_223: - Macbeth_801A4AF8(&gActors[index]); + case OBJ_ACTOR_MA_RAILWAY_SIGNAL: + Macbeth_MaRailwaySignal_Init(&gActors[index]); break; - case OBJ_ACTOR_216: - case OBJ_ACTOR_217: - Macbeth_801A5E2C(&gActors[index]); + case OBJ_ACTOR_MA_HORIZONTAL_LOCK_BAR: + case OBJ_ACTOR_MA_VERTICAL_LOCK_BAR: + Macbeth_LockBars_Init(&gActors[index]); break; - case OBJ_ACTOR_218: - Macbeth_801A6134(&gActors[index]); + case OBJ_ACTOR_MA_BARRIER: + Macbeth_MaBarrier_Init(&gActors[index]); break; - case OBJ_SCENERY_65: - Macbeth_801A65E0(&gScenery[index]); + case OBJ_SCENERY_MA_PROXIMITY_LIGHT: + Macbeth_MaProximityLight_Init(&gScenery[index]); break; case OBJ_ACTOR_CO_GARUDA_2: case OBJ_ACTOR_CO_GARUDA_3: - Corneria_IBeam_Init(&gActors[index]); + Corneria_CoIBeam_Init(&gActors[index]); /* fallthrough */ case OBJ_ACTOR_CO_GARUDA_1: gActors[index].health = 24; AUDIO_PLAY_SFX(NA_SE_EN_TANK_RB_ENGINE, gActors[index].sfxSource, 4); break; - case OBJ_BOSS_297: - Meteo_Boss297_Init(&gBosses[index]); + case OBJ_BOSS_ME_CRUSHER: + Meteo_MeCrusher_Init(&gBosses[index]); break; - case OBJ_BOSS_299: + case OBJ_BOSS_UNK_299: Boss299_Init(&gBosses[index]); break; - case OBJ_BOSS_300: + case OBJ_BOSS_UNK_300: Boss300_Init(&gBosses[index]); break; case OBJ_BOSS_CO_GRANGA: Corneria_Granga_Init(&gBosses[index]); break; case OBJ_BOSS_CO_CARRIER: - Corneria_Carrier_Init(&gBosses[index]); + Corneria_CoCarrier_Init(&gBosses[index]); break; - case OBJ_BOSS_A6: - Area6_BossA6_Init(&gBosses[index]); + case OBJ_BOSS_A6_GORGON: + Area6_A6Gorgon_Init(&gBosses[index]); break; - case OBJ_ACTOR_231: - Titania_Actor231_Init(&gActors[index]); + case OBJ_ACTOR_TI_BOMB: + Titania_TiBomb_Init(&gActors[index]); break; - case OBJ_ACTOR_232: - Titania_8018ADC4(&gActors[index]); + case OBJ_ACTOR_TI_RASCO: + Titania_TiRasco_Init(&gActors[index]); break; - case OBJ_ACTOR_233: - Titania_80189B80(&gActors[index]); + case OBJ_ACTOR_TI_FEKUDA: + Titania_TiFekuda_Init(&gActors[index]); break; - case OBJ_ACTOR_229: - Titania_8018BFB0(&gActors[index]); + case OBJ_ACTOR_TI_DESERT_CRAWLER: + Titania_TiDesertCrawler_Init(&gActors[index]); break; - case OBJ_ACTOR_227: - Titania_8018E3CC(&gActors[index]); + case OBJ_ACTOR_TI_DELPHOR: + Titania_TiDelphor_Init(&gActors[index]); break; - case OBJ_ACTOR_228: - Titania_8018E5E8(&gActors[index]); + case OBJ_ACTOR_TI_DELPHOR_HEAD: + Titania_TiDelphorHead_Init(&gActors[index]); break; case OBJ_SPRITE_TI_CACTUS: - Titania_8018EFF0(&gSprites[index]); + Titania_TiCactus_Init(&gSprites[index]); break; - case OBJ_BOSS_TI: - Titania_Boss306_Init(&gBosses[index]); + case OBJ_BOSS_TI_GORAS: + Titania_TiGoras_Init(&gBosses[index]); break; - case OBJ_ACTOR_240: - Zoness_801915A4(&gActors[index]); + case OBJ_ACTOR_ZO_Z_GULL: + Zoness_ZoEnergyBall_Init(&gActors[index]); break; - case OBJ_ACTOR_241: - Zoness_80191BB8(&gActors[index]); + case OBJ_ACTOR_ZO_ENERGY_BALL: + Zoness_ZoEnergyBall_Init2(&gActors[index]); break; - case OBJ_BOSS_ZO: - Zoness_BossZo_Init(&gBosses[index]); + case OBJ_BOSS_ZO_SARUMARINE: + Zoness_ZoSarumarine_Init(&gBosses[index]); break; - case OBJ_ACTOR_250: - Zoness_8019B1F0(&gActors[index]); + case OBJ_ACTOR_ZO_CARGOSHIP: + Zoness_ZoCargoShip_Init(&gActors[index]); break; - case OBJ_ACTOR_251: - Zoness_8019B810(&gActors[index]); + case OBJ_ACTOR_ZO_CONTAINER: + Zoness_ZoContainer_Init(&gActors[index]); break; - case OBJ_ACTOR_253: - Zoness_8019C200(&gActors[index]); + case OBJ_ACTOR_ZO_SUPPLYCRANE: + Zoness_ZoSupplyCrane_Init(&gActors[index]); break; case OBJ_ACTOR_255: - Aquas_801AD688(&gActors[index]); + Aquas_Actor255_Init(&gActors[index]); break; case OBJ_ACTOR_256: - Aquas_801AE3AC(&gActors[index]); + Aquas_Actor256_Init(&gActors[index]); break; case OBJ_ACTOR_257: - Aquas_801AF9FC(&gActors[index]); + Aquas_Actor257_Init(&gActors[index]); break; - case OBJ_BOSS_AQ: - Aquas_BossAq_Init(&gBosses[index]); + case OBJ_BOSS_AQ_BACOON: + Aquas_AqBacoon_Init(&gBosses[index]); break; - case OBJ_ACTOR_259: - Aquas_801B6344(&gActors[index]); + case OBJ_ACTOR_AQ_ANGLERFISH: + Aquas_AqAnglerFish_Init(&gActors[index]); break; - case OBJ_ACTOR_262: - Aquas_801B6E54(&gActors[index]); + case OBJ_ACTOR_AQ_SPINDLYFISH: + Aquas_AqSpindlyFish_Init(&gActors[index]); break; - case OBJ_ACTOR_260: - Aquas_801B7AF0(&gActors[index]); + case OBJ_ACTOR_AQ_GAROA: + Aquas_AqGaroa_Init(&gActors[index]); break; - case OBJ_SCENERY_57: - Titania_8018F0D8(&gScenery[index]); + case OBJ_SCENERY_TI_PILLAR: + Titania_TiPillar_Init(&gScenery[index]); break; - case OBJ_BOSS_VE1: - Venom1_Boss319_Init(&gBosses[index]); + case OBJ_BOSS_VE1_GOLEMECH: + Venom1_Ve1Golemech_Init(&gBosses[index]); break; - case OBJ_ACTOR_280: - Venom1_8019250C(&gActors[index]); + case OBJ_ACTOR_VE1_PILLAR_1: + Venom1_Ve1Pillar1_Init(&gActors[index]); break; - case OBJ_ACTOR_281: - case OBJ_ACTOR_282: - Venom1_80192CB0(&gActors[index]); + case OBJ_ACTOR_VE1_PILLAR_2: + case OBJ_ACTOR_VE1_PILLAR_3: + Venom1_Ve1Pillar2_3_Init(&gActors[index]); break; - case OBJ_ACTOR_283: - Venom1_80192EA4(&gActors[index]); + case OBJ_ACTOR_VE1_PILLAR_4: + Venom1_Ve1Pillar4_Init(&gActors[index]); break; - case OBJ_ACTOR_284: - Venom1_801933B4(&gActors[index]); + case OBJ_ACTOR_VE1_MONKEY_STATUE: + Venom1_Ve1MonkeyStatue_Init(&gActors[index]); break; - case OBJ_ACTOR_265: - Aquas_801BA57C(&gActors[index]); + case OBJ_ACTOR_AQ_BOULDER: + Venom1_AqBoulder_Init(&gActors[index]); break; - case OBJ_ACTOR_267: - Aquas_801BB26C(&gActors[index]); + case OBJ_ACTOR_AQ_JELLYFISH: + Venom1_AqJellyfish_Init(&gActors[index]); break; } } @@ -1380,10 +1413,10 @@ void Scenery_UpdateTitaniaBones(Scenery* this) { } } -void func_enmy_80065380(Actor182* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg5, f32 arg6) { +void func_enmy_80065380(MeMeteor2* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg5, f32 arg6) { Actor_Initialize(this); this->obj.status = OBJ_ACTIVE; - this->obj.id = OBJ_ACTOR_182; + this->obj.id = OBJ_ACTOR_ME_METEOR_2; this->timer_0BC = RAND_INT(10.0f) + 10; this->timer_0C2 = 30; this->vel.x = arg4; @@ -1413,23 +1446,24 @@ void func_enmy_8006546C(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 arg4, f32 ar void func_enmy_800654E4(Object* obj) { f32 temp_fs0; f32 temp_fs1; - s32 var_s1; + s32 i; func_effect_8007D2C8(obj->pos.x, obj->pos.y, obj->pos.z, 12.0f); - for (var_s1 = 0; var_s1 < 4; var_s1++) { + + for (i = 0; i < 4; i++) { func_enmy_8006546C(obj->pos.x, obj->pos.y, obj->pos.z, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(-20.0f)); } } -void func_enmy_800655C8(Actor190* this, f32 xPos, f32 yPos, f32 zPos, s32 arg4) { +void func_enmy_800655C8(ActorMissileSeekTeam* this, f32 xPos, f32 yPos, f32 zPos, s32 eventType) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_MISSILE_SEEK_TEAM; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; - this->eventType = arg4; + this->eventType = eventType; this->timer_0BE = 50; if (this->eventType == 1) { this->timer_0BE = 30; @@ -1449,8 +1483,7 @@ void func_enmy_8006566C(f32 xPos, f32 yPos, f32 zPos, s32 arg3) { } } -// Actors 190 & 191 -void Actors190_191_Update(Actor* this) { +void ActorMissileSeek_Update(Actor* this) { s32 i; s32 j; f32 spD4; @@ -1747,7 +1780,7 @@ void Actor_Despawn(Actor* this) { } } -void Actor192_Update(Actor192* this) { +void ActorSkibot_Update(ActorSkibot* this) { this->gravity = 0.4f; if (this->obj.pos.y <= gGroundHeight + 130.0f) { @@ -1815,7 +1848,7 @@ void Actor192_Update(Actor192* this) { } } -void func_enmy_8006684C(Actor192* this) { +void func_enmy_8006684C(ActorSkibot* this) { s32 pad; if (this->timer_0BE != 0) { @@ -1835,13 +1868,13 @@ void func_enmy_8006684C(Actor192* this) { this->obj.rot.x += 11.0f; this->obj.rot.y += 7.0f; if (this->vel.y < -3.0f) { - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y + 30.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 7.0f, 5); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y + 30.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 7.0f, 5); this->timer_0BE = 3; } } } -void Actor193_Update(Actor193* this) { +void ActorRadar_Update(CoRadar* this) { if (this->timer_0BC != 0) { if (this->timer_0BC == 1) { Object_Kill(&this->obj, this->sfxSource); @@ -1850,14 +1883,14 @@ void Actor193_Update(Actor193* this) { this->obj.rot.y += 5.0f; if (this->dmgType != DMG_NONE) { func_effect_8007D0E0(this->obj.pos.x, this->obj.pos.y + 130.0f, this->obj.pos.z, 8.0f); - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y + 130.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 4.0f, 5); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y + 130.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 4.0f, 5); this->timer_0BC = 4; Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_OB_EXPLOSION_S); } } } -void Actor180_Update(Actor180* this) { +void MeMolarRock_Update(MeMolarRock* this) { } void func_enmy_80066A8C(CoBuilding9* this) { @@ -2015,7 +2048,7 @@ void Item_SpinPickup(Item* this) { src.y = RAND_FLOAT_CENTERED(120.0f); src.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - func_effect_80078E50(this->obj.pos.x + dest.x, this->obj.pos.y + dest.y, this->obj.pos.z + dest.z, 3.0f); + Effect_Effect393_Spawn(this->obj.pos.x + dest.x, this->obj.pos.y + dest.y, this->obj.pos.z + dest.z, 3.0f); } this->obj.rot.y += this->unk_50; this->obj.rot.y = Math_ModF(this->obj.rot.y, 360.0f); @@ -2092,7 +2125,7 @@ void ActorSupplies_Update(ActorSupplies* this) { D_enmy_800CFEC4[i].z + this->obj.pos.z, D_enmy_800CFF0C[i].y + this->obj.rot.y, D_enmy_800CFF0C[i].x + this->obj.rot.x, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(10.0f) + 10.0f, RAND_FLOAT_CENTERED(40.0f)); - func_effect_800794CC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.6f); + Effect_Effect357_Spawn50(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.6f); } Object_Kill(&this->obj, this->sfxSource); } @@ -2316,8 +2349,8 @@ void ItemSupplyRing_Update(Item* this) { src.y = this->width * 100.0f; src.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - func_effect_80078E50(this->obj.pos.x + dest.x, this->obj.pos.y + dest.y, this->obj.pos.z + dest.z, - 3.5f); + Effect_Effect393_Spawn(this->obj.pos.x + dest.x, this->obj.pos.y + dest.y, this->obj.pos.z + dest.z, + 3.5f); } break; } @@ -2568,43 +2601,43 @@ void Object_Dying(s32 index, ObjectId objId) { } break; - case OBJ_ACTOR_202: + case OBJ_ACTOR_ME_HOPBOT: func_enmy2_800763A4(&gActors[index]); break; - case OBJ_ACTOR_194: - Actor194_Dying(&gActors[index]); + case OBJ_ACTOR_ME_MORA: + MeMora_Dying(&gActors[index]); break; - case OBJ_ACTOR_186: + case OBJ_ACTOR_ME_LASER_CANNON_1: Meteo_80187B08(&gActors[index]); break; - case OBJ_ACTOR_181: + case OBJ_ACTOR_ME_METEOR_1: Object_Kill(&gActors[index].obj, gActors[index].sfxSource); func_effect_8007D2C8(gActors[index].obj.pos.x, gActors[index].obj.pos.y, gActors[index].obj.pos.z, 20.0f); break; - case OBJ_ACTOR_182: + case OBJ_ACTOR_ME_METEOR_2: Object_Kill(&gActors[index].obj, gActors[index].sfxSource); func_effect_8007D2C8(gActors[index].obj.pos.x, gActors[index].obj.pos.y, gActors[index].obj.pos.z, 10.0f); Actor_Despawn(&gActors[index]); break; - case OBJ_ACTOR_192: + case OBJ_ACTOR_CO_SKIBOT: func_enmy_8006684C(&gActors[index]); break; - case OBJ_BOSS_TI: + case OBJ_BOSS_TI_GORAS: Titania_801990DC(&gBosses[index]); break; - case OBJ_ACTOR_232: - Titania_8018B720(&gActors[index]); + case OBJ_ACTOR_TI_RASCO: + Titania_TiRasco_Dying(&gActors[index]); break; - case OBJ_BOSS_VE1: - Venom1_80198594(&gBosses[index]); + case OBJ_BOSS_VE1_GOLEMECH: + Venom1_Ve1Golemech_Dying(&gBosses[index]); break; } } @@ -2623,7 +2656,7 @@ void Actor_Move(Actor* this) { } var_fv0 = 4000.0f; - if ((this->obj.id == OBJ_ACTOR_236) || (gCurrentLevel == LEVEL_MACBETH) || + if ((this->obj.id == OBJ_ACTOR_ZO_DODORA) || (gCurrentLevel == LEVEL_MACBETH) || ((this->obj.id == OBJ_ACTOR_EVENT) && (this->eventType == EVID_56))) { var_fv0 = 8000.0f; } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) { @@ -2637,27 +2670,27 @@ void Actor_Move(Actor* this) { Object_Kill(&this->obj, this->sfxSource); switch (this->obj.id) { - case OBJ_ACTOR_236: - gZOSnakeWaypointCount = 0; + case OBJ_ACTOR_ZO_DODORA: + gZoDodoraWaypointCount = 0; break; - case OBJ_ACTOR_229: + case OBJ_ACTOR_TI_DESERT_CRAWLER: Titania_8018E3B0(this); break; - case OBJ_ACTOR_194: - gActor194Status[this->unk_046] = 0; + case OBJ_ACTOR_ME_MORA: + gMeMoraStatus[this->unk_046] = 0; break; case OBJ_ACTOR_EVENT: if ((this->eventType >= EVID_200) && (this->eventType < EVID_300)) { - gActor194Status[this->unk_046] = 0; + gMeMoraStatus[this->unk_046] = 0; } else if ((this->eventType == EVID_SX_WARP_GATE) && (this->unk_046 != 2)) { gRingPassCount = -1; } break; - case OBJ_ACTOR_252: + case OBJ_ACTOR_ZO_RADARBUOY: gMissedZoSearchlight = true; break; } @@ -2791,7 +2824,7 @@ void Actor_Update(Actor* this) { case OBJ_INIT: this->obj.status = OBJ_ACTIVE; Object_Init(this->index, this->obj.id); - if (this->obj.id != OBJ_ACTOR_252) { + if (this->obj.id != OBJ_ACTOR_ZO_RADARBUOY) { Actor_Move(this); } break; @@ -3046,7 +3079,7 @@ void Object_Update(void) { } } else if (gVersusMode) { for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { - if ((scenery360->obj.status != OBJ_FREE) && (scenery360->obj.id == OBJ_SCENERY_146)) { + if ((scenery360->obj.status != OBJ_FREE) && (scenery360->obj.id == OBJ_SCENERY_VS_SPACE_JUNK_3)) { if ((i % 2) != 0) { scenery360->obj.rot.y += 0.5f; } else { diff --git a/src/engine/fox_enmy2.c b/src/engine/fox_enmy2.c index f647430c..ee920c7e 100644 --- a/src/engine/fox_enmy2.c +++ b/src/engine/fox_enmy2.c @@ -70,9 +70,11 @@ void func_enmy2_8006A900(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { } void Actor237_Update(Actor237* this) { + /* Unimplemented */ } void Actor237_Draw(Actor237* this) { + /* Unimplemented */ } void Obj54_8006A984(Effect* this, f32 xPos, f32 yPos, f32 zPos) { @@ -120,17 +122,18 @@ void CoWaterfall_Update(CoWaterfall* this) { } } -bool Actor201_8006ABA4(Actor201* this) { +bool MeteoBall_IsCloseToPlayer(MeteoBall* this) { if ((fabsf(this->obj.pos.x - gPlayer[0].pos.x) < 700.0f) && (fabsf(this->obj.pos.y - gPlayer[0].pos.y) < 700.0f)) { return true; } return false; } -void Actor201_Update(Actor201* this) { +// Unused Meteo Ball +void MeteoBall_Update(MeteoBall* this) { f32 sp2C; - if (Actor201_8006ABA4(this) && (this->timer_0BC == 0)) { + if (MeteoBall_IsCloseToPlayer(this) && (this->timer_0BC == 0)) { Effect_EnemyLaser(OBJ_EFFECT_ENEMY_LASER_1, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, gEnemyShotSpeed); this->timer_0BC = 20; } @@ -141,7 +144,7 @@ void Actor201_Update(Actor201* this) { sqrtf(SQ(gPlayer[0].cam.eye.z - sp2C) + SQ(gPlayer[0].cam.eye.x - this->obj.pos.x)))); } -void Actor202_Update(Actor202* this) { +void ActorHopBot_Update(ActorHopBot* this) { bool sp34; this->gravity = 1.5f; @@ -213,8 +216,8 @@ void Actor202_Update(Actor202* this) { this->health -= 10; if ((this->health <= 0) || (this->dmgType >= DMG_EXPLOSION)) { func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, 10.0f); - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, 8.0f, 30); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, 8.0f, 30); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); gHitCount += this->info.bonus; @@ -223,12 +226,12 @@ void Actor202_Update(Actor202* this) { this->dmgType = DMG_NONE; this->timer_0C6 = 20; AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); - func_effect_8007D1E0(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, 5.0f); + Effect_Effect341_Spawn(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, 5.0f); } } } -void Actor194_Update(Actor194* this) { +void MeMora_Update(MeMora* this) { } static s16 D_800CFF94[16] = { @@ -240,9 +243,9 @@ static f32 D_800CFFC4[16] = { }; static Gfx* D_800D0004[3] = { D_ENMY_SPACE_4000170, D_ENMY_SPACE_40084D0, D_ENMY_SPACE_400A630 }; -void Actor194_Dying(Actor194* this) { +void MeMora_Dying(MeMora* this) { Vec3f sp34; - s32 temp_hi; + s32 index; this->counter_04E++; @@ -250,12 +253,12 @@ void Actor194_Dying(Actor194* this) { this->counter_04E = 0; } - gActor194xPos[this->unk_046][this->counter_04E] = this->obj.pos.x; - gActor194yPos[this->unk_046][this->counter_04E] = this->obj.pos.y; - gActor194zPos[this->unk_046][this->counter_04E] = this->obj.pos.z; - gActor194xRot[this->unk_046][this->counter_04E] = this->obj.rot.x; - gActor194yRot[this->unk_046][this->counter_04E] = this->obj.rot.y; - gActor194zRot[this->unk_046][this->counter_04E] = this->obj.rot.z; + gMeMoraXpos[this->unk_046][this->counter_04E] = this->obj.pos.x; + gMeMoraYpos[this->unk_046][this->counter_04E] = this->obj.pos.y; + gMeMoraZpos[this->unk_046][this->counter_04E] = this->obj.pos.z; + gMeMoraXrot[this->unk_046][this->counter_04E] = this->obj.rot.x; + gMeMoraYrot[this->unk_046][this->counter_04E] = this->obj.rot.y; + gMeMoraZrot[this->unk_046][this->counter_04E] = this->obj.rot.z; this->obj.rot.x -= 10.0f; this->obj.rot.y += 3.0f; @@ -268,13 +271,13 @@ void Actor194_Dying(Actor194* this) { this->vel.z = sp34.z; if ((this->timer_0BC == 0) && ((gGameFrameCount % 4) == 0)) { - temp_hi = (D_800CFF94[this->unk_04A] + this->counter_04E) % 100; + index = (D_800CFF94[this->unk_04A] + this->counter_04E) % 100; if (this->unk_04A == 0) { - func_effect_8007D2C8(gActor194xPos[this->unk_046][temp_hi], gActor194yPos[this->unk_046][temp_hi], - gActor194zPos[this->unk_046][temp_hi], 7.0f); + func_effect_8007D2C8(gMeMoraXpos[this->unk_046][index], gMeMoraYpos[this->unk_046][index], + gMeMoraZpos[this->unk_046][index], 7.0f); } else { - func_effect_8007D2C8(gActor194xPos[this->unk_046][temp_hi], gActor194yPos[this->unk_046][temp_hi], - gActor194zPos[this->unk_046][temp_hi], 4.0f); + func_effect_8007D2C8(gMeMoraXpos[this->unk_046][index], gMeMoraYpos[this->unk_046][index], + gMeMoraZpos[this->unk_046][index], 4.0f); } AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); @@ -282,15 +285,15 @@ void Actor194_Dying(Actor194* this) { if (this->unk_04A > 15) { Object_Kill(&this->obj, this->sfxSource); - gActor194Status[this->unk_046] = 0; + gMeMoraStatus[this->unk_046] = 0; gHitCount += this->info.bonus; D_ctx_80177850 = 15; } } } -void Actor194_8006B46C(Actor194* this, f32 xTrans, f32 yTrans, f32 zTrans, f32 xRot, f32 yRot, f32 zRot, u8 arg7, - f32 scale, s32 arg9) { +void MeMora_8006B46C(MeMora* this, f32 xTrans, f32 yTrans, f32 zTrans, f32 xRot, f32 yRot, f32 zRot, u8 arg7, f32 scale, + s32 arg9) { Vec3f sp34 = { 0.0f, 0.0f, 0.0f }; Matrix_Push(&gGfxMatrix); @@ -328,16 +331,15 @@ void Actor194_8006B46C(Actor194* this, f32 xTrans, f32 yTrans, f32 zTrans, f32 x RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } -void Actor194_Draw(Actor194* this) { - s16 var_s0; - s16 temp_hi; +void MeMora_Draw(MeMora* this) { + s16 i; + s16 j; - for (var_s0 = this->unk_04A; var_s0 < 16; var_s0++) { - temp_hi = (D_800CFF94[var_s0] + this->counter_04E) % 100; - Actor194_8006B46C(this, gActor194xPos[this->unk_046][temp_hi], gActor194yPos[this->unk_046][temp_hi], - gActor194zPos[this->unk_046][temp_hi], gActor194xRot[this->unk_046][temp_hi], - gActor194yRot[this->unk_046][temp_hi], gActor194zRot[this->unk_046][temp_hi], - D_800CFFB4[var_s0], D_800CFFC4[var_s0], this->timer_0C6 % 2U); + for (i = this->unk_04A; i < ARRAY_COUNT(D_800CFF94); i++) { + j = (D_800CFF94[i] + this->counter_04E) % 100; + MeMora_8006B46C(this, gMeMoraXpos[this->unk_046][j], gMeMoraYpos[this->unk_046][j], + gMeMoraZpos[this->unk_046][j], gMeMoraXrot[this->unk_046][j], gMeMoraYrot[this->unk_046][j], + gMeMoraZrot[this->unk_046][j], D_800CFFB4[i], D_800CFFC4[i], this->timer_0C6 % 2U); } } @@ -394,7 +396,7 @@ void func_enmy2_8006BB1C(f32 xPos, f32 yPos, f32 zPos) { } } -void Actor196_Update(Actor196* this) { +void ActorMoleMissile_Update(ActorMoleMissile* this) { Vec3f sp44; switch (this->state) { @@ -481,7 +483,7 @@ void Actor196_Update(Actor196* this) { } if ((this->dmgType != DMG_NONE) && (this->animFrame != 0)) { - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, this->vel.y, 0.0f, 3.0f, 5); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, this->vel.y, 0.0f, 3.0f, 5); Object_Kill(&this->obj, this->sfxSource); this->itemDrop = DROP_SILVER_RING; Actor_Despawn(this); @@ -489,8 +491,8 @@ void Actor196_Update(Actor196* this) { this->dmgType = DMG_NONE; } -static f32 D_800D001C[5] = { 0.0f, 30.0f, 60.0f, -60.0f, -30.0f }; // could be in-function void func_enmy2_8006BF7C(f32 xPos, f32 yPos, f32 zPos) { + static f32 D_800D001C[5] = { 0.0f, 30.0f, 60.0f, -60.0f, -30.0f }; s32 i; for (i = 0; i < ARRAY_COUNT(D_800D001C); i++) { @@ -664,7 +666,7 @@ void ActorDebris_Update(ActorDebris* this) { if (((this->timer_0BC == 0) || (Object_CheckCollision(this->index, &this->obj.pos, &D_800D0030, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 10.0f))) && (this->timer_0BE == 0)) { - func_effect_8007B8F8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); + Effect_Effect364_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } @@ -675,7 +677,7 @@ void ActorDebris_Update(ActorDebris* this) { if (((this->timer_0BC == 0) || (Object_CheckCollision(this->index, &this->obj.pos, &D_800D0030, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 10.0f))) && (this->timer_0BE == 0)) { - func_effect_8007B8F8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); + Effect_Effect364_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } @@ -696,7 +698,7 @@ void ActorDebris_Update(ActorDebris* this) { if (((this->timer_0BC == 0) || (Object_CheckCollision(this->index, &this->obj.pos, &D_800D0030, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 10.0f))) && (this->timer_0BE == 0)) { - func_effect_8007B8F8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); + Effect_Effect364_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 50.0f, this->scale * 10.0f); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } @@ -706,8 +708,8 @@ void ActorDebris_Update(ActorDebris* this) { if (((this->timer_0BC == 0) || (Object_CheckCollision(this->index, &this->obj.pos, &D_800D0030, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 10.0f))) && (this->timer_0BE == 0)) { - func_effect_8007B8F8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 70.0f, this->scale * 20.0f); - func_effect_8007B8F8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 70.0f, this->scale * 20.0f); + Effect_Effect364_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 70.0f, this->scale * 20.0f); + Effect_Effect364_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + 70.0f, this->scale * 20.0f); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } @@ -792,7 +794,7 @@ void ActorDebris_Update(ActorDebris* this) { Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } if (Play_CheckDynaFloorCollision(&sp44, &sp40, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z)) { - func_effect_8007B228(this->obj.pos.x, sp44, this->obj.pos.z, 2.0f); + Effect_Effect381_Spawn(this->obj.pos.x, sp44, this->obj.pos.z, 2.0f); Object_Kill(&this->obj, this->sfxSource); } } else if (this->state >= 10) { @@ -803,8 +805,8 @@ void ActorDebris_Update(ActorDebris* this) { (Object_CheckCollision(this->index, &this->obj.pos, &D_800D0030, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 10.0f))) && (this->timer_0BE == 0)) { - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, this->scale * 1.5f, 4); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, this->scale * 1.5f, 4); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); } @@ -831,12 +833,12 @@ void ActorDebris_Update(ActorDebris* this) { if ((this->state != 2) && (this->state != 4)) { func_enmy2_8006BF7C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z); } else if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, - this->obj.pos.z, 1.0f); - func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, - this->obj.pos.z, 1.0f); - func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, - this->obj.pos.z, 1.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, + this->obj.pos.z, 1.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, + this->obj.pos.z, 1.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + this->obj.pos.x, this->obj.pos.y, + this->obj.pos.z, 1.0f); } } @@ -909,7 +911,7 @@ void func_enmy2_8006D0F4(Actor* this) { } } -void MeteoTunnel_Update(MeteoTunnel* this) { +void MeteoTunnel_Update(MeTunnel* this) { this->obj.rot.z += 1.0f; } @@ -952,7 +954,7 @@ static EventActorInfo sEventActorInfo[108] = { /* 10 */ { D_ENMY_SPACE_400BD20, gCubeHitbox200, 2.0f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 11 */ { D_ENMY_SPACE_4001310, gCubeHitbox100, 1.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ALIEN_FLY, 0, 1.0f, 1 }, /* 12 */ { D_ENMY_SPACE_400B390, gCubeHitbox100, 2.0f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, - /* 13 */ { D_ME_6018C00, gCubeHitbox100, 2.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, + /* 13 */ { aMeMeteor1DL, gCubeHitbox100, 2.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 14 */ { D_ME_601F2A0, gCubeHitbox400, 7.0f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 15 */ { D_ENMY_SPACE_400AAE0, gCubeHitbox100, 1.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 16 */ { D_ENMY_SPACE_4000650, gCubeHitbox100, 1.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ALIEN_FLY, 0, 1.0f, 1 }, @@ -980,23 +982,23 @@ static EventActorInfo sEventActorInfo[108] = { /* 38 */ { NULL, D_SX_603238C, 1.0f, 500.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 39 */ { D_SX_6020D20, D_SX_60328CC, -1.0f, 2100.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 40 */ { NULL, gNoHitbox, 1.0f, 100.0f, 3001.0f, 2, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 41 */ { D_SY_60097E0, D_SY_6034478, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 42 */ { D_SY_601D730, D_SY_603450C, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 41 */ { aSyShip1DL, aSyShip1Hitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 42 */ { aSyShip2DL, aSyShip2Hitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 43 */ { NULL, gCubeHitbox100, 1.0f, 20000.0f, 3000.0f, 1, 0, EISFX_ARWING_ENGINE_FG, 0, 0.0f, 0 }, - /* 44 */ { D_SY_60102C0, D_SY_6034588, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 44 */ { aSyShip3DL, aSyShip3Hitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 45 */ { D_ME_6017B60, gCubeHitbox200, -1.0f, 300.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 46 */ { D_ZO_6004D00, gCubeHitbox200, 1.0f, 100.0f, 3000.0f, 1, 0, EISFX_EN_SHIP_ENGINE_S, 0, 1.0f, 1 }, /* 47 */ { D_ME_601A880, gCubeHitbox100, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 48 */ { NULL, D_SY_603405C, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, - /* 49 */ { NULL, D_SY_603405C, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, - /* 50 */ { NULL, D_SY_603405C, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, + /* 48 */ { NULL, aSyRobotHitbox, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, + /* 49 */ { NULL, aSyRobotHitbox, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, + /* 50 */ { NULL, aSyRobotHitbox, 0.3f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 51 */ { D_SY_6015D60, D_SY_6034124, 2.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 52 */ { NULL, D_ZO_602C1A0, -1.0f, 1000.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 53 */ { D_SX_600B540, D_SX_60328E8, -1.0f, 2100.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 54 */ { D_ENMY_SPACE_4000EC0, gCubeHitbox100, 1.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 55 */ { D_ENMY_SPACE_4008D50, gCubeHitbox100, 1.5f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 56 */ { NULL, gNoHitbox, -1.0f, 2000.0f, 3000.0f, 0, 0, EISFX_GREATFOX_ENGINE, 0, 0.0f, 1 }, - /* 57 */ { D_SY_60102C0, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 57 */ { aSyShip3DL, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 58 */ { D_SY_601F3D0, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 59 */ { D_SY_6022B10, gNoHitbox, 2.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, /* 60 */ { D_SY_60209F0, gNoHitbox, 2.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, @@ -1008,17 +1010,18 @@ static EventActorInfo sEventActorInfo[108] = { /* 66 */ { D_ME_600BD40, gCubeHitbox100, -1.0f, 100.0f, 8000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 67 */ { NULL, D_ME_602F604, 3.0f, 100.0f, 3000.0f, 2, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, /* 68 */ { D_SY_60205D0, D_SY_603445C, 3.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 1.0f, 1 }, - /* 69 */ { D_SY_60036A0, D_SY_6034664, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 69 */ { aSyShip3DestroyedDL, aSyShip3DestroyedHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 70 */ { D_SY_601AD70, gNoHitbox, 4.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, /* 71 */ { aArwingItemLasersDL, gNoHitbox, 1.0f, 100.0f, 3000.0f, 2, 0, EISFX_OB_WING, 0, 0.0f, 1 }, - /* 72 */ { D_SY_60034D0, D_SY_60347D4, 3.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 73 */ { D_SY_6005360, D_SY_6034770, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 74 */ { D_SY_600F6C0, D_SY_60347F0, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 75 */ { D_SY_601B610, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, - /* 76 */ { D_SY_601C6A0, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, - /* 77 */ { D_SY_60188D0, D_SY_603486C, 3.0f, 100.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, + /* 72 */ { aSyShipWindowsDL, aSyShipWindowsHitbox, 3.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 73 */ { aSyShip4DL, aSyShip4Hitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 74 */ { aSyShip4DestroyedDL, aSyShip4DestroyedHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 75 */ { aSyShip2SpriteDL, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, + /* 76 */ { aSyShip3SpriteDL, gNoHitbox, -1.0f, 10000.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, + /* 77 */ + { aSyShipProjectileDL, aSyShipProjectileHitbox, 3.0f, 100.0f, 3001.0f, 0, 0, EISFX_EN_ENGINE_01, 0, 0.0f, 1 }, /* 78 */ { NULL, gCubeHitbox150, 1.0f, 100.0f, 3000.0f, 2, 0, EISFX_NONE, 0, 1.0f, 0 }, - /* 79 */ { NULL, D_ZO_602C294, 1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 1.0f, 1 }, + /* 79 */ { NULL, aZoBirdHitbox, 1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 80 */ { NULL, D_VE1_601B474, -1.0f, 100.0f, 3000.0f, 2, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 81 */ { NULL, gNoHitbox, -1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 82 */ { NULL, gCubeHitbox100, 2.0f, 100.0f, 3000.0f, 1, 0, EISFX_EN_ENGINE_01, 0, 1.0f, 1 }, @@ -1030,14 +1033,14 @@ static EventActorInfo sEventActorInfo[108] = { /* 88 */ { NULL, D_AQ_6030B30, 1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 89 */ { NULL, D_AQ_6030B14_f32, 1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 90 */ { D_MA_601C520, D_MA_60368FC, 1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 91 */ { D_MA_600AF40, D_MA_60368E0, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 91 */ { aMaGuillotineDL, aMaGuillotineHitbox, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 92 */ { D_WZ_7000C40, gWarpZoneEvent92Hitbox, -1.0f, 2100.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 93 */ { D_WZ_70010E0, gWarpZoneEvent93Hitbox, -1.0f, 2100.0f, 3001.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 94 */ { D_WZ_7000E80, gWarpZoneEvent94Hitbox, 2.5f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 95 */ { D_WZ_70008F0, gCubeHitbox100, -1.0f, 100.0f, 8000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 0 }, /* 96 */ { D_WZ_7000280, gWarpZoneEvent96Hitbox, -1.0f, 1000.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 0 }, /* 97 */ { D_ME_600AC70, gCubeHitbox100, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, - /* 98 */ { D_MA_601A2B0, D_MA_60364C0, 1.0f, 100.0f, 3000.0f, 1, 1, EISFX_NONE, 0, 0.0f, 1 }, + /* 98 */ { D_MA_601A2B0, aMaBoulderHitbox, 1.0f, 100.0f, 3000.0f, 1, 1, EISFX_NONE, 0, 0.0f, 1 }, /* 99 */ { D_VE1_6002500, D_VE1_601B944, -1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 100 */ { D_VE1_60043F0, gNoHitbox, -1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, /* 101 */ { D_VE1_6004310, gNoHitbox, -1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 1 }, @@ -1046,7 +1049,7 @@ static EventActorInfo sEventActorInfo[108] = { /* 104 */ { NULL, gNoHitbox, -1.0f, 500.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 0.0f, 0 }, /* 105 */ { NULL, gCubeHitbox200, 1.0f, 100.0f, 3000.0f, 0, 0, EISFX_NONE, 0, 1.0f, 1 }, /* 106 */ { NULL, gCubeHitbox100, 1.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ALIEN_FLY, 0, 0.0f, 0 }, - /* 107 */ { D_MA_6002890, D_MA_60368E0, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, + /* 107 */ { D_MA_6002890, aMaGuillotineHitbox, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, }; static Color_RGBA32 sEventTexLineColors[6] = { @@ -1148,12 +1151,12 @@ void ActorEvent_ProcessScript(ActorEvent* this) { this->info.targetOffset = 1.0f; for (i = 0; i < 2; i++) { - if (gActor194Status[i] == 0) { - gActor194Status[i] = 1; + if (gMeMoraStatus[i] == 0) { + gMeMoraStatus[i] = 1; this->unk_046 = i; for (j = 0; j < 100; j++) { - gActor194yPos[i][j] = this->obj.pos.y; - gActor194zPos[i][j] = this->obj.pos.z; + gMeMoraYpos[i][j] = this->obj.pos.y; + gMeMoraZpos[i][j] = this->obj.pos.z; } if (this->eventType == EVID_200) { AUDIO_PLAY_SFX(NA_SE_EN_SPACE_SNAKE, this->sfxSource, 4); @@ -1658,7 +1661,7 @@ void ActorEvent_SpawnEffect374(f32 xPos, f32 yPos, f32 zPos) { void ActorEvent_SetupTIMine(Actor* actor, f32 xPos, f32 yPos, f32 zPos) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; - actor->obj.id = OBJ_ACTOR_225; + actor->obj.id = OBJ_ACTOR_TI_LANDMINE; actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; @@ -1941,8 +1944,8 @@ void ActorEvent_ProcessActions(ActorEvent* this) { break; case EVACT_11: - func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, this->scale * 3.0f, 15); + Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, this->scale * 3.0f, 15); Actor_Despawn(this); Object_Kill(&this->obj, this->sfxSource); Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_M); @@ -2043,8 +2046,8 @@ void ActorEvent_8006FEEC(ActorEvent* this) { if (this->health <= 0) { for (i = 3; i < 11; i++) { - Zoness_SpawnDebris(&this->vwork[i], &this->vwork[i + 11], RAND_FLOAT_CENTERED(20.0f), - RAND_FLOAT(-10.0f), RAND_FLOAT(10.0f), 41, this->scale, 200, i); + Zoness_ActorDebris_Spawn(&this->vwork[i], &this->vwork[i + 11], RAND_FLOAT_CENTERED(20.0f), + RAND_FLOAT(-10.0f), RAND_FLOAT(10.0f), 41, this->scale, 200, i); } this->itemDrop = DROP_NONE; Actor_Despawn(this); @@ -2189,7 +2192,7 @@ void ActorEvent_800701E0(ActorEvent* this) { break; case EVID_61: - Meteo_8018CCF8(this); + Meteo_Effect346_Spawn(this); break; case EVID_27: @@ -2218,7 +2221,7 @@ void ActorEvent_800701E0(ActorEvent* this) { if (this->eventType == EVID_82) { AUDIO_PLAY_SFX(NA_SE_OB_SMOKE, this->sfxSource, 0); this->dmgType = DMG_BEAM; - func_effect_8007C688(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 60); + Effect_Effect387_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 60); } } else { this->timer_0C6 = 20; @@ -2292,12 +2295,12 @@ void ActorEvent_800701E0(ActorEvent* this) { this->obj.pos.z -= this->vel.z; this->dmgType = DMG_BEAM; if (this->eventType == EVID_13) { - this->obj.id = OBJ_ACTOR_182; + this->obj.id = OBJ_ACTOR_ME_METEOR_2; func_enmy_800654E4(&this->obj); } if (this->eventType == EVID_61) { - Meteo_8018CCF8(this); + Meteo_Effect346_Spawn(this); } } } @@ -2308,8 +2311,8 @@ void ActorEvent_80070BA8(ActorEvent* this) { this->dmgType = DMG_NONE; if ((this->eventType != EVID_17) || ((this->eventType == EVID_17) && (this->dmgPart == 0))) { this->timer_0C6 = 10; - func_effect_8007C120(this->hitPos.x, this->hitPos.y, this->hitPos.z, this->vel.x, this->vel.y, this->vel.z, - 0.2f, 10); + Effect_Effect390_Spawn(this->hitPos.x, this->hitPos.y, this->hitPos.z, this->vel.x, this->vel.y, + this->vel.z, 0.2f, 10); this->health -= this->damage; AUDIO_PLAY_SFX(NA_SE_EN_SPARK_DAMAGE_M, this->sfxSource, 4); if (this->health <= 0) { @@ -2871,13 +2874,13 @@ void ActorEvent_80071DC0(ActorEvent* this) { } if (((gGameFrameCount % 2) == 0)) { - func_effect_8007C120(this->obj.pos.x + sp38.x, this->obj.pos.y + sp38.y, this->obj.pos.z + sp38.z, this->vel.x, - this->vel.y, this->vel.z, 0.3f, 20); + Effect_Effect390_Spawn(this->obj.pos.x + sp38.x, this->obj.pos.y + sp38.y, this->obj.pos.z + sp38.z, + this->vel.x, this->vel.y, this->vel.z, 0.3f, 20); } if (((gGameFrameCount % 8) == 0)) { - func_effect_8007BFFC(this->obj.pos.x + sp38.x, this->obj.pos.y + sp38.y, this->obj.pos.z + sp38.z, this->vel.x, - this->vel.y, this->vel.z, 10.0f, 9); + Effect386_Spawn1(this->obj.pos.x + sp38.x, this->obj.pos.y + sp38.y, this->obj.pos.z + sp38.z, this->vel.x, + this->vel.y, this->vel.z, 10.0f, 9); } if (((gGameFrameCount % 16) == 0)) { @@ -3033,9 +3036,9 @@ void ActorEvent_Update(ActorEvent* this) { if (this->state == EVSTATE_1000) { this->obj.rot.y += this->fwork[15]; this->obj.rot.x += this->fwork[16]; - if (((gGameFrameCount % 16) == 0)) { - func_effect_8007C120(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, 0.3f, 10); + if ((gGameFrameCount % 16) == 0) { + Effect_Effect390_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, 0.3f, 10); } return; } @@ -3054,12 +3057,12 @@ void ActorEvent_Update(ActorEvent* this) { this->counter_04E = 0; } - gActor194xPos[this->unk_046][this->counter_04E] = this->obj.pos.x; - gActor194yPos[this->unk_046][this->counter_04E] = this->obj.pos.y; - gActor194zPos[this->unk_046][this->counter_04E] = this->obj.pos.z; - gActor194xRot[this->unk_046][this->counter_04E] = this->obj.rot.x; - gActor194yRot[this->unk_046][this->counter_04E] = this->obj.rot.y; - gActor194zRot[this->unk_046][this->counter_04E] = this->obj.rot.z; + gMeMoraXpos[this->unk_046][this->counter_04E] = this->obj.pos.x; + gMeMoraYpos[this->unk_046][this->counter_04E] = this->obj.pos.y; + gMeMoraZpos[this->unk_046][this->counter_04E] = this->obj.pos.z; + gMeMoraXrot[this->unk_046][this->counter_04E] = this->obj.rot.x; + gMeMoraYrot[this->unk_046][this->counter_04E] = this->obj.rot.y; + gMeMoraZrot[this->unk_046][this->counter_04E] = this->obj.rot.z; if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; @@ -3074,7 +3077,7 @@ void ActorEvent_Update(ActorEvent* this) { func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 8.0f); this->obj.status = OBJ_DYING; this->timer_0BC = 20; - this->obj.id = OBJ_ACTOR_194; + this->obj.id = OBJ_ACTOR_ME_MORA; } } } @@ -3484,7 +3487,7 @@ void ActorEvent_Update(ActorEvent* this) { case EVID_94: case EVID_95: case EVID_96: - if (((gGameFrameCount % 8) == 0)) { + if ((gGameFrameCount % 8) == 0) { this->fwork[18] = RAND_FLOAT(255.0f); this->fwork[19] = RAND_FLOAT(255.0f); this->fwork[20] = RAND_FLOAT(255.0f); @@ -3561,7 +3564,7 @@ void ActorEvent_Update(ActorEvent* this) { case EVID_48: case EVID_49: case EVID_50: - SectorY_Actor204_Update(this); + SectorY_SyRobot_Update(this); break; case EVID_52: @@ -3598,7 +3601,7 @@ void ActorEvent_Update(ActorEvent* this) { if ((this->obj.pos.y + sp90.y) > -30.0f) { for (sp74 = 0; sp74 < 7; sp74++) { - effect = func_effect_8007783C(OBJ_EFFECT_394); + effect = Effect_Load(OBJ_EFFECT_394); if (effect != NULL) { effect->unk_78 = effect->unk_7A = 12; @@ -3630,7 +3633,7 @@ void ActorEvent_Update(ActorEvent* this) { } if ((fabsf(this->fwork[0]) > 10.0f) && ((gGameFrameCount % 2) == 0)) { - effect = func_effect_8007783C(OBJ_EFFECT_394); + effect = Effect_Load(OBJ_EFFECT_394); if (effect != NULL) { Matrix_RotateZ(gCalcMatrix, this->rot_0F4.z * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90); @@ -3661,7 +3664,7 @@ void ActorEvent_Update(ActorEvent* this) { } if (((gGameFrameCount % 4) == 0)) { - effect = func_effect_8007783C(OBJ_EFFECT_394); + effect = Effect_Load(OBJ_EFFECT_394); if (effect != NULL) { effect->unk_78 = effect->unk_7A = 11; effect->obj.status = OBJ_ACTIVE; @@ -3724,7 +3727,7 @@ void ActorEvent_Update(ActorEvent* this) { } if ((this->animFrame >= 18) && (this->animFrame < 24)) { - func_effect_8007BC7C(this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 60.0f, 20.0f); + Effect_Effect362_Spawn(this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 60.0f, 20.0f); } if (this->animFrame < 49) { @@ -3733,9 +3736,9 @@ void ActorEvent_Update(ActorEvent* this) { this->animFrame = 49; } if ((gGameFrameCount % 2) != 0) { - Aquas_801AC8A8(RAND_FLOAT_CENTERED(100.0f) + this->obj.pos.x, - RAND_FLOAT(50.0f) + this->obj.pos.y, - RAND_FLOAT_CENTERED(100.0f) + this->obj.pos.z, 1.0f, 0); + Aquas_Effect366_Spawn(RAND_FLOAT_CENTERED(100.0f) + this->obj.pos.x, + RAND_FLOAT(50.0f) + this->obj.pos.y, + RAND_FLOAT_CENTERED(100.0f) + this->obj.pos.z, 1.0f, 0); } } this->timer_0C2 = 10000; @@ -3843,7 +3846,7 @@ bool ActorEvent_OverrideLimbDraw3(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* return false; } -s32 Scenery111_Draw(Scenery_111* this) { +s32 Scenery111_Draw(SyShipDebris* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_60); gSPDisplayList(gMasterDisp++, D_SY_601AD70); RCP_SetupDL(&gMasterDisp, SETUPDL_64); @@ -3862,8 +3865,8 @@ void ActorEvent_Draw(ActorEvent* this) { (this->eventType != EVID_62) && (this->eventType != EVID_AQ_CLAM) && (this->eventType != EVID_98) && (this->scale > 0.5f) && (this->timer_0C6 >= 9) && ((this->timer_0C6 & 3) == 0) && (gPlayState != PLAY_PAUSE)) { - func_effect_8007C120(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, - this->vel.z, this->scale * 0.07f, 3); + Effect_Effect390_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, + this->vel.z, this->scale * 0.07f, 3); } if ((this->eventType != EVID_A6_MISSILE) && (this->eventType != EVID_23) && (this->eventType != EVID_79) && @@ -4063,7 +4066,7 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_48: case EVID_49: case EVID_50: - SectorY_Actor204_Draw(this); + SectorY_SyRobot_Draw(this); break; case EVID_52: @@ -4104,7 +4107,7 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_79: temp_s0 = this->state; this->state = 2; // actor 235 state - Zoness_Actor235_Draw(this); + Zoness_ZoBird_Draw(this); this->state = temp_s0; break; @@ -4131,8 +4134,8 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_AQ_CLAM: Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 3.0f, MTXF_APPLY); - Animation_GetFrameData(&D_AQ_602201C, this->animFrame, sp114); - Animation_DrawSkeleton(1, D_AQ_60220E8, sp114, NULL, NULL, this, &gIdentityMatrix); + Animation_GetFrameData(&aAqOysterAnim, this->animFrame, sp114); + Animation_DrawSkeleton(1, aAqOysterSkel, sp114, NULL, NULL, this, &gIdentityMatrix); break; case EVID_BILL: @@ -4260,9 +4263,9 @@ void func_enmy2_800763A4(Actor* actor) { if (gUseDynaFloor && Play_CheckDynaFloorCollision(&sp58, &sp5C, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z)) { - func_effect_8007BFFC(actor->obj.pos.x, sp58 + 20.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, - actor->scale * 3.0f, 5); - func_effect_8007B228(actor->obj.pos.x, sp58, actor->obj.pos.z, 2.0f); + Effect386_Spawn1(actor->obj.pos.x, sp58 + 20.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, actor->scale * 3.0f, + 5); + Effect_Effect381_Spawn(actor->obj.pos.x, sp58, actor->obj.pos.z, 2.0f); actor->timer_0BE = 2; Effect_SpawnTimedSfxAtPos(&actor->obj.pos, NA_SE_EN_EXPLOSION_S); return; @@ -4271,8 +4274,8 @@ void func_enmy2_800763A4(Actor* actor) { if (gGroundType == 4) { if (Ground_801B6AEC(actor->obj.pos.x, actor->obj.pos.y - 10.0f, actor->obj.pos.z + gPathProgress) != 0) { func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y + 20.0f, actor->obj.pos.z, actor->scale * 6.0f); - func_effect_8007BFFC(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, - actor->obj.pos.z - actor->vel.z, 0.0f, 0.0f, 0.0f, actor->scale * 4.0f, 20); + Effect386_Spawn1(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, + actor->obj.pos.z - actor->vel.z, 0.0f, 0.0f, 0.0f, actor->scale * 4.0f, 20); func_enmy_80062C38(actor->obj.pos.x, actor->obj.pos.z); actor->timer_0BE = 2; Effect_SpawnTimedSfxAtPos(&actor->obj.pos, NA_SE_EN_EXPLOSION_S); @@ -4326,21 +4329,21 @@ void func_enmy2_800763A4(Actor* actor) { if ((actor->obj.pos.y < (gGroundHeight + 30.0f)) && (gLevelType == LEVELTYPE_PLANET)) { actor->vel.z = 0.0f; if (gGroundSurface == SURFACE_WATER) { - func_effect_8007D9DC(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, 20.0f, - 0); - func_effect_8007D9DC(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, 20.0f, - 10); - func_effect_8007D9DC(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, 20.0f, - 20); - func_effect_8007ADF4(actor->obj.pos.x, gGroundHeight, actor->obj.pos.z, 0.1f, 3.0f); + Effect_Effect367_Spawn(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, + 20.0f, 0); + Effect_Effect367_Spawn(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, + 20.0f, 10); + Effect_Effect367_Spawn(actor->obj.pos.x, gGroundHeight + 2.0f, actor->obj.pos.z, 3.0f, + 20.0f, 20); + Effect_Effect372_Spawn2(actor->obj.pos.x, gGroundHeight, actor->obj.pos.z, 0.1f, 3.0f); } else { PlayerShot_SpawnEffect344(actor->obj.pos.x, 3.0f, actor->obj.pos.z, actor->obj.pos.x, actor->obj.pos.z, 0.0f, 0.0f, 90.0f, 6.5f, 0, 0); } - func_effect_8007C120(actor->obj.pos.x, 20.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, - actor->scale * 0.05f, 30); + Effect_Effect390_Spawn(actor->obj.pos.x, 20.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, + actor->scale * 0.05f, 30); if ((gCurrentLevel == LEVEL_FORTUNA) || (gCurrentLevel == LEVEL_VENOM_2)) { - func_effect_8007C688(actor->obj.pos.x, gGroundHeight + 30.0f, actor->obj.pos.z, 3.0f, 60); + Effect_Effect387_Spawn(actor->obj.pos.x, gGroundHeight + 30.0f, actor->obj.pos.z, 3.0f, 60); if (gCurrentLevel == LEVEL_FORTUNA) { func_enmy_80062C38(actor->obj.pos.x, actor->obj.pos.z); } @@ -4351,25 +4354,26 @@ void func_enmy2_800763A4(Actor* actor) { func_effect_8007D0E0(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, actor->obj.pos.z - actor->vel.z, actor->scale * 5.0f); if (gLevelMode == LEVELMODE_ALL_RANGE) { - func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y + 30.0f, actor->obj.pos.z, actor->vel.x, - 10.0f, actor->vel.z, actor->scale * 3.0f, 20); + Effect386_Spawn1(actor->obj.pos.x, actor->obj.pos.y + 30.0f, actor->obj.pos.z, actor->vel.x, + 10.0f, actor->vel.z, actor->scale * 3.0f, 20); if (sp60 == 999) { - func_effect_8007C688(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, - actor->scale * 3.0f, 70); + Effect_Effect387_Spawn(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, + actor->scale * 3.0f, 70); } for (var_s0 = 0; var_s0 < 4; var_s0++) { if (Rand_ZeroOne() < 0.7f) { if (gCurrentLevel == LEVEL_FORTUNA) { Play_SpawnDebris(4, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z); } else { - func_effect_800794CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.0f); + Effect_Effect357_Spawn50(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, + 1.0f); } } } } else { - func_effect_8007BFFC(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, - (actor->obj.pos.z - actor->vel.z) + 48.0f, 0.0f, 0.0f, 0.0f, - actor->scale * 3.0f, 5); + Effect386_Spawn1(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, + (actor->obj.pos.z - actor->vel.z) + 48.0f, 0.0f, 0.0f, 0.0f, + actor->scale * 3.0f, 5); } actor->timer_0BE = 2; @@ -4390,13 +4394,13 @@ void func_enmy2_800763A4(Actor* actor) { if (gCurrentLevel == LEVEL_FORTUNA) { Play_SpawnDebris(4, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z); } else { - func_effect_800794CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.0f); + Effect_Effect357_Spawn50(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.0f); } } } - func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, actor->vel.y, - actor->vel.z, 5.0f, 15); + Effect386_Spawn1(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, actor->vel.y, + actor->vel.z, 5.0f, 15); func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z - actor->vel.z, 8.0f); } else { if ((actor->eventType != EVID_13) && (actor->eventType != EVID_61)) { @@ -4405,8 +4409,8 @@ void func_enmy2_800763A4(Actor* actor) { } if (actor->eventType == EVID_36) { - func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, - actor->vel.y, actor->vel.z, 5.0f, 15); + Effect386_Spawn1(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, actor->vel.y, + actor->vel.z, 5.0f, 15); } } @@ -4433,13 +4437,13 @@ void func_enmy2_800763A4(Actor* actor) { void ActorEvent_Dying(ActorEvent* this) { if ((this->eventType == EVID_48) || (this->eventType == EVID_49) || (this->eventType == EVID_50)) { - SectorY_Actor204_Update(this); + SectorY_SyRobot_Update(this); } else { func_enmy2_800763A4(this); } } -void Actor234_Update(Actor234* this) { +void TiGreatFox_Update(TiGreatFox* this) { Vec3f sp24; Math_Vec3fFromAngles(&sp24, this->obj.rot.x, this->obj.rot.y, 50.0f); @@ -4448,6 +4452,6 @@ void Actor234_Update(Actor234* this) { this->vel.z = sp24.z; } -void Actor234_Draw(Actor234* this) { +void TiGreatFox_Draw(TiGreatFox* this) { Cutscene_DrawGreatFox(); } diff --git a/src/engine/fox_fade.c b/src/engine/fox_fade.c index 2999878d..adca18a9 100644 --- a/src/engine/fox_fade.c +++ b/src/engine/fox_fade.c @@ -41,7 +41,7 @@ void Wipe_Draw(WipeMode mode, s32 frame) { Wipe_Vertical(frame); break; default: - (void) "そのような フェード は ない (%d)\n"; // There is no such fade + PRINTF("そのような フェード は ない (%d)\n"); // There is no such fade break; } } diff --git a/src/engine/fox_game.c b/src/engine/fox_game.c index d4006f58..88550a7f 100644 --- a/src/engine/fox_game.c +++ b/src/engine/fox_game.c @@ -20,7 +20,7 @@ f32 gFovY; f32 gProjectNear; f32 gProjectFar; -bool gShowCrosshairs[4] = { true, true, true, true }; +bool gShowReticles[4] = { true, true, true, true }; bool D_game_800D2870 = false; static s32 sVsCameraULx[] = { 0, SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2 }; static s32 sVsCameraLRx[] = { SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1, SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1 }; @@ -114,6 +114,7 @@ void Game_SetGameState(void) { gSceneSetup = 0; gFillScreenColor = gBgColor = 0; gPathProgress = 0.0f; + if ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2)) { gFillScreenColor = gBgColor = 0xFFFF; // 248, 248, 248 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; @@ -281,7 +282,7 @@ void Game_Draw(s32 playerNum) { break; case DRAW_PLAY: gPlayerNum = playerNum; - Play_Draw(); + Display_Update(); break; case DRAW_UNK_MAP: // likely game over Background_DrawStarfield(); @@ -342,29 +343,36 @@ void Game_Update(void) { u8 soundMode; Game_SetGameState(); + if (gGameStandby) { Game_InitStandbyDL(&gUnkDisp1); gGameStandby = false; return; } + Game_InitMasterDL(&gUnkDisp1); Game_SetScene(); + if (Game_ChangeScene() != true) { Lib_InitPerspective(&gUnkDisp1); Game_InitViewport(&gUnkDisp1, gCamCount, 0); + if (gNextGameStateTimer != 0) { gNextGameStateTimer--; } + switch (gGameState) { case GSTATE_BOOT: gNextGameStateTimer = 2; gGameState++; break; + case GSTATE_BOOT_WAIT: if (gNextGameStateTimer == 0) { gGameState++; } break; + case GSTATE_SHOW_LOGO: RCP_SetupDL(&gMasterDisp, SETUPDL_76); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255); @@ -375,6 +383,7 @@ void Game_Update(void) { TextureRect_IA8(&gMasterDisp, &gNintendoLogo[128 * 16 * 4], 128, 10, 100.0f, 150.0f, 1.0f, 1.0f); gGameState++; break; + case GSTATE_CHECK_SAVE: if (Save_Read() != 0) { #ifdef AVOID_UB @@ -397,11 +406,13 @@ void Game_Update(void) { TextureRect_IA8(&gMasterDisp, &gNintendoLogo[128 * 16 * 3], 128, 16, 100.0f, 134.0f, 1.0f, 1.0f); TextureRect_IA8(&gMasterDisp, &gNintendoLogo[128 * 16 * 4], 128, 10, 100.0f, 150.0f, 1.0f, 1.0f); break; + case GSTATE_START: gGameState = GSTATE_INIT; gSceneId = SCENE_TITLE; gSceneSetup = 0; break; + case GSTATE_INIT: gGameState = GSTATE_TITLE; gTitleState = 1; @@ -430,17 +441,21 @@ void Game_Update(void) { D_ctx_80177858[i] = 3; gPlayerForms[i] = FORM_ARWING; - gShowCrosshairs[i] = true; + gShowReticles[i] = true; gPlayerGlareAlphas[i] = 0; } + gVersusStage = 0; gVsPointsToWin = 3; gBlurAlpha = 255; + for (i = 0; i < ARRAY_COUNT(gLeveLClearStatus); i++) { gLeveLClearStatus[i] = 0; } + gExpertMode = false; gOptionSoundMode = gSaveFile.save.data.soundMode; + switch (gOptionSoundMode) { case OPTIONSOUND_STEREO: soundMode = SOUNDMODE_STEREO; @@ -456,10 +471,12 @@ void Game_Update(void) { soundMode = SOUNDMODE_STEREO; break; } + SEQCMD_SET_SOUND_MODE(soundMode); gVolumeSettings[AUDIO_TYPE_MUSIC] = gSaveFile.save.data.musicVolume; gVolumeSettings[AUDIO_TYPE_VOICE] = gSaveFile.save.data.voiceVolume; gVolumeSettings[AUDIO_TYPE_SFX] = gSaveFile.save.data.sfxVolume; + if (gVolumeSettings[AUDIO_TYPE_MUSIC] > 99) { gVolumeSettings[AUDIO_TYPE_MUSIC] = 99; } @@ -473,6 +490,7 @@ void Game_Update(void) { Audio_SetVolume(AUDIO_TYPE_VOICE, gVolumeSettings[AUDIO_TYPE_VOICE]); Audio_SetVolume(AUDIO_TYPE_SFX, gVolumeSettings[AUDIO_TYPE_SFX]); break; + case GSTATE_TITLE: OvlMenu_CallFunction(OVLCALL_TITLE_UPDATE, NULL); break; @@ -498,7 +516,9 @@ void Game_Update(void) { default: break; } + Game_Draw(0); + if (gCamCount == 2) { Game_InitViewport(&gMasterDisp, gCamCount, 1); Game_Draw(1); @@ -538,7 +558,9 @@ void Game_Update(void) { HUD_dummy_8008CB8C(); } + partialFill = false; + if (gCamCount == 1) { Graphics_FillRectangle(&gMasterDisp, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, gPlayerGlareReds[0], gPlayerGlareGreens[0], gPlayerGlareBlues[0], gPlayerGlareAlphas[0]); @@ -565,9 +587,11 @@ void Game_Update(void) { } } } + Background_dummy_80040CDC(); HUD_DrawStatusScreens(); AllRange_DrawCountdown(); + if ((gGameState == GSTATE_PLAY) && gVersusMode) { Versus_Draw(); } @@ -584,6 +608,9 @@ void Game_Update(void) { #endif #if MODS_FPS_COUNTER == 1 Play_RenderFps(); +#endif +#if MODS_SPAWNER == 1 + Spawner(); #endif } } @@ -594,6 +621,9 @@ void Game_Update(void) { #if MODS_RAM_MOD == 1 #include "../mods/object_ram.c" #endif +#if MODS_SPAWNER == 1 +#include "../mods/spawner.c" +#endif Actor* Game_SpawnActor(ObjectId objId) { Actor* actor = gActors; diff --git a/src/engine/fox_hud.c b/src/engine/fox_hud.c index f59c8ecb..1589f979 100644 --- a/src/engine/fox_hud.c +++ b/src/engine/fox_hud.c @@ -359,7 +359,7 @@ void func_hud_80085944(void) { y = D_800D1AD8[i + 1]; scale = 0.28f; - if (D_ctx_80177C70 == 2) { + if (gFovYMode == 2) { x -= 7.00f; y += 7.00f; scale += 0.06f; @@ -408,7 +408,7 @@ void func_hud_80085944(void) { y = D_800D1AD8[i + 1]; scale = 0.28f; - if (D_ctx_80177C70 == 2) { + if (gFovYMode == 2) { x -= 7.00f; y += 7.00f; scale += 0.06f; @@ -1834,7 +1834,7 @@ void func_hud_80089D28(void) { gSPDisplayList(gMasterDisp++, D_1024230); } -void RadarMark_Draw(s32 arg0) { +void HUD_RadarMark_Draw(s32 arg0) { s32 var_a1; s32 var_a1_2; @@ -2149,7 +2149,7 @@ s32 func_hud_8008A4DC(void) { Matrix_Scale(gGfxMatrix, scale, scale, 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - RadarMark_Draw(gRadarMarks[i].type); + HUD_RadarMark_Draw(gRadarMarks[i].type); Matrix_Pop(&gGfxMatrix); gRadarMarks[i].status = 0; @@ -2160,7 +2160,7 @@ s32 func_hud_8008A4DC(void) { } // Why is this function here in fox_hud? Weird. -s32 Hud_MissileSeekModeCheck(s32 missileSeekMode) { +s32 ActorMissileSeek_ModeCheck(s32 missileSeekMode) { Actor* actor; s32 i; s32 ret = 0; @@ -2191,7 +2191,7 @@ s32 Hud_MissileSeekModeCheck(s32 missileSeekMode) { return ret; } -void func_hud_8008AD94(void) { +void HUD_RadioCharacterName_Draw(void) { if (gGameState == GSTATE_PLAY) { RCP_SetupDL(&gMasterDisp, SETUPDL_76); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255); @@ -2316,7 +2316,7 @@ s32 D_800D1EB8 = 255; s32 D_800D1EBC = 255; void func_hud_8008B2F0(void) { - f32 var_fv0; + f32 shields; switch (D_hud_80161730) { case 0: @@ -2330,8 +2330,8 @@ void func_hud_8008B2F0(void) { D_801617A4 = D_801617A8 = 1.0f; } - var_fv0 = gPlayer[0].shields; - D_801617AC = var_fv0 / ((256.0f * D_801617A8) - 1.0f); + shields = gPlayer[0].shields; + D_801617AC = shields / ((256.0f * D_801617A8) - 1.0f); if (gGoldRingCount[0] >= 3) { D_hud_80161730 = 2; @@ -2354,7 +2354,7 @@ void func_hud_8008B2F0(void) { } } - if (((D_801617B0 != 0) || ((D_801617A4 - D_801617A8) > 0.1f)) && (gGameFrameCount & 2)) { + if (((D_801617B0 != 0) || ((D_801617A4 - D_801617A8) > 0.1f)) && ((gGameFrameCount & 2) != 0)) { D_800D1EB4 = 0; D_800D1EB8 = 255; D_800D1EBC = 0; @@ -2368,11 +2368,11 @@ void func_hud_8008B2F0(void) { Math_SmoothStepToF(&D_801617A8, D_801617A4, 0.02f, 1000.0f, 0.001f); - var_fv0 = gPlayer[0].shields; - if (var_fv0 > (256.0f * D_801617A8) - 1.0f) { - var_fv0 = (256.0f * D_801617A8) - 1.0f; + shields = gPlayer[0].shields; + if (shields > (256.0f * D_801617A8) - 1.0f) { + shields = (256.0f * D_801617A8) - 1.0f; } - D_801617AC = var_fv0 / ((256.0f * D_801617A8) - 1.0f); + D_801617AC = shields / ((256.0f * D_801617A8) - 1.0f); break; } } @@ -2465,7 +2465,7 @@ s32 func_hud_8008B774(void) { ((gActors[i].obj.id == OBJ_ACTOR_TEAM_BOSS) && ((gActors[i].aiType == AI360_FALCO) || (gActors[i].aiType == AI360_SLIPPY) || (gActors[i].aiType == AI360_PEPPY)))) { - if (gActors[i].timer_0C6) { + if (gActors[i].timer_0C6 != 0) { ret = 1; } else { ret = 0; @@ -2489,7 +2489,7 @@ s32 func_hud_8008B774(void) { case 6: case 7: if (gLevelMode == LEVELMODE_ALL_RANGE) { - if (gActors[i].timer_0C6) { + if (gActors[i].timer_0C6 != 0) { ret = 1; } if ((ret == 1) && (gActors[i].health <= 0)) { @@ -2503,11 +2503,12 @@ s32 func_hud_8008B774(void) { break; default: - if (gActors[i].timer_0C6) { + if (gActors[i].timer_0C6 != 0) { ret = 1; } break; } + return ret; } @@ -2973,6 +2974,7 @@ void func_hud_8008D4F0(f32 arg0, f32 arg1) { if (temp_fs0 > 0.01f) { func_hud_800857DC(D_800D2108[var_v1] + temp + 1.0f, D_800D211C[var_v1] + sp60, temp_fs0, 1.0f); } + RCP_SetupDL(&gMasterDisp, SETUPDL_76); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); func_hud_80085740(D_800D2108[var_v1], D_800D211C[var_v1], 1.0f, 1.0f); @@ -3645,7 +3647,7 @@ void HUD_Draw(void) { func_hud_80088970(); } -void HUD_BossFO_Draw(Boss* boss) { +void HUD_FoBase_Draw(Boss* boss) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPDisplayList(gMasterDisp++, D_FO_6003090); RCP_SetupDL_34(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); @@ -3656,7 +3658,7 @@ void HUD_BossFO_Draw(Boss* boss) { gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); } -void func_hud_8008FFF0(Boss* boss, s32 arg1) { +void func_hud_8008FFF0(FoBase* this, s32 arg1) { Vec3s D_800D21C8[] = { { -385, 54, 233 }, { -324, 148, 193 }, { -267, 186, 136 }, { -128, 430, 180 }, { -231, 584, 140 }, { -431, 551, -120 }, { -285, 516, -32 }, { -285, 601, 18 }, { 300, 596, 18 }, { 300, 529, -65 }, @@ -3670,6 +3672,7 @@ void func_hud_8008FFF0(Boss* boss, s32 arg1) { s32 i; f32 temp; s32 temp2; + if (arg1 >= 7000) { temp2 = arg1 - 7000; @@ -3679,160 +3682,162 @@ void func_hud_8008FFF0(Boss* boss, s32 arg1) { temp = temp2 / 1596.0f; - if (boss->swork[0] != 1) { + if (this->swork[0] != 1) { temp /= 2.0f; } i = RAND_INT(36.0f); if ((gGameFrameCount & 2) == 0) { - func_effect_8007C120(boss->obj.pos.x + D_800D21C8[i].x, boss->obj.pos.y + D_800D21C8[i].y, - boss->obj.pos.z + D_800D21C8[i].z, 0.0f, 0.0f, 0.0f, 0.3f * temp, 20); + Effect_Effect390_Spawn(this->obj.pos.x + D_800D21C8[i].x, this->obj.pos.y + D_800D21C8[i].y, + this->obj.pos.z + D_800D21C8[i].z, 0.0f, 0.0f, 0.0f, 0.3f * temp, 20); } - if (((gGameFrameCount % 8) == 0)) { - func_effect_8007BFFC(boss->obj.pos.x + D_800D21C8[i].x, boss->obj.pos.y + D_800D21C8[i].y, - boss->obj.pos.z + D_800D21C8[i].z, 0.0f, 0.0f, 0.0f, 7.0f * temp, 10); + if ((gGameFrameCount % 8) == 0) { + Effect386_Spawn1(this->obj.pos.x + D_800D21C8[i].x, this->obj.pos.y + D_800D21C8[i].y, + this->obj.pos.z + D_800D21C8[i].z, 0.0f, 0.0f, 0.0f, 7.0f * temp, 10); } } } -s32 func_hud_80090200(Boss* boss) { - Vec3f dest, src; +s32 HUD_FoBase_ExplodeCs(FoBase* this) { + Vec3f dest; + Vec3f src; Player* player; - s32 ret = 0; + s32 csState = 0; - if (boss->swork[0] == 1) { - func_hud_8008FFF0(boss, 8596); + if (this->swork[0] == 1) { + func_hud_8008FFF0(this, 8596); player = &gPlayer[0]; - ret = 1; + csState = 1; - switch (boss->swork[1]) { + switch (this->swork[1]) { case 0: - AUDIO_PLAY_SFX(NA_SE_EARTHQUAKE, boss->sfxSource, 0); - AUDIO_PLAY_SFX(NA_SE_EXPLOSION_DEMO, boss->sfxSource, 0); + AUDIO_PLAY_SFX(NA_SE_EARTHQUAKE, this->sfxSource, 0); + AUDIO_PLAY_SFX(NA_SE_EXPLOSION_DEMO, this->sfxSource, 0); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50); - player->cam.eye.x = boss->fwork[4] = boss->obj.pos.x; - player->cam.eye.y = boss->fwork[5] = boss->obj.pos.y + 500.0f; - player->cam.eye.z = boss->fwork[6] = boss->obj.pos.z + 4000.0f; + player->cam.eye.x = this->fwork[4] = this->obj.pos.x; + player->cam.eye.y = this->fwork[5] = this->obj.pos.y + 500.0f; + player->cam.eye.z = this->fwork[6] = this->obj.pos.z + 4000.0f; - player->cam.at.x = boss->obj.pos.x; - player->cam.at.y = boss->obj.pos.y; - player->cam.at.z = boss->obj.pos.z; + player->cam.at.x = this->obj.pos.x; + player->cam.at.y = this->obj.pos.y; + player->cam.at.z = this->obj.pos.z; - boss->fwork[7] = 0.0f; - boss->fwork[8] = 0.0f; - boss->fwork[9] = 10.0f; + this->fwork[7] = 0.0f; + this->fwork[8] = 0.0f; + this->fwork[9] = 10.0f; - boss->timer_050 = 1000; + this->timer_050 = 1000; - boss->swork[1] = 1; + this->swork[1] = 1; break; case 1: - if (boss->timer_050 == 930) { - boss->swork[1] = 2; + if (this->timer_050 == 930) { + this->swork[1] = 2; } - boss->fwork[7] += 0.5f; - if (boss->fwork[7] >= 360.0f) { - boss->fwork[7] = 0.0f; + this->fwork[7] += 0.5f; + if (this->fwork[7] >= 360.0f) { + this->fwork[7] = 0.0f; } - Math_SmoothStepToF(&boss->fwork[9], 80.0f, 0.01f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[4], boss->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[5], boss->obj.pos.y + 500.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[6], boss->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[9], 80.0f, 0.01f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[4], this->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[5], this->obj.pos.y + 500.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[6], this->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); break; case 2: - if (boss->timer_050 == 870) { - boss->swork[1] = 3; + if (this->timer_050 == 870) { + this->swork[1] = 3; } - boss->fwork[7] += 3.0f; - if (boss->fwork[7] >= 360.0f) { - boss->fwork[7] = 0.0f; + this->fwork[7] += 3.0f; + if (this->fwork[7] >= 360.0f) { + this->fwork[7] = 0.0f; } - Math_SmoothStepToF(&boss->fwork[4], boss->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[5], boss->obj.pos.y + 1500.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[6], boss->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[4], this->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[5], this->obj.pos.y + 1500.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[6], this->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); break; case 3: - if (boss->timer_050 == 770) { - boss->swork[1] = 4; + if (this->timer_050 == 770) { + this->swork[1] = 4; } - Math_SmoothStepToF(&boss->fwork[9], 10.0f, 0.01f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[4], boss->obj.pos.x + 4000.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[5], boss->obj.pos.y + 2000.0f, 0.02f, 10000.0f, 0.0f); - Math_SmoothStepToF(&boss->fwork[6], boss->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[9], 10.0f, 0.01f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[4], this->obj.pos.x + 4000.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[5], this->obj.pos.y + 2000.0f, 0.02f, 10000.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[6], this->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f); break; case 4: - ret = 2; + csState = 2; + break; } - if (boss->swork[1] < 4) { - src.x = boss->fwork[4] - boss->obj.pos.x; - src.y = boss->fwork[5] - boss->obj.pos.y; - src.z = boss->fwork[6] - boss->obj.pos.z; + if (this->swork[1] < 4) { + src.x = this->fwork[4] - this->obj.pos.x; + src.y = this->fwork[5] - this->obj.pos.y; + src.z = this->fwork[6] - this->obj.pos.z; - Matrix_Translate(gCalcMatrix, boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, MTXF_NEW); - Matrix_RotateY(gCalcMatrix, M_DTOR * boss->fwork[7], MTXF_APPLY); - Matrix_RotateX(gCalcMatrix, M_DTOR * boss->fwork[8], MTXF_APPLY); + Matrix_Translate(gCalcMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, M_DTOR * this->fwork[7], MTXF_APPLY); + Matrix_RotateX(gCalcMatrix, M_DTOR * this->fwork[8], MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &src, &dest); player->cam.eye.x = dest.x; player->cam.eye.y = dest.y; player->cam.eye.z = dest.z; - player->cam.at.x = boss->obj.pos.x; - player->cam.at.y = boss->obj.pos.x; - player->cam.at.z = boss->obj.pos.x; + player->cam.at.x = this->obj.pos.x; + player->cam.at.y = this->obj.pos.x; + player->cam.at.z = this->obj.pos.x; - player->cam.at.x += COS_DEG(boss->timer_050 * 60.0f) * boss->fwork[9]; - player->cam.at.y += SIN_DEG(boss->timer_050 * 179.0f) * boss->fwork[9]; + player->cam.at.x += COS_DEG(this->timer_050 * 60.0f) * this->fwork[9]; + player->cam.at.y += SIN_DEG(this->timer_050 * 179.0f) * this->fwork[9]; } } - return ret; + return csState; } -void HUD_BossFO_Update(Boss* boss) { - switch (boss->state) { +void HUD_FoBase_Update(FoBase* this) { + switch (this->state) { case 0: - if ((boss->fwork[1] == 255.0f) && (boss->fwork[2] == 212.0f)) { - boss->state = 1; + if ((this->fwork[1] == 255.0f) && (this->fwork[2] == 212.0f)) { + this->state = 1; } else { - Math_SmoothStepToF(&boss->fwork[1], 255.0f, 0.3f, 6.0f, 6.0f); - Math_SmoothStepToF(&boss->fwork[2], 212.0f, 0.3f, 4.98f, 4.98f); + Math_SmoothStepToF(&this->fwork[1], 255.0f, 0.3f, 6.0f, 6.0f); + Math_SmoothStepToF(&this->fwork[2], 212.0f, 0.3f, 4.98f, 4.98f); } break; case 1: - if ((boss->fwork[1] == 28.0f) && (boss->fwork[2] == 23.0f)) { - boss->state = 0; + if ((this->fwork[1] == 28.0f) && (this->fwork[2] == 23.0f)) { + this->state = 0; } else { - Math_SmoothStepToF(&boss->fwork[1], 28.0f, 0.3f, 6.0f, 6.0f); - Math_SmoothStepToF(&boss->fwork[2], 23.0f, 0.3f, 4.98f, 4.98f); + Math_SmoothStepToF(&this->fwork[1], 28.0f, 0.3f, 6.0f, 6.0f); + Math_SmoothStepToF(&this->fwork[2], 23.0f, 0.3f, 4.98f, 4.98f); } break; } - func_hud_8008FFF0(boss, gAllRangeEventTimer); + func_hud_8008FFF0(this, gAllRangeEventTimer); } -bool func_hud_8009092C(Actor* actor) { - bool var_s5 = false; +bool func_hud_8009092C(ActorTeamBoss* this) { + bool ret = false; Boss* boss; s32 i = 0; - if (actor->aiIndex != 0) { + if (this->aiIndex != 0) { return true; } @@ -3840,143 +3845,142 @@ bool func_hud_8009092C(Actor* actor) { for (i = 1; i < ARRAY_COUNT(gBosses); i++, boss++) { if (boss->obj.status == OBJ_ACTIVE) { - var_s5 = true; - if (actor->aiIndex == 0) { - actor->aiIndex = i; + ret = true; + if (this->aiIndex == 0) { + this->aiIndex = i; } else if (Rand_ZeroOne() > 0.4f) { - actor->aiIndex = i; + this->aiIndex = i; } - actor->state = 0; + this->state = 0; } } - return var_s5; + return ret; } -bool func_hud_80090A00(Actor* actor) { - switch (actor->iwork[5]) { +bool func_hud_80090A00(ActorTeamBoss* this) { + switch (this->iwork[5]) { case 0: - actor->fwork[8] = 0.0f; - actor->fwork[7] = 360.0f; - actor->timer_0BC = 8; - actor->rot_0F4.y = 100.0f; - actor->rot_0F4.x = 300.0f; - actor->iwork[4] = 1; - actor->iwork[5] = 1; + this->fwork[8] = 0.0f; + this->fwork[7] = 360.0f; + this->timer_0BC = 8; + this->rot_0F4.y = 100.0f; + this->rot_0F4.x = 300.0f; + this->iwork[4] = 1; + this->iwork[5] = 1; case 1: - if (actor->timer_0BC == 0.0f) { - actor->fwork[1] = 20.0f; - actor->fwork[3] = 3.6f; - actor->iwork[2] = 0; - actor->iwork[3] = 36; - actor->iwork[5] = 2; + if (this->timer_0BC == 0.0f) { + this->fwork[1] = 20.0f; + this->fwork[3] = 3.6f; + this->iwork[2] = 0; + this->iwork[3] = 36; + this->iwork[5] = 2; } else { - actor->obj.pos.y -= 8.0f; + this->obj.pos.y -= 8.0f; break; } case 2: - actor->fwork[4] = gBosses[0].obj.pos.x + 1000.0f; - actor->fwork[5] = 300.0f; - actor->fwork[6] = actor->obj.pos.z - 10000.0f; - actor->iwork[2]++; - if (actor->iwork[2] == actor->iwork[3]) { - actor->iwork[5] = 3; - actor->iwork[3] = 40; - actor->iwork[2] = 0; - } else if (actor->iwork[2] == 6) { - actor->iwork[1] = 1; + this->fwork[4] = gBosses[0].obj.pos.x + 1000.0f; + this->fwork[5] = 300.0f; + this->fwork[6] = this->obj.pos.z - 10000.0f; + this->iwork[2]++; + if (this->iwork[2] == this->iwork[3]) { + this->iwork[5] = 3; + this->iwork[3] = 40; + this->iwork[2] = 0; + } else if (this->iwork[2] == 6) { + this->iwork[1] = 1; } break; case 3: - actor->fwork[4] = gBosses[0].obj.pos.x - 1000.0f; - actor->fwork[5] = 400.0f; - actor->fwork[6] = gBosses[0].obj.pos.z; - actor->iwork[2]++; - if (actor->iwork[2] == actor->iwork[3]) { - actor->iwork[5] = 4; - } else if (actor->iwork[2] == 20) { - actor->fwork[1] = 30.0f; + this->fwork[4] = gBosses[0].obj.pos.x - 1000.0f; + this->fwork[5] = 400.0f; + this->fwork[6] = gBosses[0].obj.pos.z; + this->iwork[2]++; + if (this->iwork[2] == this->iwork[3]) { + this->iwork[5] = 4; + } else if (this->iwork[2] == 20) { + this->fwork[1] = 30.0f; } break; case 4: - actor->fwork[6] = gPlayer[0].trueZpos; - actor->fwork[5] = 100.0f; - actor->fwork[4] = gPlayer[0].pos.x; - if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 300.0f) && - (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 300.0f)) { - actor->iwork[5] = 5; - actor->iwork[3] = 20; - actor->iwork[2] = 0; + this->fwork[6] = gPlayer[0].trueZpos; + this->fwork[5] = 100.0f; + this->fwork[4] = gPlayer[0].pos.x; + if ((fabsf(this->obj.pos.x - gPlayer[0].pos.x) < 300.0f) && + (fabsf(this->obj.pos.z - gPlayer[0].trueZpos) < 300.0f)) { + this->iwork[5] = 5; + this->iwork[3] = 20; + this->iwork[2] = 0; } break; case 5: - actor->fwork[6] = gPlayer[0].trueZpos + 1000.0f; - actor->fwork[5] = 1000.0f; - actor->fwork[4] = gPlayer[0].pos.x - 1000.0f; - actor->iwork[2]++; - if (actor->iwork[2] == actor->iwork[3]) { - Object_Kill(&actor->obj, actor->sfxSource); + this->fwork[6] = gPlayer[0].trueZpos + 1000.0f; + this->fwork[5] = 1000.0f; + this->fwork[4] = gPlayer[0].pos.x - 1000.0f; + this->iwork[2]++; + if (this->iwork[2] == this->iwork[3]) { + Object_Kill(&this->obj, this->sfxSource); } break; } return false; } -bool func_hud_80090CCC(Actor* actor) { +bool func_hud_80090CCC(ActorTeamBoss* this) { bool ret = false; - if (func_hud_8009092C(actor)) { - actor->fwork[6] = gBosses[actor->aiIndex].obj.pos.z; - actor->fwork[5] = gBosses[actor->aiIndex].obj.pos.y; - actor->fwork[4] = gBosses[actor->aiIndex].obj.pos.x; + if (func_hud_8009092C(this)) { + this->fwork[6] = gBosses[this->aiIndex].obj.pos.z; + this->fwork[5] = gBosses[this->aiIndex].obj.pos.y; + this->fwork[4] = gBosses[this->aiIndex].obj.pos.x; } else { - actor->fwork[6] = gBosses[0].obj.pos.z; - actor->fwork[5] = gBosses[0].obj.pos.y; - actor->fwork[4] = gBosses[0].obj.pos.x; + this->fwork[6] = gBosses[0].obj.pos.z; + this->fwork[5] = gBosses[0].obj.pos.y; + this->fwork[4] = gBosses[0].obj.pos.x; } - if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 2000.0f) && - (fabsf(actor->obj.pos.z - actor->fwork[6]) < 2000.0f)) { - actor->iwork[6]++; - if (actor->iwork[6] >= 9) { - actor->iwork[0] = 1; - actor->iwork[6] = 0; + if ((fabsf(this->obj.pos.x - this->fwork[4]) < 2000.0f) && (fabsf(this->obj.pos.z - this->fwork[6]) < 2000.0f)) { + this->iwork[6]++; + if (this->iwork[6] >= 9) { + this->iwork[0] = 1; + this->iwork[6] = 0; } } - if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) && (fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f)) { - actor->state = 1; - actor->iwork[6] = 0; + if ((fabsf(this->obj.pos.x - this->fwork[4]) < 700.0f) && (fabsf(this->obj.pos.x - this->fwork[4]) < 700.0f)) { + this->state = 1; + this->iwork[6] = 0; ret = true; } - if (actor->timer_0BE == 0) { - actor->timer_0BE = RAND_INT(200.0f) + 200; - actor->fwork[10] = 30.0f; + if (this->timer_0BE == 0) { + this->timer_0BE = RAND_INT(200.0f) + 200; + this->fwork[10] = 30.0f; } - if (gBosses[actor->aiIndex].obj.status == OBJ_FREE) { - actor->state = 1; - actor->aiIndex = 0; - actor->iwork[6] = 0; + if (gBosses[this->aiIndex].obj.status == OBJ_FREE) { + this->state = 1; + this->aiIndex = 0; + this->iwork[6] = 0; ret = true; } return ret; } -s32 func_hud_80090E8C(Actor* actor) { +s32 func_hud_80090E8C(ActorTeamBoss* this) { f32 x; f32 y; f32 z; f32 var_fv1_2; - if (actor->timer_0BC == 0) { + if (this->timer_0BC == 0) { if (gLevelType == LEVELTYPE_SPACE) { x = RAND_FLOAT_CENTERED(20000.0f); y = RAND_FLOAT_CENTERED(5000.0f); @@ -3987,95 +3991,94 @@ s32 func_hud_80090E8C(Actor* actor) { z = RAND_FLOAT_CENTERED(10000.0f); } - if ((fabsf(actor->obj.pos.x - x) > 2000.0f) && (fabsf(actor->obj.pos.z - z) > 2000.0f)) { - actor->fwork[4] = x; - actor->fwork[5] = y; - actor->fwork[6] = z; - actor->timer_0BC = RAND_INT(20.0f) + 10; + if ((fabsf(this->obj.pos.x - x) > 2000.0f) && (fabsf(this->obj.pos.z - z) > 2000.0f)) { + this->fwork[4] = x; + this->fwork[5] = y; + this->fwork[6] = z; + this->timer_0BC = RAND_INT(20.0f) + 10; } } - if (actor->aiType == AI360_FALCO) { + if (this->aiType == AI360_FALCO) { var_fv1_2 = 3000.0f; } else { var_fv1_2 = 5000.0f; } - if ((var_fv1_2 < fabsf(actor->obj.pos.x - gBosses[0].obj.pos.x)) && - (var_fv1_2 < fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z))) { - actor->state = 0; + if ((var_fv1_2 < fabsf(this->obj.pos.x - gBosses[0].obj.pos.x)) && + (var_fv1_2 < fabsf(this->obj.pos.z - gBosses[0].obj.pos.z))) { + this->state = 0; } - if (actor->timer_0BE == 0) { - actor->timer_0BE = RAND_INT(200.0f) + 200; - actor->fwork[10] = 30.0f; + if (this->timer_0BE == 0) { + this->timer_0BE = RAND_INT(200.0f) + 200; + this->fwork[10] = 30.0f; } return false; } -bool func_hud_800910C0(Actor* actor) { +bool func_hud_800910C0(ActorTeamBoss* this) { f32 var_fv1; - if (actor->timer_0BC == 0) { - actor->vwork[28].x = RAND_FLOAT_CENTERED(2000.0f); - actor->vwork[28].y = RAND_FLOAT(1000.0f) + 200.0f; - actor->vwork[28].z = RAND_FLOAT_CENTERED(2000.0f); - actor->timer_0BC = RAND_INT(20.0f) + 10; + if (this->timer_0BC == 0) { + this->vwork[28].x = RAND_FLOAT_CENTERED(2000.0f); + this->vwork[28].y = RAND_FLOAT(1000.0f) + 200.0f; + this->vwork[28].z = RAND_FLOAT_CENTERED(2000.0f); + this->timer_0BC = RAND_INT(20.0f) + 10; } - actor->fwork[4] = gBosses[0].obj.pos.x + actor->vwork[28].x; - actor->fwork[5] = actor->vwork[28].y; - actor->fwork[6] = gBosses[0].obj.pos.z + actor->vwork[28].z; + this->fwork[4] = gBosses[0].obj.pos.x + this->vwork[28].x; + this->fwork[5] = this->vwork[28].y; + this->fwork[6] = gBosses[0].obj.pos.z + this->vwork[28].z; - if (actor->aiType == AI360_FALCO) { + if (this->aiType == AI360_FALCO) { var_fv1 = 1500.0f; } else { var_fv1 = 3000.0f; } - if ((var_fv1 < fabsf(actor->obj.pos.x - actor->fwork[4])) && - (var_fv1 < fabsf(actor->obj.pos.z - actor->fwork[6]))) { - actor->state = 0; + if ((var_fv1 < fabsf(this->obj.pos.x - this->fwork[4])) && (var_fv1 < fabsf(this->obj.pos.z - this->fwork[6]))) { + this->state = 0; } - if (actor->timer_0BE == 0) { - actor->timer_0BE = RAND_INT(200.0f) + 200; - actor->fwork[10] = 30.0f; + if (this->timer_0BE == 0) { + this->timer_0BE = RAND_INT(200.0f) + 200; + this->fwork[10] = 30.0f; } return false; } -void func_hud_80091254(Actor* actor) { +void func_hud_80091254(ActorTeamBoss* this) { if (gLevelMode == LEVELMODE_ALL_RANGE) { - func_hud_80090E8C(actor); + func_hud_80090E8C(this); } else { - func_hud_800910C0(actor); + func_hud_800910C0(this); } } -bool func_hud_80091298(Actor* actor) { - actor->fwork[1] = gPlayer[0].baseSpeed + 10.0f; - actor->fwork[3] = 3.6f; - actor->fwork[4] = gPlayer[0].pos.x + ((f32) (actor->aiType - 2) * 700.0f); - actor->fwork[5] = gPlayer[0].pos.y; - actor->fwork[6] = gPlayer[0].trueZpos; +bool func_hud_80091298(ActorTeamBoss* this) { + this->fwork[1] = gPlayer[0].baseSpeed + 10.0f; + this->fwork[3] = 3.6f; + this->fwork[4] = gPlayer[0].pos.x + ((f32) (this->aiType - 2) * 700.0f); + this->fwork[5] = gPlayer[0].pos.y; + this->fwork[6] = gPlayer[0].trueZpos; - if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) || (fabsf(actor->obj.pos.z - actor->fwork[6]) < 700.0f)) { - actor->fwork[1] = gPlayer[0].baseSpeed - 10.0f; - actor->fwork[3] = 1.2f; + if ((fabsf(this->obj.pos.x - this->fwork[4]) < 700.0f) || (fabsf(this->obj.pos.z - this->fwork[6]) < 700.0f)) { + this->fwork[1] = gPlayer[0].baseSpeed - 10.0f; + this->fwork[3] = 1.2f; } return false; } -bool func_hud_80091368(Actor* actor) { - switch (actor->iwork[5]) { +bool func_hud_80091368(ActorTeamBoss* this) { + switch (this->iwork[5]) { case 0: - actor->fwork[5] = 20000.0f; - actor->iwork[1] = 1; - actor->iwork[5] = 1; - gTeamShields[actor->aiType] = 1; + this->fwork[5] = 20000.0f; + this->iwork[1] = 1; + this->iwork[5] = 1; + gTeamShields[this->aiType] = 1; - switch (actor->aiType) { + switch (this->aiType) { case AI360_FALCO: Radio_PlayMessage(gMsg_ID_20220, RCID_FALCO); break; @@ -4088,65 +4091,65 @@ bool func_hud_80091368(Actor* actor) { Radio_PlayMessage(gMsg_ID_20222, RCID_SLIPPY); break; } - gTeamShields[actor->aiType] = -1; + gTeamShields[this->aiType] = -1; break; case 1: - if (actor->fwork[29] < 2.0f) { - actor->fwork[29] = 2.0f; + if (this->fwork[29] < 2.0f) { + this->fwork[29] = 2.0f; } - if (actor->timer_0BC == 0) { - actor->timer_0BC = RAND_INT(20.0f) + 30; - actor->fwork[7] = 360.0f; - actor->fwork[8] = 0.0f; + if (this->timer_0BC == 0) { + this->timer_0BC = RAND_INT(20.0f) + 30; + this->fwork[7] = 360.0f; + this->fwork[8] = 0.0f; } - if (actor->obj.pos.y > 3000.0f) { - Object_Kill(&actor->obj, actor->sfxSource); + if (this->obj.pos.y > 3000.0f) { + Object_Kill(&this->obj, this->sfxSource); } break; } return false; } -void func_hud_800914FC(Actor* actor) { - switch (actor->state) { +void func_hud_800914FC(ActorTeamBoss* this) { + switch (this->state) { case 0: - if (!func_hud_80090CCC(actor)) { + if (!func_hud_80090CCC(this)) { break; } case 1: - func_hud_80091254(actor); + func_hud_80091254(this); break; case 2: - func_hud_80091298(actor); + func_hud_80091298(this); break; case 3: - func_hud_80091368(actor); + func_hud_80091368(this); break; case 7: - func_hud_80090A00(actor); + func_hud_80090A00(this); break; } - if ((gTeamShields[actor->aiType] <= 0) && (actor->state != 3)) { - actor->iwork[5] = 0; - actor->state = 3; + if ((gTeamShields[this->aiType] <= 0) && (this->state != 3)) { + this->iwork[5] = 0; + this->state = 3; } if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) { - if ((actor->state != 2) && (actor->state != 3)) { - actor->iwork[4] = 1; - actor->state = 2; + if ((this->state != 2) && (this->state != 3)) { + this->iwork[4] = 1; + this->state = 2; } } } -bool func_hud_800915FC(Actor* actor) { +bool func_hud_800915FC(ActorTeamBoss* this) { s32 i; f32 y; Vec3f vec; @@ -4154,7 +4157,7 @@ bool func_hud_800915FC(Actor* actor) { Scenery360* scenery360; bool ret = false; - Math_Vec3fFromAngles(&vec, 0.0f, actor->rot_0F4.y, 650.0f + actor->fwork[9] * 10.0f); + Math_Vec3fFromAngles(&vec, 0.0f, this->rot_0F4.y, 650.0f + this->fwork[9] * 10.0f); if (gLevelMode == LEVELMODE_ALL_RANGE) { for (i = 0, scenery360 = &gScenery360[0]; i < 200; i++, scenery360++) { @@ -4162,15 +4165,15 @@ bool func_hud_800915FC(Actor* actor) { continue; } - if (fabsf(scenery360->obj.pos.x - (actor->obj.pos.x + vec.x)) > 1200.0f) { + if (fabsf(scenery360->obj.pos.x - (this->obj.pos.x + vec.x)) > 1200.0f) { continue; } - if (fabsf(scenery360->obj.pos.z - (actor->obj.pos.z + vec.z)) > 1200.0f) { + if (fabsf(scenery360->obj.pos.z - (this->obj.pos.z + vec.z)) > 1200.0f) { continue; } - if (actor->obj.pos.y + vec.y < 650.0f) { + if (this->obj.pos.y + vec.y < 650.0f) { ret = true; } } @@ -4183,7 +4186,7 @@ bool func_hud_800915FC(Actor* actor) { boss = &gBosses[0]; y = 650.0f; - if (actor->aiType < AI360_KATT) { + if (this->aiType < AI360_KATT) { y = 720.0f; } @@ -4191,16 +4194,16 @@ bool func_hud_800915FC(Actor* actor) { y = 280.0f; } - if (!(fabsf(boss->obj.pos.x - (actor->obj.pos.x + vec.x)) > 1000.0f) && - !(fabsf(boss->obj.pos.z - (actor->obj.pos.z + vec.z)) > 1000.0f) && - !(fabsf(boss->obj.pos.y - (actor->obj.pos.y)) > y)) { + if (!(fabsf(boss->obj.pos.x - (this->obj.pos.x + vec.x)) > 1000.0f) && + !(fabsf(boss->obj.pos.z - (this->obj.pos.z + vec.z)) > 1000.0f) && + !(fabsf(boss->obj.pos.y - (this->obj.pos.y)) > y)) { ret = true; } return ret; } -bool func_hud_80091864(Actor* actor) { +bool func_hud_80091864(ActorTeamBoss* this) { f32 sp44; f32 sp40; f32 sp3C; @@ -4210,26 +4213,25 @@ bool func_hud_80091864(Actor* actor) { f32 sp2C; f32 sp28; - x = actor->fwork[4] - actor->obj.pos.x; - y = actor->fwork[5] - actor->obj.pos.y; - z = actor->fwork[6] - actor->obj.pos.z; + x = this->fwork[4] - this->obj.pos.x; + y = this->fwork[5] - this->obj.pos.y; + z = this->fwork[6] - this->obj.pos.z; sp40 = Math_RadToDeg(Math_Atan2F(x, z)); sp44 = Math_RadToDeg(Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)))); - if ((func_hud_800915FC(actor) != 0) && (actor->iwork[4] == 0)) { + if ((func_hud_800915FC(this) != 0) && (this->iwork[4] == 0)) { sp44 += 40.0f; if (sp44 >= 360.0f) { sp44 -= 360.0f; - } else if ((actor->obj.pos.y < (gGroundHeight + 50.0f)) && (gLevelType == LEVELTYPE_PLANET) && - (sp44 > 180.0f)) { + } else if ((this->obj.pos.y < (gGroundHeight + 50.0f)) && (gLevelType == LEVELTYPE_PLANET) && (sp44 > 180.0f)) { sp44 = 0.0f; } - actor->iwork[0] = 0; + this->iwork[0] = 0; } - sp3C = Math_SmoothStepToAngle(&actor->rot_0F4.y, sp40, 0.5f, actor->fwork[2], 0.001f) * 30.0f; - Math_SmoothStepToAngle(&actor->rot_0F4.x, sp44, 0.5f, actor->fwork[2], 0.0001f); + sp3C = Math_SmoothStepToAngle(&this->rot_0F4.y, sp40, 0.5f, this->fwork[2], 0.001f) * 30.0f; + Math_SmoothStepToAngle(&this->rot_0F4.x, sp44, 0.5f, this->fwork[2], 0.0001f); sp2C = sp28 = 0.0f; if (sp3C < 0.0f) { @@ -4238,10 +4240,10 @@ bool func_hud_80091864(Actor* actor) { sp28 = sp3C; } - Math_SmoothStepToF(&actor->fwork[15], sp2C, 0.2f, 30.0f, 0.00f); - Math_SmoothStepToF(&actor->fwork[26], -sp2C, 0.2f, 30.0f, 0.00f); - Math_SmoothStepToF(&actor->fwork[16], sp28, 0.2f, 30.0f, 0.00f); - Math_SmoothStepToF(&actor->fwork[27], -sp28, 0.2f, 30.0f, 0.00f); + Math_SmoothStepToF(&this->fwork[15], sp2C, 0.2f, 30.0f, 0.00f); + Math_SmoothStepToF(&this->fwork[26], -sp2C, 0.2f, 30.0f, 0.00f); + Math_SmoothStepToF(&this->fwork[16], sp28, 0.2f, 30.0f, 0.00f); + Math_SmoothStepToF(&this->fwork[27], -sp28, 0.2f, 30.0f, 0.00f); if (sp3C < 0.0f) { sp3C *= -1.0f; @@ -4249,101 +4251,101 @@ bool func_hud_80091864(Actor* actor) { sp3C = 360.0f - sp3C; } - Math_SmoothStepToF(&actor->fwork[7], actor->fwork[8], 0.2f, 30.0f, 0.0001f); + Math_SmoothStepToF(&this->fwork[7], this->fwork[8], 0.2f, 30.0f, 0.0001f); - if ((actor->fwork[7] > 0.01f) && (actor->fwork[7] < 359.9f)) { - Math_SmoothStepToAngle(&actor->obj.rot.z, actor->fwork[7], 0.2f, 100.0f, 0.01f); + if ((this->fwork[7] > 0.01f) && (this->fwork[7] < 359.9f)) { + Math_SmoothStepToAngle(&this->obj.rot.z, this->fwork[7], 0.2f, 100.0f, 0.01f); } else { - Math_SmoothStepToAngle(&actor->obj.rot.z, sp3C, 0.1f, 3.0f, 0.01f); + Math_SmoothStepToAngle(&this->obj.rot.z, sp3C, 0.1f, 3.0f, 0.01f); } return false; } -bool func_hud_80091B90(Actor* actor) { +bool func_hud_80091B90(ActorTeamBoss* this) { Vec3f vec; - actor->obj.rot.x = -actor->rot_0F4.x; - actor->obj.rot.y = actor->rot_0F4.y; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y; - Math_SmoothStepToF(&actor->fwork[0], actor->fwork[1], 0.2f, 1.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[2], actor->fwork[3], 1.0f, 1.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.2f, 1.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[2], this->fwork[3], 1.0f, 1.0f, 0.0f); - Math_Vec3fFromAngles(&vec, actor->obj.rot.x, actor->obj.rot.y, actor->fwork[0] + actor->fwork[9]); + Math_Vec3fFromAngles(&vec, this->obj.rot.x, this->obj.rot.y, this->fwork[0] + this->fwork[9]); - actor->vel.y = actor->fwork[14] + vec.y; - actor->vel.x = actor->fwork[13] + vec.x; - actor->vel.z = actor->fwork[12] + vec.z; + this->vel.y = this->fwork[14] + vec.y; + this->vel.x = this->fwork[13] + vec.x; + this->vel.z = this->fwork[12] + vec.z; - actor->fwork[13] -= actor->fwork[13] * 0.1f; - actor->fwork[14] -= actor->fwork[14] * 0.1f; - actor->fwork[12] -= actor->fwork[12] * 0.1f; + this->fwork[13] -= this->fwork[13] * 0.1f; + this->fwork[14] -= this->fwork[14] * 0.1f; + this->fwork[12] -= this->fwork[12] * 0.1f; - if ((actor->obj.pos.y < gGroundHeight + 40.0f) && (actor->vel.y < 0.0f) && (gLevelType == LEVELTYPE_PLANET)) { - actor->obj.pos.y = gGroundHeight + 40.0f; - actor->vel.y = 0.0f; + if ((this->obj.pos.y < gGroundHeight + 40.0f) && (this->vel.y < 0.0f) && (gLevelType == LEVELTYPE_PLANET)) { + this->obj.pos.y = gGroundHeight + 40.0f; + this->vel.y = 0.0f; } - actor->vel.z -= gPathVelZ; + this->vel.z -= gPathVelZ; return false; } -bool func_hud_80091CF8(Actor* actor) { - if (actor->iwork[1] != 0) { - if (actor->fwork[10] < 0.1f) { - actor->fwork[10] = 20.0f; - AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, actor->sfxSource, 0); - actor->fwork[29] = 5.0f; +bool func_hud_80091CF8(ActorTeamBoss* this) { + if (this->iwork[1] != 0) { + if (this->fwork[10] < 0.1f) { + this->fwork[10] = 20.0f; + AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0); + this->fwork[29] = 5.0f; } - actor->iwork[1] = 0; + this->iwork[1] = 0; } - Math_SmoothStepToF(&actor->fwork[10], 0.0f, 0.1f, 0.2f, 0.0f); - Math_SmoothStepToF(&actor->fwork[9], actor->fwork[10], 0.1f, 2.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[10], 0.0f, 0.1f, 0.2f, 0.0f); + Math_SmoothStepToF(&this->fwork[9], this->fwork[10], 0.1f, 2.0f, 0.0f); - if (actor->fwork[10] < 0.1f) { - actor->iwork[11] = 1; + if (this->fwork[10] < 0.1f) { + this->iwork[11] = 1; } return false; } -bool func_hud_80091DF4(Actor* actor) { - Vec3f sp44; - Vec3f sp38; +bool func_hud_80091DF4(ActorTeamBoss* this) { + Vec3f src; + Vec3f dest; - if ((actor->iwork[0] != 0) && (gBossHealthBar > 70)) { - actor->iwork[0] = 0; - sp44.x = 0.0f; - sp44.y = 0.0f; - sp44.z = 100.0f; - Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); - Actor_SpawnPlayerLaser(actor->aiType, actor->obj.pos.x + (sp38.x * 1.5), actor->obj.pos.y + (sp38.y * 1.5), - actor->obj.pos.z + (sp38.z * 1.5), sp38.x, sp38.y, sp38.z, actor->obj.rot.x, - actor->obj.rot.y, actor->obj.rot.z); + if ((this->iwork[0] != 0) && (gBossHealthBar > 70)) { + this->iwork[0] = 0; + src.x = 0.0f; + src.y = 0.0f; + src.z = 100.0f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); + Actor_SpawnPlayerLaser(this->aiType, this->obj.pos.x + (dest.x * 1.5), this->obj.pos.y + (dest.y * 1.5), + this->obj.pos.z + (dest.z * 1.5), dest.x, dest.y, dest.z, this->obj.rot.x, + this->obj.rot.y, this->obj.rot.z); } return false; } -bool func_hud_80091F00(Actor* actor) { - u8 temp_v0 = actor->dmgType; +bool func_hud_80091F00(ActorTeamBoss* this) { + u8 temp_v0 = this->dmgType; Vec3f sp40; Vec3f sp34; - actor->dmgType = DMG_NONE; + this->dmgType = DMG_NONE; - if ((actor->state == 3) || (temp_v0 == DMG_EXPLOSION)) { + if ((this->state == 3) || (temp_v0 == DMG_EXPLOSION)) { return false; } - actor->health -= actor->damage; - if (actor->health <= 0) { - actor->health = -1; + this->health -= this->damage; + if (this->health <= 0) { + this->health = -1; } - actor->timer_0C6 = 20; + this->timer_0C6 = 20; - AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, actor->sfxSource, 4); - func_effect_8007D10C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.5f); - Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); + AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); + func_effect_8007D10C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 1.5f); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_NEW); if (Rand_ZeroOne() < 0.5f) { sp40.x = -20.0f; @@ -4356,18 +4358,18 @@ bool func_hud_80091F00(Actor* actor) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34); - actor->fwork[13] = sp34.x; - actor->fwork[14] = sp34.y; - actor->fwork[12] = sp34.z; + this->fwork[13] = sp34.x; + this->fwork[14] = sp34.y; + this->fwork[12] = sp34.z; - gTeamShields[actor->aiType] = actor->health; + gTeamShields[this->aiType] = this->health; if (gRadioState != 0) { return false; } - if ((actor->dmgType == DMG_COLLISION) && (actor->dmgSource == AI360_FOX + 1)) { - switch (actor->aiType) { + if ((this->dmgType == DMG_COLLISION) && (this->dmgSource == AI360_FOX + 1)) { + switch (this->aiType) { case AI360_FALCO: Radio_PlayMessage(gMsg_ID_20210, RCID_FALCO); break; @@ -4380,8 +4382,8 @@ bool func_hud_80091F00(Actor* actor) { } } - if ((actor->dmgType != DMG_COLLISION) && (actor->dmgSource == AI360_FOX + 1)) { - switch (actor->aiType) { + if ((this->dmgType != DMG_COLLISION) && (this->dmgSource == AI360_FOX + 1)) { + switch (this->aiType) { case AI360_FALCO: Radio_PlayMessage(gMsg_ID_20060, RCID_FALCO); break; @@ -4394,8 +4396,8 @@ bool func_hud_80091F00(Actor* actor) { } } - if ((actor->dmgSource == DMG_SRC_2) || (actor->dmgSource == DMG_SRC_100)) { - switch (actor->aiType) { + if ((this->dmgSource == DMG_SRC_2) || (this->dmgSource == DMG_SRC_100)) { + switch (this->aiType) { case AI360_FALCO: Radio_PlayMessage(gMsg_ID_20030, RCID_FALCO); break; @@ -4407,279 +4409,278 @@ bool func_hud_80091F00(Actor* actor) { break; } } - actor->iwork[8] = 20; + this->iwork[8] = 20; return false; } -void func_hud_80092244(Actor* actor) { - gRadarMarks[actor->index].status = 1; - gRadarMarks[actor->index].type = actor->aiType; - gRadarMarks[actor->index].pos.x = actor->obj.pos.x; - gRadarMarks[actor->index].pos.y = actor->obj.pos.y; - gRadarMarks[actor->index].pos.z = actor->obj.pos.z; - gRadarMarks[actor->index].yRot = actor->rot_0F4.y + 180.0f; +void func_hud_80092244(ActorTeamBoss* this) { + gRadarMarks[this->index].status = 1; + gRadarMarks[this->index].type = this->aiType; + gRadarMarks[this->index].pos.x = this->obj.pos.x; + gRadarMarks[this->index].pos.y = this->obj.pos.y; + gRadarMarks[this->index].pos.z = this->obj.pos.z; + gRadarMarks[this->index].yRot = this->rot_0F4.y + 180.0f; } -void func_hud_800922F4(Actor* actor) { - s32 temp; +void func_hud_800922F4(ActorTeamBoss* this) { + s32 mask; - if ((gTeamShields[actor->aiType] < 64) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE)) { - temp = 8 - 1; - if (gTeamShields[actor->aiType] > 16) { - temp = 16 - 1; + if ((gTeamShields[this->aiType] < 64) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE)) { + mask = 8 - 1; + if (gTeamShields[this->aiType] > 16) { + mask = 16 - 1; } - if (gTeamShields[actor->aiType] > 32) { - temp = 32 - 1; + if (gTeamShields[this->aiType] > 32) { + mask = 32 - 1; } - if (gTeamShields[actor->aiType] > 48) { - temp = 64 - 1; + if (gTeamShields[this->aiType] > 48) { + mask = 64 - 1; } - if ((gGameFrameCount & temp) == 0) { - func_effect_8007D10C(actor->obj.pos.x + RAND_FLOAT_CENTERED(10.0f), actor->obj.pos.y + RAND_FLOAT(10.0f), - actor->obj.pos.z + RAND_FLOAT_CENTERED(10.0f), 2.2f); + if ((gGameFrameCount & mask) == 0) { + func_effect_8007D10C(this->obj.pos.x + RAND_FLOAT_CENTERED(10.0f), this->obj.pos.y + RAND_FLOAT(10.0f), + this->obj.pos.z + RAND_FLOAT_CENTERED(10.0f), 2.2f); } - if (!(gGameFrameCount & (temp >> 2)) && (Rand_ZeroOne() < 0.5f)) { - func_effect_8007C120(actor->obj.pos.x + RAND_FLOAT_CENTERED(30.0f), actor->obj.pos.y + RAND_FLOAT(10.0f), - actor->obj.pos.z + RAND_FLOAT_CENTERED(30.0f), actor->vel.x, actor->vel.y, - actor->vel.z, actor->scale * 0.07f, 3); + if (!(gGameFrameCount & (mask >> 2)) && (Rand_ZeroOne() < 0.5f)) { + Effect_Effect390_Spawn(this->obj.pos.x + RAND_FLOAT_CENTERED(30.0f), this->obj.pos.y + RAND_FLOAT(10.0f), + this->obj.pos.z + RAND_FLOAT_CENTERED(30.0f), this->vel.x, this->vel.y, this->vel.z, + this->scale * 0.07f, 3); } } } -bool func_hud_800924E0(Actor* actor) { +bool func_hud_800924E0(ActorTeamBoss* this) { Vec3f src; Vec3f dest; f32 var_fv0; bool ret = false; - if (actor->iwork[7] == 0) { - actor->vwork[29].x = actor->obj.rot.x; - actor->iwork[7] = 1; - actor->iwork[1] = 1; + if (this->iwork[7] == 0) { + this->vwork[29].x = this->obj.rot.x; + this->iwork[7] = 1; + this->iwork[1] = 1; } - if (actor->fwork[29] < 2.0f) { - actor->fwork[29] = 2.0f; + if (this->fwork[29] < 2.0f) { + this->fwork[29] = 2.0f; } var_fv0 = 60.0f; - if (actor->fwork[19] > 240.0f) { + if (this->fwork[19] > 240.0f) { var_fv0 = -50.0f; } - Math_SmoothStepToF(&actor->fwork[15], var_fv0, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[26], var_fv0, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[16], var_fv0, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[27], var_fv0, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[15], var_fv0, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[26], var_fv0, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[16], var_fv0, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[27], var_fv0, 0.3f, 100.0f, 0.0f); - if (actor->fwork[19] < 180.0f) { - actor->obj.pos.y += 2.0f; + if (this->fwork[19] < 180.0f) { + this->obj.pos.y += 2.0f; } - if (Math_SmoothStepToF(&actor->fwork[19], 360.0f, 0.1f, 5.0f, 0.01f) == 0.0f) { - actor->obj.rot.x = actor->vwork[29].x; - actor->fwork[19] = actor->vwork[29].x = 0.0f; + if (Math_SmoothStepToF(&this->fwork[19], 360.0f, 0.1f, 5.0f, 0.01f) == 0.0f) { + this->obj.rot.x = this->vwork[29].x; + this->fwork[19] = this->vwork[29].x = 0.0f; ret = true; - actor->iwork[7] = 0; - actor->fwork[29] = 1.0f; + this->iwork[7] = 0; + this->fwork[29] = 1.0f; } - if (actor->iwork[7] != 0) { - Math_SmoothStepToAngle(&actor->vwork[29].x, 0.0f, 0.1f, 5.0f, 0.0f); - Math_SmoothStepToAngle(&actor->obj.rot.z, 0.0f, 0.1f, 5.0f, 0.0f); - actor->obj.rot.x = actor->vwork[29].x + (360.0f - actor->fwork[19]); + if (this->iwork[7] != 0) { + Math_SmoothStepToAngle(&this->vwork[29].x, 0.0f, 0.1f, 5.0f, 0.0f); + Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 5.0f, 0.0f); + this->obj.rot.x = this->vwork[29].x + (360.0f - this->fwork[19]); - Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(M_DTOR * ((actor->rot_0F4.x + actor->vwork[29].x) + actor->fwork[19])), - MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(M_DTOR * ((this->rot_0F4.x + this->vwork[29].x) + this->fwork[19])), MTXF_APPLY); - src.z = actor->fwork[1]; + src.z = this->fwork[1]; src.y = 0.0f; src.x = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - actor->vel.x = dest.x; - actor->vel.y = dest.y; - actor->vel.z = dest.z; + this->vel.x = dest.x; + this->vel.y = dest.y; + this->vel.z = dest.z; - if (actor->obj.pos.y < gGroundHeight + 50.0f) { - actor->obj.pos.y = gGroundHeight + 50.0f; - actor->vel.y = 0.0f; + if (this->obj.pos.y < gGroundHeight + 50.0f) { + this->obj.pos.y = gGroundHeight + 50.0f; + this->vel.y = 0.0f; } } return ret; } -bool func_hud_800927A0(Actor* actor) { +bool func_hud_800927A0(ActorTeamBoss* this) { Vec3f src; Vec3f dest; f32 sp54; f32 sp50; bool ret = false; - if (actor->iwork[11] == 0) { - actor->unk_046 = 0; - actor->iwork[11] = 1; - actor->iwork[1] = 1; - actor->vwork[29].x = actor->obj.rot.x; - actor->vwork[29].y = actor->obj.rot.y; - actor->vwork[29].z = actor->obj.rot.z; + if (this->iwork[11] == 0) { + this->unk_046 = 0; + this->iwork[11] = 1; + this->iwork[1] = 1; + this->vwork[29].x = this->obj.rot.x; + this->vwork[29].y = this->obj.rot.y; + this->vwork[29].z = this->obj.rot.z; } else { - Math_SmoothStepToAngle(&actor->vwork[29].z, 0.0f, 0.1f, 5.0f, 0.0f); - Math_SmoothStepToAngle(&actor->vwork[29].y, 0.0f, 0.1f, 5.0f, 0.0f); - Math_SmoothStepToAngle(&actor->vwork[29].x, 0.0f, 0.1f, 5.0f, 0.0f); - sp50 = Math_RadToDeg(Math_Atan2F(0.0f - actor->obj.pos.x, 0.0f - actor->obj.pos.z)); + Math_SmoothStepToAngle(&this->vwork[29].z, 0.0f, 0.1f, 5.0f, 0.0f); + Math_SmoothStepToAngle(&this->vwork[29].y, 0.0f, 0.1f, 5.0f, 0.0f); + Math_SmoothStepToAngle(&this->vwork[29].x, 0.0f, 0.1f, 5.0f, 0.0f); + sp50 = Math_RadToDeg(Math_Atan2F(0.0f - this->obj.pos.x, 0.0f - this->obj.pos.z)); - switch (actor->unk_046) { + switch (this->unk_046) { case 0: - if (actor->unk_04A != 0) { - actor->timer_0BC = 30; + if (this->unk_04A != 0) { + this->timer_0BC = 30; } else { - actor->timer_0BC = 10; + this->timer_0BC = 10; } - actor->unk_046 = 1; - if (actor->fwork[19] > 180.0f) { - actor->fwork[19] = actor->fwork[19] - 360.0f; + this->unk_046 = 1; + if (this->fwork[19] > 180.0f) { + this->fwork[19] = this->fwork[19] - 360.0f; } case 1: - if (actor->timer_0BC == 0) { - actor->unk_046 = 2; - if (actor->unk_04A != 0) { - actor->timer_0BC = 80; + if (this->timer_0BC == 0) { + this->unk_046 = 2; + if (this->unk_04A != 0) { + this->timer_0BC = 80; } else { - actor->timer_0BC = 60; + this->timer_0BC = 60; } - Math_SmoothStepToF(&actor->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); } break; case 2: - if (actor->fwork[19] > 140.0f) { + if (this->fwork[19] > 140.0f) { sp54 = 0.0f; } else { sp54 = 60.0f; } - Math_SmoothStepToF(&actor->fwork[15], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[26], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[16], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[27], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[19], 190.0f, 0.1f, 6.0f, 0.001f); - Math_SmoothStepToF(&actor->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); - - if (actor->fwork[19] > 180.0f) { - actor->rot_0F4.y += 180.0f; - if (actor->rot_0F4.y >= 360.0f) { - actor->rot_0F4.y = actor->rot_0F4.y - 360.0f; + Math_SmoothStepToF(&this->fwork[15], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[26], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[16], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[27], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[19], 190.0f, 0.1f, 6.0f, 0.001f); + Math_SmoothStepToF(&this->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); + + if (this->fwork[19] > 180.0f) { + this->rot_0F4.y += 180.0f; + if (this->rot_0F4.y >= 360.0f) { + this->rot_0F4.y = this->rot_0F4.y - 360.0f; } - actor->fwork[19] -= 180.0f; + this->fwork[19] -= 180.0f; - if ((sp50 - actor->rot_0F4.y) < 180.0f) { - actor->fwork[20] = 180.0f; + if ((sp50 - this->rot_0F4.y) < 180.0f) { + this->fwork[20] = 180.0f; } else { - actor->fwork[20] = -180.0f; + this->fwork[20] = -180.0f; } - actor->iwork[1] = 1; - actor->unk_046 = 3; + this->iwork[1] = 1; + this->unk_046 = 3; } - actor->fwork[28] -= 0.2f; + this->fwork[28] -= 0.2f; break; case 3: - if (actor->fwork[29] < 2.0f) { - actor->fwork[29] = 2.0f; + if (this->fwork[29] < 2.0f) { + this->fwork[29] = 2.0f; } - Math_SmoothStepToF(&actor->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); - sp54 = actor->fwork[20] * 0.3f; + sp54 = this->fwork[20] * 0.3f; - Math_SmoothStepToF(&actor->fwork[15], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[26], sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[16], -sp54, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&actor->fwork[27], -sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[15], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[26], sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[16], -sp54, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&this->fwork[27], -sp54, 0.3f, 100.0f, 0.0f); - if (actor->unk_04A != 0) { - Math_SmoothStepToAngle(&actor->rot_0F4.y, sp50, 0.1f, 2.0f, 0.0f); + if (this->unk_04A != 0) { + Math_SmoothStepToAngle(&this->rot_0F4.y, sp50, 0.1f, 2.0f, 0.0f); } - if (actor->obj.pos.y < gPlayer[0].pathHeight) { - if (actor->fwork[28] < 0.0f) { - actor->fwork[28] = actor->fwork[28] + 0.2f; + if (this->obj.pos.y < gPlayer[0].pathHeight) { + if (this->fwork[28] < 0.0f) { + this->fwork[28] = this->fwork[28] + 0.2f; } } else { - actor->fwork[28] -= 0.2f; + this->fwork[28] -= 0.2f; } - if (actor->timer_0BC == 0) { + if (this->timer_0BC == 0) { ret = true; - actor->iwork[11] = 0; - actor->unk_046 = 0; - actor->fwork[28] = 0.0f; - actor->fwork[20] = 0.0f; - actor->fwork[29] = 1.0f; + this->iwork[11] = 0; + this->unk_046 = 0; + this->fwork[28] = 0.0f; + this->fwork[20] = 0.0f; + this->fwork[29] = 1.0f; } break; } - actor->obj.rot.x = actor->vwork[29].x - actor->fwork[19]; - actor->obj.rot.y = actor->rot_0F4.y; - actor->obj.rot.z = actor->vwork[29].z + actor->fwork[20]; - actor->obj.pos.y += actor->fwork[28]; + this->obj.rot.x = this->vwork[29].x - this->fwork[19]; + this->obj.rot.y = this->rot_0F4.y; + this->obj.rot.z = this->vwork[29].z + this->fwork[20]; + this->obj.pos.y += this->fwork[28]; - Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, 0U); - Matrix_RotateX(gCalcMatrix, -(M_DTOR * (actor->rot_0F4.x + actor->vwork[29].x + actor->fwork[19])), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, -(M_DTOR * (this->rot_0F4.x + this->vwork[29].x + this->fwork[19])), MTXF_APPLY); - src.z = actor->fwork[1]; + src.z = this->fwork[1]; src.y = 0.0f; src.x = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - actor->vel.x = dest.x; - actor->vel.y = dest.y; - actor->vel.z = dest.z; + this->vel.x = dest.x; + this->vel.y = dest.y; + this->vel.z = dest.z; } return ret; } -void ActorTeamBoss_Init(Actor* actor) { +void ActorTeamBoss_Init(ActorTeamBoss* this) { s32 D_800D22A8[] = { TEAM_ID_FALCO, TEAM_ID_SLIPPY, TEAM_ID_PEPPY }; if (gCurrentLevel != LEVEL_TITANIA) { - actor->fwork[1] = 40.0f; - actor->fwork[3] = 1.2f; - actor->aiType = (D_hud_800D1970 % 4U) + 1; + this->fwork[1] = 40.0f; + this->fwork[3] = 1.2f; + this->aiType = (D_hud_800D1970 % 4U) + 1; D_hud_800D1970++; } else { - actor->state = 7; - actor->aiType = AI360_SLIPPY; - actor->iwork[5] = 0; + this->state = 7; + this->aiType = AI360_SLIPPY; + this->iwork[5] = 0; gTeamShields[TEAM_ID_SLIPPY] = 255; } - actor->iwork[12] = D_800D22A8[actor->aiType - 1]; - actor->iwork[11] = 1; + this->iwork[12] = D_800D22A8[this->aiType - 1]; + this->iwork[11] = 1; if (gLevelType == LEVELTYPE_PLANET) { - actor->drawShadow = true; + this->drawShadow = true; } - AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); + AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4); if (((s32) (D_hud_800D1970 % 4U) == AI360_SLIPPY) && (gCurrentLevel == LEVEL_SECTOR_X)) { - Object_Kill(&actor->obj, actor->sfxSource); + Object_Kill(&this->obj, this->sfxSource); } - if (gTeamShields[actor->aiType] <= 0) { - Object_Kill(&actor->obj, actor->sfxSource); + if (gTeamShields[this->aiType] <= 0) { + Object_Kill(&this->obj, this->sfxSource); } } @@ -4761,64 +4762,63 @@ void ActorTeamBoss_Update(ActorTeamBoss* this) { this->iwork[10] = 0; } -void func_hud_80093164(Actor* actor) { +void func_hud_80093164(ActorCutscene* this) { Vec3f src; Vec3f dest; Player* player = &gPlayer[0]; - if (actor->state == 0) { - switch (actor->animFrame) { + if (this->state == 0) { + switch (this->animFrame) { case 1: - if ((player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) || (actor->animFrame != 1)) { + if ((player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) || (this->animFrame != 1)) { if (gCsFrameCount > 1588) { - actor->fwork[0] = 5.0f; + this->fwork[0] = 5.0f; } else { - actor->fwork[0] = 15.0f; + this->fwork[0] = 15.0f; } - actor->fwork[0] = 12.0f; + this->fwork[0] = 12.0f; } break; case 41: - Aquas_801BE034(actor); + Aquas_CsAqFishGroup_Update(this); break; case 44: - actor->iwork[0]++; - if (actor->iwork[0] > 118) { - actor->iwork[0] = 0; + this->iwork[0]++; + if (this->iwork[0] > 118) { + this->iwork[0] = 0; } break; } } - Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (this->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(this->rot_0F4.x * M_DTOR), MTXF_APPLY); src.x = 0.0f; src.y = 0.0f; - src.z = actor->fwork[0]; + src.z = this->fwork[0]; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - actor->vel.x = dest.x; - actor->vel.y = dest.y; - actor->vel.z = dest.z; - actor->obj.rot.x = -actor->rot_0F4.x; - actor->obj.rot.y = actor->rot_0F4.y + 180.0f; - actor->obj.rot.z = -actor->rot_0F4.z; + this->vel.x = dest.x; + this->vel.y = dest.y; + this->vel.z = dest.z; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y + 180.0f; + this->obj.rot.z = -this->rot_0F4.z; } void func_hud_80093310(void) { - Actor* this = &gActors[0]; + ActorCutscene* actor = &gActors[0]; - Actor_Initialize(this); - this->obj.status = OBJ_INIT; - this->obj.pos.x = 0.0f; - this->obj.pos.y += 1700.0f; - this->obj.pos.z -= 5000.0f; - gActors[0].animFrame = 1; - if (1) {} - this->obj.id = OBJ_ACTOR_CUTSCENE; - Object_SetInfo(&this->info, this->obj.id); - AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, this->sfxSource, 0); + Actor_Initialize(actor); + actor->obj.status = OBJ_INIT; + actor->obj.pos.x = 0.0f; + actor->obj.pos.y += 1700.0f; + actor->obj.pos.z -= 5000.0f; + actor->animFrame = 1; + actor->obj.id = OBJ_ACTOR_CUTSCENE; + Object_SetInfo(&actor->info, actor->obj.id); + AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); } void func_hud_800933D8(f32 x, f32 y, f32 z, f32 arg3) { @@ -5158,7 +5158,7 @@ void HUD_AquasStart(Player* player) { player->pos.z = dest.z; if (((player->csTimer % 8) == 0) && (player->csTimer > 740)) { - func_effect_8007D9DC(player->cam.eye.x, 1600.0f, player->cam.eye.z, 10.0f, 100.0f, 0); + Effect_Effect367_Spawn(player->cam.eye.x, 1600.0f, player->cam.eye.z, 10.0f, 100.0f, 0); } if ((player->unk_018 > -200.0f) && (D_ctx_80177A10[8] < 6)) { @@ -5173,9 +5173,9 @@ void HUD_AquasStart(Player* player) { if (((gGameFrameCount % 3) == 0) && (player->csTimer <= 740)) { for (i = 0; i < 8; i++) { - Aquas_801AC8A8(player->cam.eye.x + RAND_FLOAT_CENTERED(D_800D22C4), - player->cam.eye.y + 260.0f + RAND_FLOAT_CENTERED(D_800D22C8), - player->cam.eye.z + RAND_FLOAT_CENTERED(D_800D22CC), 1.0f, 0); + Aquas_Effect366_Spawn(player->cam.eye.x + RAND_FLOAT_CENTERED(D_800D22C4), + player->cam.eye.y + 260.0f + RAND_FLOAT_CENTERED(D_800D22C8), + player->cam.eye.z + RAND_FLOAT_CENTERED(D_800D22CC), 1.0f, 0); } } } @@ -5265,8 +5265,9 @@ void HUD_AquasStart(Player* player) { AUDIO_PLAY_BGM(NA_BGM_STAGE_AQ); } - Aquas_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT_CENTERED(10.0f), - player->pos.z - 65.0f + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); + Aquas_Effect366_Spawn(player->pos.x + RAND_FLOAT_CENTERED(10.0f), + player->pos.y + RAND_FLOAT_CENTERED(10.0f), + player->pos.z - 65.0f + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); break; default: @@ -5307,74 +5308,74 @@ f32 D_800D24C0[] = { 128.0f, 128.0f, 255.0f, 128.0f }; s32 D_800D24C8[] = { 0, 900 }; f32 D_800D24CC = 0.02f; -void Hud_Effect363_Update(Effect* effect) { +void Hud_Effect363_Update(Effect363* this) { Player* player = &gPlayer[0]; if ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) && (player->csState < 2)) { - switch (effect->state) { + switch (this->state) { case 0: - effect->unk_44 += effect->unk_46; - effect->unk_4A = effect->unk_44; - effect->scale2 += 0.01f; + this->unk_44 += this->unk_46; + this->unk_4A = this->unk_44; + this->scale2 += 0.01f; - if (effect->unk_4A >= 200) { - effect->state = 1; - effect->unk_4A = 200; + if (this->unk_4A >= 200) { + this->state = 1; + this->unk_4A = 200; } break; case 1: - effect->unk_4A -= effect->unk_46; - effect->scale2 -= 0.1f; + this->unk_4A -= this->unk_46; + this->scale2 -= 0.1f; break; } - if ((effect->state == 1) && (effect->unk_4A <= 0)) { - Object_Kill(&effect->obj, effect->sfxSource); + if ((this->state == 1) && (this->unk_4A <= 0)) { + Object_Kill(&this->obj, this->sfxSource); } - effect->vel.y += effect->scale1; - effect->scale1 -= 0.05f; + this->vel.y += this->scale1; + this->scale1 -= 0.05f; - if (effect->scale1 < -1.0f) { - effect->scale1 = -1.0f; + if (this->scale1 < -1.0f) { + this->scale1 = -1.0f; } - effect->obj.rot.z += effect->unk_48; + this->obj.rot.z += this->unk_48; } else { if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) { - effect->obj.rot.x = RAD_TO_DEG(player->camPitch); - effect->obj.rot.y = RAD_TO_DEG(-player->camYaw); + this->obj.rot.x = RAD_TO_DEG(player->camPitch); + this->obj.rot.y = RAD_TO_DEG(-player->camYaw); } if (player->state_1C8 == PLAYERSTATE_1C8_NEXT) { - effect->unk_46 = 2; + this->unk_46 = 2; if (player->csState >= 4) { - effect->vel.y -= 0.13f; + this->vel.y -= 0.13f; } } - effect->scale2 += 0.8f; - effect->unk_4A -= effect->unk_46; + this->scale2 += 0.8f; + this->unk_4A -= this->unk_46; - if ((effect->unk_4A < 0) || ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && - (gCurrentLevel == LEVEL_AQUAS) && (player->csState == 5))) { - Object_Kill(&effect->obj, effect->sfxSource); + if ((this->unk_4A < 0) || ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && + (gCurrentLevel == LEVEL_AQUAS) && (player->csState == 5))) { + Object_Kill(&this->obj, this->sfxSource); } - effect->obj.rot.z += effect->unk_48; + this->obj.rot.z += this->unk_48; } } -void Hud_Effect363_Draw(Effect* effect) { +void Hud_Effect363_Draw(Effect363* this) { if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].csState < 2)) { RCP_SetupDL(&gMasterDisp, SETUPDL_68); - gDPSetPrimColor(gMasterDisp++, 0, 0, 0, 21, 34, effect->unk_4A); + gDPSetPrimColor(gMasterDisp++, 0, 0, 0, 21, 34, this->unk_4A); gDPSetEnvColor(gMasterDisp++, 255, 255, 251, 0); - Graphics_SetScaleMtx(effect->scale2); + Graphics_SetScaleMtx(this->scale2); gSPDisplayList(gMasterDisp++, D_1023750); } else { - Graphics_SetScaleMtx(effect->scale2); - gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, effect->unk_4A); + Graphics_SetScaleMtx(this->scale2); + gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, this->unk_4A); gSPDisplayList(gMasterDisp++, D_1023750); } } @@ -5519,15 +5520,15 @@ void func_hud_80094D20(f32 x, f32 y) { } } -void func_hud_80095350(Actor* actor) { - Actor_Initialize(actor); - actor->obj.status = OBJ_ACTIVE; - actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->animFrame = 9999; - Object_SetInfo(&actor->info, actor->obj.id); +void func_hud_80095350(ActorCutscene* this) { + Actor_Initialize(this); + this->obj.status = OBJ_ACTIVE; + this->obj.id = OBJ_ACTOR_CUTSCENE; + this->animFrame = 9999; + Object_SetInfo(&this->info, this->obj.id); } -void func_hud_800953A0(Actor* actor, s32 arg1) { +void func_hud_800953A0(ActorCutscene* this, s32 arg1) { Vec3f D_800D2510[] = { { 1800.0f, 0.0f, -4000.0f }, { -1000.0f, 0.0f, -4800.0f }, @@ -5535,31 +5536,31 @@ void func_hud_800953A0(Actor* actor, s32 arg1) { { -200.0f, 0.0f, -7000.0f }, }; - Actor_Initialize(actor); - actor->obj.status = OBJ_ACTIVE; - actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->obj.pos = D_800D2510[arg1]; - actor->obj.pos.z -= gPathProgress; - actor->animFrame = 45; - Object_SetInfo(&actor->info, actor->obj.id); + Actor_Initialize(this); + this->obj.status = OBJ_ACTIVE; + this->obj.id = OBJ_ACTOR_CUTSCENE; + this->obj.pos = D_800D2510[arg1]; + this->obj.pos.z -= gPathProgress; + this->animFrame = 45; + Object_SetInfo(&this->info, this->obj.id); } -void func_hud_8009546C(Actor* actor, s32 arg1) { +void func_hud_8009546C(ActorCutscene* this, s32 arg1) { Vec3f D_800D2540[] = { { 1300.0f, 0.0f, -2000.0f }, { -1000.0f, 0.0f, -3000.0f }, { 800.0f, 0.0f, 0.0f }, { -1200.0f, 0.0f, -1000.0f }, { -1400.0f, 0.0f, 700.0f }, }; - Actor_Initialize(actor); - actor->obj.status = OBJ_ACTIVE; - actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->obj.pos = D_800D2540[arg1]; - actor->obj.pos.z -= gPathProgress; - actor->animFrame = 46; - Object_SetInfo(&actor->info, actor->obj.id); + Actor_Initialize(this); + this->obj.status = OBJ_ACTIVE; + this->obj.id = OBJ_ACTOR_CUTSCENE; + this->obj.pos = D_800D2540[arg1]; + this->obj.pos.z -= gPathProgress; + this->animFrame = 46; + Object_SetInfo(&this->info, this->obj.id); } -void func_hud_80095538(Actor* actor, s32 arg1) { +void func_hud_80095538(Actor* actor, s32 index) { Vec3f D_800D257C[] = { { 0.0f, 0.0f, -200.0f }, { -300.0f, 0.0f, -700.0f }, { 400.0f, 0.0f, -900.0f }, { 300.0f, 0.0f, -1700.0f }, { -260.0f, 0.0f, -2000.0f }, { -200.0f, 0.0f, -2600.0f }, @@ -5568,7 +5569,7 @@ void func_hud_80095538(Actor* actor, s32 arg1) { Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->obj.pos = D_800D257C[arg1]; + actor->obj.pos = D_800D257C[index]; actor->obj.pos.z -= gPathProgress; actor->animFrame = 47; Object_SetInfo(&actor->info, actor->obj.id); @@ -5958,9 +5959,9 @@ void HUD_AquasComplete(Player* player) { src.y = 0.0f; src.z = -70.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - Aquas_801AC8A8(player->pos.x + dest.x + RAND_FLOAT_CENTERED(10.0f), - player->pos.y + dest.y + RAND_FLOAT_CENTERED(10.0f), - player->pos.z + dest.z + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); + Aquas_Effect366_Spawn(player->pos.x + dest.x + RAND_FLOAT_CENTERED(10.0f), + player->pos.y + dest.y + RAND_FLOAT_CENTERED(10.0f), + player->pos.z + dest.z + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); } player->unk_178 += 20.0f; diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c index 6651bf43..7fc39ca5 100644 --- a/src/engine/fox_play.c +++ b/src/engine/fox_play.c @@ -86,6 +86,7 @@ void Play_UpdateDynaFloor(void) { f32 sp84; gDynaFloorTimer++; + switch (gCurrentLevel) { case LEVEL_SOLAR: if ((gGameFrameCount % 2) != 0) { @@ -100,6 +101,7 @@ void Play_UpdateDynaFloor(void) { sp88 = 2.2f; sp84 = 0.5f; break; + case LEVEL_ZONESS: if ((gGameFrameCount % 2) != 0) { spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0); @@ -114,29 +116,38 @@ void Play_UpdateDynaFloor(void) { sp84 = 2.0f; break; } + var_s3 = D_ctx_801782CC; var_s5 = D_ctx_801782D4; var_s4 = D_ctx_801782DC; var_s0 = D_ctx_801782E4; var_s1 = D_ctx_801782EC; + for (i = 0; i < 17 * 17; i++, var_s3++, var_s5++, var_s4++, var_s0++, var_s1++, spB0++) { Math_SmoothStepToF(var_s3, *var_s5, sp8C, *var_s4, 0.0f); Math_SmoothStepToF(var_s4, 100.0f, 1.0f, sp84, 0.0f); + if ((gDynaFloorTimer & spA8) == (i & spA8)) { *var_s5 = RAND_FLOAT(sp90); *var_s4 = 0.0f; } + *var_s0 += *var_s1; *var_s1 -= 0.5f; if (*var_s0 < 0.0f) { *var_s1 = *var_s0 = 0.0f; } + spB4[*spB0].n.ob[1] = (s16) *var_s3 + (s16) *var_s0; + Matrix_RotateZ(gCalcMatrix, *var_s3 * sp88 * M_DTOR, MTXF_NEW); + spC4.x = 120.0f; spC4.y = 0.0f; spC4.z = 0.0f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &spC4, &spB8); + spB4[*spB0].n.n[0] = spB8.x; spB4[*spB0].n.n[1] = spB8.y; spB4[*spB0].n.n[2] = spB8.z; @@ -154,6 +165,7 @@ void Player_WingEffects(Player* player) { player->xRock = SIN_DEG(player->rockPhase * 0.7f) * 0.5f; player->bobPhase += 10.0f; player->rockPhase += 8.0f; + if ((gLevelType == LEVELTYPE_PLANET) || ((player->alternateView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) { player->yBob = -SIN_DEG(player->bobPhase) * 0.5f; @@ -177,9 +189,9 @@ void Player_DamageEffects(Player* player) { player->hit1.z, 1.0f); } if (((gGameFrameCount % 2U) == 0) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) { - func_effect_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, - player->hit1.z, player->vel.x, player->vel.y, player->vel.z, - RAND_FLOAT(0.02f) + 0.02f, player->num + 1); + Effect_Effect389_Spawn(RAND_FLOAT_CENTERED(5.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, + player->hit1.z, player->vel.x, player->vel.y, player->vel.z, + RAND_FLOAT(0.02f) + 0.02f, player->num + 1); } } if (player->wings.leftState <= WINGSTATE_BROKEN) { @@ -188,12 +200,13 @@ void Player_DamageEffects(Player* player) { player->hit2.z, 1.0f); } if (((gGameFrameCount % 2U) == 0) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) { - func_effect_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y, - player->hit2.z, player->vel.x, player->vel.y, player->vel.z, - RAND_FLOAT(0.02f) + 0.02f, player->num + 1); + Effect_Effect389_Spawn(RAND_FLOAT_CENTERED(5.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y, + player->hit2.z, player->vel.x, player->vel.y, player->vel.z, + RAND_FLOAT(0.02f) + 0.02f, player->num + 1); } } } + var_v1 = 7; if (player->shields < 64) { if (player->shields > 16) { @@ -205,21 +218,23 @@ void Player_DamageEffects(Player* player) { if (player->shields > 48) { var_v1 = 64 - 1; } + if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) { sp40 = 0.0f; if (player->form == FORM_LANDMASTER) { sp40 = 30.0f; } + if ((gGameFrameCount & var_v1) == 0) { func_effect_8007D10C(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + sp40 + RAND_FLOAT(10.0f), player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 2.2f); } if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f)) { - func_effect_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f), - player->pos.y + sp40 + RAND_FLOAT(10.0f), - player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y, - player->vel.z, 0.04f + RAND_FLOAT(0.03f), player->num + 1); + Effect_Effect389_Spawn(player->pos.x + RAND_FLOAT_CENTERED(30.0f), + player->pos.y + sp40 + RAND_FLOAT(10.0f), + player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y, + player->vel.z, 0.04f + RAND_FLOAT(0.03f), player->num + 1); if (player->dmgEffectTimer == 0) { player->dmgEffectTimer = 2; } @@ -239,22 +254,26 @@ void Player_WaterEffects(Player* player) { if (gGroundSurface == SURFACE_WATER) { Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY); + Matrix_MultVec3f(gCalcMatrix, &sp54, &sp3C); Matrix_MultVec3f(gCalcMatrix, &sp48, &sp30); + if (player->pos.y < (gGroundHeight + 100.0f)) { if ((sp3C.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) { if (sPlayWingSplashSfx) {} - func_effect_8007ACE0(sp3C.x, gGroundHeight, sp3C.z, 0.1f, 2.0f, - player->rot.y + player->yRot_114 + 20.0f); + Effect_Effect372_Spawn1(sp3C.x, gGroundHeight, sp3C.z, 0.1f, 2.0f, + player->rot.y + player->yRot_114 + 20.0f); } if ((sp30.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) { - func_effect_8007ACE0(sp30.x, gGroundHeight, sp30.z, 0.1f, 2.0f, - player->rot.y + player->yRot_114 - 20.0f); + Effect_Effect372_Spawn1(sp30.x, gGroundHeight, sp30.z, 0.1f, 2.0f, + player->rot.y + player->yRot_114 - 20.0f); } } + if ((sp30.y < gGroundHeight + 80.0f) || (sp3C.y < gGroundHeight + 80.0f)) { if (!sPlayWingSplashSfx) { sPlayWingSplashSfx = true; @@ -300,6 +319,7 @@ void Play_InitVsStage(void) { } break; } + for (i = 0, j = 0; i < 199; j++) { if (gLevelObjects[j].id <= OBJ_INVALID) { break; @@ -315,6 +335,7 @@ void Play_InitVsStage(void) { i++; } } + for (i = 5, j = 0; i < 199; j++) { if (gLevelObjects[j].id <= OBJ_INVALID) { break; @@ -337,25 +358,25 @@ void Play_dummy_800A5330(void) { } void Play_Setup360_CO(void) { - Sprite* sprite; + Boss* boss = &gBosses[0]; Scenery360* scenery360; + Sprite* sprite; s32 i; - s32 j; gLevelObjects = SEGMENTED_TO_VIRTUAL(aCoAllRangeLevelObjects); - for (j = 0, scenery360 = gScenery360; j < 200; j++) { - if (gLevelObjects[j].id <= OBJ_INVALID) { + for (i = 0, scenery360 = gScenery360; i < 200; i++) { + if (gLevelObjects[i].id <= OBJ_INVALID) { break; } - if (gLevelObjects[j].id < OBJ_SCENERY_MAX) { + if (gLevelObjects[i].id < OBJ_SCENERY_MAX) { Scenery360_Initialize(scenery360); scenery360->obj.status = OBJ_ACTIVE; - scenery360->obj.id = gLevelObjects[j].id; - scenery360->obj.pos.x = gLevelObjects[j].xPos; - scenery360->obj.pos.z = gLevelObjects[j].zPos1; - scenery360->obj.pos.y = gLevelObjects[j].yPos; - scenery360->obj.rot.y = gLevelObjects[j].rot.y; + scenery360->obj.id = gLevelObjects[i].id; + scenery360->obj.pos.x = gLevelObjects[i].xPos; + scenery360->obj.pos.z = gLevelObjects[i].zPos1; + scenery360->obj.pos.y = gLevelObjects[i].yPos; + scenery360->obj.rot.y = gLevelObjects[i].rot.y; Object_SetInfo(&scenery360->info, scenery360->obj.id); if (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) { scenery360->info.dList = D_CO_6020760; @@ -364,90 +385,92 @@ void Play_Setup360_CO(void) { } } - for (j = 0, sprite = gSprites; j < ARRAY_COUNT(gSprites); j++) { - if (gLevelObjects[j].id <= OBJ_INVALID) { + for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++) { + if (gLevelObjects[i].id <= OBJ_INVALID) { break; } - if (gLevelObjects[j].id == OBJ_SPRITE_CO_TREE) { + if (gLevelObjects[i].id == OBJ_SPRITE_CO_TREE) { Sprite_Initialize(sprite); sprite->obj.status = OBJ_INIT; - sprite->obj.id = gLevelObjects[j].id; - sprite->obj.pos.x = gLevelObjects[j].xPos; - sprite->obj.pos.z = gLevelObjects[j].zPos1; - sprite->obj.pos.y = gLevelObjects[j].yPos; + sprite->obj.id = gLevelObjects[i].id; + sprite->obj.pos.x = gLevelObjects[i].xPos; + sprite->obj.pos.z = gLevelObjects[i].zPos1; + sprite->obj.pos.y = gLevelObjects[i].yPos; Object_SetInfo(&sprite->info, sprite->obj.id); sprite++; } } - i = 0; // fake? - Boss_Initialize(&gBosses[i]); - gBosses[i].obj.status = OBJ_INIT; - gBosses[i].obj.pos.x = 0.0f; - gBosses[i].obj.pos.y = 0.0f; - gBosses[i].obj.pos.z = 0.0f; - gBosses[i].obj.id = OBJ_BOSS_CO_GRANGA; - Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); + + Boss_Initialize(&boss[0]); + boss[0].obj.status = OBJ_INIT; + boss[0].obj.pos.x = 0.0f; + boss[0].obj.pos.y = 0.0f; + boss[0].obj.pos.z = 0.0f; + boss[0].obj.id = OBJ_BOSS_CO_GRANGA; + Object_SetInfo(&boss[0].info, boss[0].obj.id); } void Play_Setup360_SY(void) { + Boss* boss = &gBosses[0]; Scenery360* scenery360; s32 i; - s32 j; gLevelObjects = SEGMENTED_TO_VIRTUAL(D_SY_6030B14); - for (j = 0, scenery360 = gScenery360; j < 200; j++) { - if (gLevelObjects[j].id <= OBJ_INVALID) { + for (i = 0, scenery360 = gScenery360; i < 200; i++) { + if (gLevelObjects[i].id <= OBJ_INVALID) { break; } - if (gLevelObjects[j].id < OBJ_SCENERY_MAX) { + if (gLevelObjects[i].id < OBJ_SCENERY_MAX) { Scenery360_Initialize(scenery360); scenery360->obj.status = OBJ_ACTIVE; - scenery360->obj.id = gLevelObjects[j].id; - scenery360->obj.pos.x = gLevelObjects[j].xPos; - scenery360->obj.pos.z = gLevelObjects[j].zPos1; - scenery360->obj.pos.y = gLevelObjects[j].yPos; - scenery360->obj.rot.y = gLevelObjects[j].rot.y; + scenery360->obj.id = gLevelObjects[i].id; + scenery360->obj.pos.x = gLevelObjects[i].xPos; + scenery360->obj.pos.z = gLevelObjects[i].zPos1; + scenery360->obj.pos.y = gLevelObjects[i].yPos; + scenery360->obj.rot.y = gLevelObjects[i].rot.y; Object_SetInfo(&scenery360->info, scenery360->obj.id); scenery360++; } } - i = 0; // fake? - Boss_Initialize(&gBosses[i]); - gBosses[i].obj.status = OBJ_INIT; - gBosses[i].obj.pos.x = 0.0f; - gBosses[i].obj.pos.y = 0.0f; - gBosses[i].obj.pos.z = 0.0f; - gBosses[i].obj.id = OBJ_BOSS_SY; - Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); - i = 1; - Boss_Initialize(&gBosses[i]); - gBosses[i].obj.status = OBJ_INIT; - gBosses[i].obj.pos.x = 0.0f; - gBosses[i].obj.pos.y = 0.0f; - gBosses[i].obj.pos.z = 0.0f; - gBosses[i].obj.id = OBJ_BOSS_SY; - Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); - i = 2; - Boss_Initialize(&gBosses[i]); - gBosses[i].obj.status = OBJ_INIT; - gBosses[i].obj.pos.x = 0.0f; - gBosses[i].obj.pos.y = 0.0f; - gBosses[i].obj.pos.z = 0.0f; - gBosses[i].obj.id = OBJ_BOSS_SY; - Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); + + Boss_Initialize(&boss[0]); + boss[0].obj.status = OBJ_INIT; + boss[0].obj.pos.x = 0.0f; + boss[0].obj.pos.y = 0.0f; + boss[0].obj.pos.z = 0.0f; + boss[0].obj.id = OBJ_BOSS_SY_SHOGUN; + Object_SetInfo(&boss[0].info, boss[0].obj.id); + + Boss_Initialize(&boss[1]); + boss[1].obj.status = OBJ_INIT; + boss[1].obj.pos.x = 0.0f; + boss[1].obj.pos.y = 0.0f; + boss[1].obj.pos.z = 0.0f; + boss[1].obj.id = OBJ_BOSS_SY_SHOGUN; + Object_SetInfo(&boss[1].info, boss[1].obj.id); + + Boss_Initialize(&boss[2]); + boss[2].obj.status = OBJ_INIT; + boss[2].obj.pos.x = 0.0f; + boss[2].obj.pos.y = 0.0f; + boss[2].obj.pos.z = 0.0f; + boss[2].obj.id = OBJ_BOSS_SY_SHOGUN; + Object_SetInfo(&boss[2].info, boss[2].obj.id); } void Play_Setup360_AND(void) { - s32 i = 0; // fake? - - Boss_Initialize(&gBosses[i]); - gBosses[i].obj.status = OBJ_INIT; - gBosses[i].obj.pos.x = 0.0f; - gBosses[i].obj.pos.y = 0.0f; - gBosses[i].obj.pos.z = 0.0f; - gBosses[i].obj.id = OBJ_BOSS_321; - Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); + Boss* boss = &gBosses[0]; + + Boss_Initialize(boss); + boss->obj.status = OBJ_INIT; + + boss->obj.pos.x = 0.0f; + boss->obj.pos.y = 0.0f; + boss->obj.pos.z = 0.0f; + + boss->obj.id = OBJ_BOSS_AND_BRAIN; + Object_SetInfo(&boss->info, boss->obj.id); } void Play_Setup(void) { @@ -500,6 +523,7 @@ void Play_InitEnvironment(void) { } else { sEnvironment = SEGMENTED_TO_VIRTUAL(D_800D2F98[gCurrentLevel]); } + if (!D_ctx_8017782C) { if (gCurrentLevel == LEVEL_SOLAR) { Audio_SetHeatAlarmParams(255, 1); @@ -509,6 +533,7 @@ void Play_InitEnvironment(void) { } else if (gCurrentLevel == LEVEL_AQUAS) { sEnvironment = SEGMENTED_TO_VIRTUAL(&D_AQ_602E584); } + gBgmSeqId = sEnvironment->seqId; gLevelType = sEnvironment->type; gGroundType = sEnvironment->unk04; @@ -518,15 +543,19 @@ void Play_InitEnvironment(void) { gFogBlue = sEnvironment->fogB; gFogNear = sEnvironment->fogN; gFogFar = sEnvironment->fogF; + gLight1R = gLight2R = D_ctx_80161A70 = sEnvironment->lightR; gLight1G = gLight2G = D_ctx_80161A74 = sEnvironment->lightG; gLight1B = gLight2B = D_ctx_80161A78 = sEnvironment->lightB; + gAmbientR = sEnvironment->ambR; gAmbientG = sEnvironment->ambG; gAmbientB = sEnvironment->ambB; + gEnvLightxRot = gLight2xRotTarget = D_ctx_80178520 = gLight1xRot = gLight1xRotTarget = sEnvironment->lightDir.x; gEnvLightyRot = gLight2yRotTarget = D_ctx_80178524 = gLight1yRot = gLight1yRotTarget = sEnvironment->lightDir.y; gEnvLightzRot = gLight2zRotTarget = D_ctx_80178528 = gLight1zRot = gLight1zRotTarget = sEnvironment->lightDir.z; + gProjectFar = 12800.0f; gLight2colorStep = 40; D_ctx_80178544 = 40; @@ -539,7 +568,9 @@ void Play_GenerateStarfield(void) { MEM_ARRAY_ALLOCATE(gStarOffsetsX, 1000); MEM_ARRAY_ALLOCATE(gStarOffsetsY, 1000); MEM_ARRAY_ALLOCATE(gStarFillColors, 1000); + Rand_SetSeed(1, 29000, 9876); + for (i = 0; i < 1000; i++) { gStarOffsetsX[i] = RAND_FLOAT_SEEDED(480.0f) - 80.0f; gStarOffsetsY[i] = RAND_FLOAT_SEEDED(360.0f) - 60.0f; @@ -551,6 +582,7 @@ void Play_SetupStarfield(void) { Play_GenerateStarfield(); gGroundHeight = -25000.0f; gStarCount = 600; + if (gCurrentLevel == LEVEL_AREA_6) { gStarCount = 300; } @@ -659,17 +691,19 @@ void Play_ClearObjectData(void) { Object_Kill(&gPlayerShots[i].obj, gPlayerShots[i].sfxSource); PlayerShot_Initialize(&gPlayerShots[i]); } + gDrawSmallRocks = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = gKillEventActors = gGroundClipMode = gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0; gFormationInitPos.x = gFormationInitPos.y = gFormationInitPos.z = gFormationInitRot.x = gFormationInitRot.y = gFormationInitRot.z = 0.0f; + for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) { gTeamArrowsViewPos[i].x = gTeamArrowsViewPos[i].y = gTeamArrowsViewPos[i].z = 100.0f; } - for (i = 0; i < ARRAY_COUNT(gActor194yPos); i++) { - gActor194Status[i] = 0; - for (j = 0; j < ARRAY_COUNT(*gActor194yPos); j++) { - gActor194yPos[i][j] = -5000.0f; + for (i = 0; i < ARRAY_COUNT(gMeMoraYpos); i++) { + gMeMoraStatus[i] = 0; + for (j = 0; j < ARRAY_COUNT(*gMeMoraYpos); j++) { + gMeMoraYpos[i][j] = -5000.0f; } } } @@ -688,8 +722,10 @@ void Play_UpdateFillScreen(void) { } } } + gFillScreenAlphaStep = 16; Math_SmoothStepToF(&gLight3Brightness, 0.0f, 1.0f, 0.04f, 0.001f); + if (gScreenFlashTimer != 0) { gScreenFlashTimer--; if ((gScreenFlashTimer & 2) != 0) { @@ -728,6 +764,7 @@ void Play_SetupDebris(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) { actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; actor->gravity = 0.5f; + if ((state == 0) || (state == 1)) { actor->vel.y = RAND_FLOAT(5.0f) + 10.0f; actor->vel.x = 10.0f; @@ -752,6 +789,7 @@ void Play_SetupDebris(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) { actor->timer_0BC = RAND_INT(25.0f) + 25; actor->gravity = 0.0f; } + if (state == 2) { actor->scale = RAND_FLOAT(1.5f) + 0.75f; } else if (state == 4) { @@ -824,19 +862,24 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { player->dmgType = damage; player->hitDirection = direction; + if ((damage == 39) || (damage == 41) || (damage == 42) || (damage == 43)) { damage = 40; } + if (gExpertMode) { player->damage = damage * 2; } else { player->damage = damage; } + if (player->damage != 0) { player->radioDamageTimer = 4; } + player->unk_284 = 0; player->hitTimer = 20; + if (player->dmgType > 40) { sp34 = (player->boostSpeed * 0.3f) + 20.0f; player->mercyTimer = 5; @@ -847,6 +890,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { } else { player->mercyTimer = 20; } + if (gHasShield[player->num]) { Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_S, player->num); gShieldTimer[player->num] = 5; @@ -866,9 +910,12 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_L, player->num); } } + Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW); Matrix_RotateZ(gCalcMatrix, player->bankAngle * M_DTOR, MTXF_APPLY); + sp44.z = 0.0f; + switch (player->hitDirection) { case 0: player->dmgEffectTimer = 20; @@ -876,10 +923,10 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { player->knockback.y = 0.f; player->knockback.z = 0.f; break; + case 1: sp44.x = -sp34; sp44.y = 0.0f; - Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); player->knockback.x = sp38.x; player->knockback.y = sp38.y; @@ -887,10 +934,10 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { Play_SpawnHitmark(player->hit1.x - player->vel.x, player->hit1.y, player->hit1.z - player->vel.z); Player_DamageWings(player, 1, 20); break; + case 2: sp44.x = sp34; sp44.y = 0.0f; - Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); player->knockback.x = sp38.x; player->knockback.y = sp38.y; @@ -898,6 +945,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { Play_SpawnHitmark(player->hit2.x - player->vel.x, player->hit2.y, player->hit2.z - player->vel.z); Player_DamageWings(player, 2, 20); break; + case 3: player->dmgEffectTimer = 20; Play_SpawnHitmark(player->hit4.x - player->vel.x, player->hit4.y, player->hit4.z - player->vel.z); @@ -909,12 +957,14 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { player->knockback.y = sp38.y; player->knockback.z = sp38.z; } + if (Rand_ZeroOne() < 0.5f) { Player_DamageWings(player, 1, 15); } else { Player_DamageWings(player, 2, 15); } break; + case 4: player->dmgEffectTimer = 20; Play_SpawnHitmark(player->hit3.x - player->vel.x, player->hit3.y, player->hit3.z - player->vel.z); @@ -931,6 +981,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { } break; } + if ((gCurrentLevel == LEVEL_VENOM_1) && (player->dmgType == 42)) { if (player->pos.x > 0.0f) { player->knockback.x = -30.0f; @@ -947,6 +998,7 @@ f32 D_800D2FEC[5] = { void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) { player->hitDirection = arg1; + switch (arg1) { case 1: case 2: @@ -958,6 +1010,7 @@ void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) { } Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f); break; + case 3: case 4: player->pos.z = player->basePos.z; @@ -969,6 +1022,7 @@ void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) { player->trueZpos = player->pos.z; Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f); break; + case 0: case 5: break; @@ -1019,15 +1073,19 @@ bool Play_CheckDynaFloorCollision(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 sp9C = (s32) ((xPos + 2400.0f) / 300.0f); sp98 = (s32) ((zPos + gPathProgress + 1500.0f + 2400.0f) / 300.0f); + if ((sp9C < 0) || (sp9C >= 16) || (sp98 < 0) || (sp98 >= 16)) { return false; } + sp90 = Math_ModF(xPos + 2400.0f, 300.0f); sp94 = Math_ModF(zPos + gPathProgress + 1500.0f + 2400.0f, 300.0f); sp8C = (sp98 * 17) + sp9C; + x0 = spA4[spA0[sp8C]].n.ob[0] * 3.0f; y0 = spA4[spA0[sp8C]].n.ob[1] * 2.0f; z0 = spA4[spA0[sp8C]].n.ob[2] * 3.0f; + if (sp90 < sp94) { x1 = spA4[spA0[sp8C + 18]].n.ob[0] * 3.0f; y1 = spA4[spA0[sp8C + 18]].n.ob[1] * 2.0f; @@ -1070,8 +1128,9 @@ bool Play_CheckSingleHitbox(Hitbox* hitbox, f32 arg1, f32 arg2, f32 arg3, f32 ar (fabsf(hitbox->x.offset + arg1 - arg4) < (hitbox->x.size + D_ctx_8017853C)) && (fabsf(hitbox->y.offset + arg2 - arg5) < (hitbox->y.size + D_ctx_8017853C))) { return true; + } else { + return false; } - return false; } s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, @@ -1089,7 +1148,7 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 if (count != 0) { hitboxData++; for (i = 0; i < count; i++, hitboxData += 6) { - spA0 = 0; + spA0 = false; if (*hitboxData == HITBOX_ROTATED) { Matrix_RotateZ(gCalcMatrix, -hitboxData[3] * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -hitboxData[1] * M_DTOR, MTXF_APPLY); @@ -1098,7 +1157,7 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 Matrix_RotateX(gCalcMatrix, -xRot * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -yRot * M_DTOR, MTXF_APPLY); hitboxData += 4; - spA0 = 1; + spA0 = true; } else { if (*hitboxData >= HITBOX_SHADOW) { hitboxData++; @@ -1107,12 +1166,14 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 Matrix_RotateX(gCalcMatrix, -xRot * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -yRot * M_DTOR, MTXF_APPLY); } + if (!((arg9 == 0) && (argA == 0) && (argB == 0))) { Matrix_RotateZ(gCalcMatrix, -argB * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -arg9 * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -argA * M_DTOR, MTXF_APPLY); } - if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && (spA0 == 0)) { + + if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) { var_fv0 = player->hit3.x; var_fv1 = player->hit3.y; var_fa0 = player->hit3.z; @@ -1125,6 +1186,7 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 var_fv1 = sp88.y + yPos; var_fa0 = sp88.z + zPos; } + if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) { *index = i + 1; if (hitboxData[-1] == HITBOX_SHADOW) { @@ -1135,8 +1197,9 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 } return 3; } + if (hitboxData[-1] < HITBOX_SHADOW) { - if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && (spA0 == 0)) { + if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) { var_fv0 = player->hit4.x; var_fv1 = player->hit4.y; var_fa0 = player->hit4.z; @@ -1149,11 +1212,13 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 var_fv1 = sp88.y + yPos; var_fa0 = sp88.z + zPos; } + if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) { *index = i + 1; return 4; } - if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && (spA0 == 0)) { + + if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) { var_fv0 = player->hit1.x; var_fv1 = player->hit1.y; var_fa0 = player->hit1.z; @@ -1166,11 +1231,13 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 var_fv1 = sp88.y + yPos; var_fa0 = sp88.z + zPos; } + if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) { *index = i + 1; return 1; } - if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && (spA0 == 0)) { + + if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) { var_fv0 = player->hit2.x; var_fv1 = player->hit2.y; var_fa0 = player->hit2.z; @@ -1183,6 +1250,7 @@ s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 var_fv1 = sp88.y + yPos; var_fa0 = sp88.z + zPos; } + if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) { *index = i + 1; return 2; @@ -1210,8 +1278,9 @@ bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 a sp48.z = arg3; useCol2 = false; + switch (objId) { - case OBJ_ACTOR_180: + case OBJ_ACTOR_ME_MOLAR_ROCK: colId = COL1_0; break; case OBJ_SCENERY_CO_BUMP_4: @@ -1219,19 +1288,19 @@ bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 a colId = COL2_1; useCol2 = true; break; - case OBJ_SCENERY_149: + case OBJ_SCENERY_FO_MOUNTAIN_2: colId = COL1_5; break; - case OBJ_SCENERY_150: + case OBJ_SCENERY_FO_MOUNTAIN_3: colId = COL1_6; break; - case OBJ_BOSS_FO: + case OBJ_BOSS_FO_BASE: colId = COL1_4; break; - case OBJ_BOSS_VE2: + case OBJ_BOSS_VE2_BASE: colId = COL1_9; break; - case OBJ_BOSS_309: + case OBJ_BOSS_BO_BASE: colId = COL1_7; break; case ACTOR_EVENT_ID: @@ -1243,19 +1312,19 @@ bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 a case OBJ_SCENERY_ME_TUNNEL: colId = COL1_1; break; - case OBJ_SCENERY_120: + case OBJ_SCENERY_AQ_CORAL_REEF_2: colId = COL2_18; useCol2 = true; break; - case OBJ_SCENERY_124: + case OBJ_SCENERY_AQ_BUMP_1: colId = COL2_15; useCol2 = true; break; - case OBJ_SCENERY_126: + case OBJ_SCENERY_AQ_BUMP_2: colId = COL2_16; useCol2 = true; break; - case OBJ_SCENERY_47: + case OBJ_SCENERY_ZO_ISLAND: colId = COL2_7; useCol2 = true; break; @@ -1264,102 +1333,102 @@ bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 a useCol2 = true; break; case OBJ_SCENERY_CO_BUMP_3: - case OBJ_SCENERY_69: + case OBJ_SCENERY_MA_TERRAIN_BUMP: colId = COL2_3; useCol2 = true; break; - case OBJ_SCENERY_143: + case OBJ_SCENERY_VS_KA_FLBASE: colId = COL2_17; useCol2 = true; break; - case OBJ_SCENERY_140: + case OBJ_SCENERY_VS_PYRAMID_1: colId = COL2_4; useCol2 = true; break; - case OBJ_SCENERY_141: + case OBJ_SCENERY_VS_PYRAMID_2: colId = COL2_6; useCol2 = true; break; - case OBJ_SCENERY_117: + case OBJ_SCENERY_AQ_CORAL_REEF_1: colId = COL2_14; useCol2 = true; break; - case OBJ_SCENERY_70: + case OBJ_SCENERY_MA_FLOOR_1: colId = COL2_8; useCol2 = true; break; - case OBJ_SCENERY_72: + case OBJ_SCENERY_MA_FLOOR_3: colId = COL2_9; useCol2 = true; break; - case OBJ_SCENERY_71: + case OBJ_SCENERY_MA_FLOOR_2: colId = COL2_10; useCol2 = true; break; - case OBJ_SCENERY_73: + case OBJ_SCENERY_MA_FLOOR_4: colId = COL2_11; useCol2 = true; break; - case OBJ_SCENERY_67: + case OBJ_SCENERY_MA_WALL_3: colId = COL2_12; useCol2 = true; break; - case OBJ_SCENERY_74: + case OBJ_SCENERY_MA_FLOOR_5: colId = COL2_13; useCol2 = true; break; - case OBJ_SCENERY_118: - case OBJ_SCENERY_119: - case OBJ_SCENERY_121: - case OBJ_SCENERY_122: - case OBJ_SCENERY_123: - case OBJ_SCENERY_125: - case OBJ_SCENERY_127: - case OBJ_SCENERY_128: - case OBJ_SCENERY_129: - case OBJ_SCENERY_130: - case OBJ_SCENERY_131: - case OBJ_SCENERY_132: - case OBJ_SCENERY_133: - case OBJ_SCENERY_134: - case OBJ_SCENERY_135: - case OBJ_SCENERY_136: - case OBJ_SCENERY_137: - case OBJ_SCENERY_138: - case OBJ_SCENERY_139: - case OBJ_SCENERY_142: - case OBJ_SCENERY_144: - case OBJ_SCENERY_145: - case OBJ_SCENERY_146: + case OBJ_SCENERY_AQ_TUNNEL_1: + case OBJ_SCENERY_AQ_ARCH: + case OBJ_SCENERY_AQ_ROCK: + case OBJ_SCENERY_AQ_WALL_1: + case OBJ_SCENERY_AQ_ROOF: + case OBJ_SCENERY_AQ_TUNNEL_2: + case OBJ_SCENERY_VE1_TEMPLE_ENTRANCE: + case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_1: + case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_2: + case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_3: + case OBJ_SCENERY_AND_PASSAGE: + case OBJ_SCENERY_AND_DOOR: + case OBJ_SCENERY_TR_BUILDING: + case OBJ_SCENERY_AND_PATH_INTERSECTION: + case OBJ_SCENERY_AND_PATH_WALLS: + case OBJ_SCENERY_AND_PATH_EXIT: + case OBJ_SCENERY_AND_PATH_ENTRANCE: + case OBJ_SCENERY_VS_BUILDING_1: + case OBJ_SCENERY_VS_BUILDING_2: + case OBJ_SCENERY_VS_ARCH: + case OBJ_SCENERY_VS_SPACE_JUNK_1: + case OBJ_SCENERY_VS_SPACE_JUNK_2: + case OBJ_SCENERY_VS_SPACE_JUNK_3: case OBJ_SCENERY_147: - case OBJ_SCENERY_148: + case OBJ_SCENERY_FO_MOUNTAIN_1: case OBJ_SCENERY_CO_BUILDING_9: case OBJ_SCENERY_CO_BUILDING_10: case OBJ_SCENERY_IBEAM: - case OBJ_SCENERY_ZO_ROCK_1: - case OBJ_SCENERY_44: - case OBJ_SCENERY_45: - case OBJ_SCENERY_46: - case OBJ_SCENERY_48: - case OBJ_SCENERY_49: - case OBJ_SCENERY_50: - case OBJ_SCENERY_51: - case OBJ_SCENERY_52: - case OBJ_SCENERY_53: + case OBJ_SCENERY_ZO_ROCK: + case OBJ_SCENERY_ZO_OIL_RIG_1: + case OBJ_SCENERY_ZO_OIL_RIG_2: + case OBJ_SCENERY_ZO_OIL_RIG_3: + case OBJ_SCENERY_VE1_WALL_1: + case OBJ_SCENERY_VE1_WALL_2: + case OBJ_SCENERY_VE1_WALL_3: + case OBJ_SCENERY_VE1_HALLWAY_OBSTACLE: + case OBJ_SCENERY_VE1_GENERATOR: + case OBJ_SCENERY_VE1_WATCH_POST: case OBJ_SCENERY_CO_WATERFALL: case OBJ_SCENERY_CO_ROCKWALL: case OBJ_SCENERY_CO_DOORS: - case OBJ_SCENERY_57: - case OBJ_SCENERY_58: - case OBJ_SCENERY_59: - case OBJ_SCENERY_60: - case OBJ_SCENERY_61: - case OBJ_SCENERY_62: + case OBJ_SCENERY_TI_PILLAR: + case OBJ_SCENERY_TI_BRIDGE: + case OBJ_SCENERY_MA_BUILDING_1: + case OBJ_SCENERY_MA_BUILDING_2: + case OBJ_SCENERY_MA_TOWER: + case OBJ_SCENERY_MA_WALL_1: case OBJ_SCENERY_63: - case OBJ_SCENERY_64: - case OBJ_SCENERY_65: - case OBJ_SCENERY_66: - case OBJ_SCENERY_68: + case OBJ_SCENERY_MA_GUILLOTINE: + case OBJ_SCENERY_MA_PROXIMITY_LIGHT: + case OBJ_SCENERY_MA_WALL_2: + case OBJ_SCENERY_MA_WALL_4: default: colId = COL2_0; useCol2 = true; @@ -1378,27 +1447,32 @@ bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 a return false; } -s32 Player_CheckPolyCollision(Player* player, ObjectId objId, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, - f32 arg7) { +s32 Player_CheckPolyCollision(Player* player, ObjectId objId, f32 x, f32 y, f32 z, f32 arg5, f32 arg6, f32 arg7) { Vec3f sp84; Vec3f sp78; Vec3f sp6C; Vec3f sp60; Vec3f sp54; - sp84.x = arg2; - sp84.y = arg3; - sp84.z = arg4; + sp84.x = x; + sp84.y = y; + sp84.z = z; + Matrix_RotateY(gCalcMatrix, -arg6 * M_DTOR, MTXF_NEW); + sp78.x = player->vel.x; sp78.y = player->vel.y; sp78.z = player->vel.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp54); + if ((player->form == FORM_LANDMASTER) || (player->form == FORM_ON_FOOT)) { sp78.x = player->pos.x - sp84.x; sp78.y = player->pos.y - sp84.y; sp78.z = player->trueZpos - sp84.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); + if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60, &sp54)) { player->pos.y = sp60.y; @@ -1414,39 +1488,51 @@ s32 Player_CheckPolyCollision(Player* player, ObjectId objId, f32 arg2, f32 arg3 return 0; } } + sp78.x = player->hit3.x - sp84.x; sp78.y = player->hit3.y - sp84.y; sp78.z = player->hit3.z - sp84.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60, &sp54)) { return 3; } + sp78.x = player->hit4.x - sp84.x; sp78.y = player->hit4.y - sp84.y; sp78.z = player->hit4.z - sp84.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); + if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60, &sp54)) { return 4; } + sp78.x = player->hit1.x - sp84.x; sp78.y = player->hit1.y - sp84.y; sp78.z = player->hit1.z - sp84.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); + if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60, &sp54)) { return 1; } + sp78.x = player->hit2.x - sp84.x; sp78.y = player->hit2.y - sp84.y; sp78.z = player->hit2.z - sp84.z; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); + if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60, &sp54)) { return 2; + } else { + return 0; } - return 0; } void Player_CheckItemCollect(Player* player) { @@ -1609,9 +1695,9 @@ void Player_CollisionCheck(Player* player) { Player_ApplyDamage(player, 1, 21); } if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); - func_effect_8007BC7C(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); - func_effect_8007BC7C(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); + Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); + Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); + Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f); } } if ((player->hit2.y < (gGroundHeight + 13.0f)) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) { @@ -1622,9 +1708,9 @@ void Player_CollisionCheck(Player* player) { Player_ApplyDamage(player, 2, 21); } if (gCurrentLevel == LEVEL_FORTUNA) { - func_effect_8007BC7C(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); - func_effect_8007BC7C(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); - func_effect_8007BC7C(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); + Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); + Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); + Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f); } } } else if ((player->form == FORM_LANDMASTER) && !gVersusMode) { @@ -1639,16 +1725,23 @@ void Player_CollisionCheck(Player* player) { if ((gCurrentLevel == LEVEL_SECTOR_Y) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) { sp8C = 4000.0f; } + for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { if (scenery360->obj.status == OBJ_ACTIVE) { spC8.x = scenery360->obj.pos.x - player->pos.x; spC8.z = scenery360->obj.pos.z - player->trueZpos; + if (sqrtf(SQ(spC8.x) + SQ(spC8.z)) < sp8C) { - if ((scenery360->obj.id == OBJ_SCENERY_117) || (scenery360->obj.id == OBJ_SCENERY_143) || - (scenery360->obj.id == OBJ_SCENERY_141) || (scenery360->obj.id == OBJ_SCENERY_149) || - (scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_148) || - (scenery360->obj.id == OBJ_SCENERY_160) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || - (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery360->obj.id == OBJ_SCENERY_140)) { + if ((scenery360->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) || + (scenery360->obj.id == OBJ_SCENERY_VE2_MOUNTAIN) || + (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || + (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1)) { temp_v0 = Player_CheckPolyCollision(player, scenery360->obj.id, scenery360->obj.pos.x, scenery360->obj.pos.y, scenery360->obj.pos.z, scenery360->obj.rot.x, scenery360->obj.rot.y, @@ -1661,6 +1754,7 @@ void Player_CollisionCheck(Player* player) { Player_ApplyDamage(player, temp_v0, scenery360->info.damage); } } + if ((gCurrentLevel == LEVEL_FORTUNA) || (gCurrentLevel == LEVEL_VENOM_2)) { temp_v0 = Player_CheckHitboxCollision( player, scenery360->info.hitbox, &sp98, scenery360->obj.pos.x, @@ -1695,7 +1789,8 @@ void Player_CollisionCheck(Player* player) { scenery360->obj.pos.z); } else { Player_ApplyDamage(player, temp_v0, scenery360->info.damage); - if (scenery360->obj.id == OBJ_SCENERY_131) { + + if (scenery360->obj.id == OBJ_SCENERY_AND_PASSAGE) { Matrix_RotateY(gCalcMatrix, (scenery360->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC); @@ -1710,9 +1805,10 @@ void Player_CollisionCheck(Player* player) { player->yRot_114 = scenery360->obj.rot.y + 180.0f; player->mercyTimer = 5; } - if ((scenery360->obj.id == OBJ_SCENERY_135) || - (scenery360->obj.id == OBJ_SCENERY_136)) { - if (scenery360->obj.id == OBJ_SCENERY_135) { + + if ((scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) || + (scenery360->obj.id == OBJ_SCENERY_AND_PATH_EXIT)) { + if (scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) { Matrix_RotateY(gCalcMatrix, (scenery360->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_MultVec3f(gCalcMatrix, &D_800D3088[sp98 - 1], &spBC); @@ -1720,15 +1816,19 @@ void Player_CollisionCheck(Player* player) { Matrix_RotateY(gCalcMatrix, scenery360->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_MultVec3f(gCalcMatrix, &D_800D30B8[sp98 - 1], &spBC); } + player->knockback.x = spBC.x; player->knockback.y = spBC.y; player->knockback.z = spBC.z; + player->rot.y = 0.0f; player->rot.x = 0.0f; + player->pos.x = player->basePos.x; player->pos.y = player->basePos.y; player->pos.z = player->basePos.z; - if (scenery360->obj.id == OBJ_SCENERY_135) { + + if (scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) { player->yRot_114 = scenery360->obj.rot.y + 180.0f; } else { player->yRot_114 = scenery360->obj.rot.y; @@ -1743,18 +1843,20 @@ void Player_CollisionCheck(Player* player) { } } else { for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { - if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_58) && - (scenery->obj.id != OBJ_SCENERY_105) && (scenery->obj.id != OBJ_SCENERY_59) && - (scenery->obj.id != OBJ_SCENERY_60) && (scenery->obj.id != OBJ_SCENERY_61) && - (scenery->obj.id != OBJ_SCENERY_66) && (scenery->obj.id != OBJ_SCENERY_67) && - (scenery->obj.id != OBJ_SCENERY_70) && (scenery->obj.id != OBJ_SCENERY_72) && - (scenery->obj.id != OBJ_SCENERY_71) && (scenery->obj.id != OBJ_SCENERY_73) && - (scenery->obj.id != OBJ_SCENERY_74) && (scenery->obj.id != OBJ_SCENERY_69) && + if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_TI_BRIDGE) && + (scenery->obj.id != OBJ_SCENERY_MA_TRAIN_TRACK_13) && + (scenery->obj.id != OBJ_SCENERY_MA_BUILDING_1) && (scenery->obj.id != OBJ_SCENERY_MA_BUILDING_2) && + (scenery->obj.id != OBJ_SCENERY_MA_TOWER) && (scenery->obj.id != OBJ_SCENERY_MA_WALL_2) && + (scenery->obj.id != OBJ_SCENERY_MA_WALL_3) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_1) && + (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_3) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_2) && + (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_4) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_5) && + (scenery->obj.id != OBJ_SCENERY_MA_TERRAIN_BUMP) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) { if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) || - (scenery->obj.id == OBJ_SCENERY_CO_BUMP_5) || (scenery->obj.id == OBJ_SCENERY_47) || - (scenery->obj.id == OBJ_SCENERY_117) || (scenery->obj.id == OBJ_SCENERY_120) || - (scenery->obj.id == OBJ_SCENERY_124) || (scenery->obj.id == OBJ_SCENERY_126) || + (scenery->obj.id == OBJ_SCENERY_CO_BUMP_5) || (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) || + (scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) || + (scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_2) || + (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3)) { spC8.x = scenery->obj.pos.x - player->pos.x; spC8.z = scenery->obj.pos.z - player->trueZpos; @@ -1800,9 +1902,9 @@ void Player_CollisionCheck(Player* player) { } } else { Player_ApplyDamage(player, temp_v0, scenery->info.damage); - if ((scenery->obj.id == OBJ_SCENERY_48) || + if ((scenery->obj.id == OBJ_SCENERY_VE1_WALL_1) || (scenery->obj.id == OBJ_SCENERY_CO_ROCKWALL) || - (scenery->obj.id == OBJ_SCENERY_49)) { + (scenery->obj.id == OBJ_SCENERY_VE1_WALL_2)) { Matrix_RotateY(gCalcMatrix, scenery->obj.rot.y * M_DTOR, MTXF_NEW); spC8.x = -(player->baseSpeed + player->boostSpeed) * 0.7f; spC8.y = 0.0f; @@ -1813,7 +1915,7 @@ void Player_CollisionCheck(Player* player) { player->knockback.y = spBC.y; player->pos.x = player->basePos.x; player->mercyTimer = 5; - } else if (scenery->obj.id == OBJ_SCENERY_50) { + } else if (scenery->obj.id == OBJ_SCENERY_VE1_WALL_3) { if (player->pos.x < scenery->obj.pos.x) { player->knockback.x = -30.0f; player->rot.y = 45.0f; @@ -1824,7 +1926,7 @@ void Player_CollisionCheck(Player* player) { player->knockback.y = 0.0f; player->pos.x = player->basePos.x; player->mercyTimer = 5; - } else if (scenery->obj.id == OBJ_SCENERY_131) { + } else if (scenery->obj.id == OBJ_SCENERY_AND_PASSAGE) { Matrix_RotateY(gCalcMatrix, (scenery->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateZ(gCalcMatrix, -scenery->obj.rot.z * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC); @@ -1842,10 +1944,11 @@ void Player_CollisionCheck(Player* player) { } } } + for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) { if (boss->obj.status == OBJ_ACTIVE) { - if ((boss->obj.id == OBJ_BOSS_VE2) || (boss->obj.id == OBJ_BOSS_FO) || - (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX) || (boss->obj.id == OBJ_BOSS_309)) { + if ((boss->obj.id == OBJ_BOSS_VE2_BASE) || (boss->obj.id == OBJ_BOSS_FO_BASE) || + (boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX) || (boss->obj.id == OBJ_BOSS_BO_BASE)) { temp_v0 = Player_CheckPolyCollision(player, boss->obj.id, boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, boss->obj.rot.x, boss->obj.rot.y, boss->obj.rot.z); @@ -1854,7 +1957,8 @@ void Player_CollisionCheck(Player* player) { break; } } - if (boss->obj.id == OBJ_BOSS_310) { + + if (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD) { spfD4.x = fabsf(boss->obj.pos.x - player->pos.x) * .8333333f; spfD4.y = fabsf(boss->obj.pos.y - player->pos.y) * 2; spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos) * 0.8333333f; @@ -1864,11 +1968,10 @@ void Player_CollisionCheck(Player* player) { player->mercyTimer = 5; player->knockback.y = 30.0f; boss->dmgType = DMG_BEAM; - func_effect_8007BFFC(player->pos.x + RAND_FLOAT_CENTERED(10.0f), - player->pos.y + RAND_FLOAT(10.0f), - player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5); + Effect386_Spawn1(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT(10.0f), + player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5); for (j = 0; j < 10; j++) { - func_effect_8007C484( + Effect_Effect389_Spawn( player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + RAND_FLOAT(10.0f), player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, 20.0f + player->vel.y, player->vel.z, RAND_FLOAT(0.1f) + 0.1f, player->num + 11); @@ -1876,7 +1979,7 @@ void Player_CollisionCheck(Player* player) { break; } } else { - if (boss->obj.id == OBJ_BOSS_KA) { + if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) { spfD4.x = fabsf(boss->obj.pos.x - player->pos.x); spfD4.y = fabsf(boss->obj.pos.y - 300.0f - player->pos.y) * 7.42f; spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos); @@ -1897,7 +2000,7 @@ void Player_CollisionCheck(Player* player) { player->whooshTimer = 4; } } else { - if ((boss->obj.id == OBJ_BOSS_320) && (boss->timer_056 != 0) && (sp98 == 5)) { + if ((boss->obj.id == OBJ_BOSS_AND_ANDROSS) && (boss->timer_056 != 0) && (sp98 == 5)) { break; } Player_ApplyDamage(player, temp_v0, boss->info.damage); @@ -1905,7 +2008,7 @@ void Player_CollisionCheck(Player* player) { (sp98 >= 9)) { player->knockback.y = -100.0f; } - if ((boss->obj.id == OBJ_BOSS_320) && (sp98 < 5)) { + if ((boss->obj.id == OBJ_BOSS_AND_ANDROSS) && (sp98 < 5)) { player->knockback.x = boss->fwork[14]; player->knockback.y = boss->fwork[15]; } @@ -1914,9 +2017,10 @@ void Player_CollisionCheck(Player* player) { } } } + for (i = 0, actor = gActors; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0)) { - if (actor->obj.id == OBJ_ACTOR_180) { + if (actor->obj.id == OBJ_ACTOR_ME_MOLAR_ROCK) { temp_v0 = Player_CheckPolyCollision(player, actor->obj.id, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z); @@ -1971,7 +2075,7 @@ void Player_CollisionCheck(Player* player) { } } } - } else if ((OBJ_ACTOR_205 <= actor->obj.id) && (actor->obj.id <= OBJ_ACTOR_213)) { + } else if ((OBJ_ACTOR_MA_LOCOMOTIVE <= actor->obj.id) && (actor->obj.id <= OBJ_ACTOR_MA_TRAIN_CAR_7)) { temp_v0 = Player_CheckHitboxCollision( player, actor->info.hitbox, &sp98, actor->fwork[25] + actor->obj.pos.x, actor->fwork[8] + actor->obj.pos.y + 25.0f, actor->obj.pos.z, actor->fwork[29], @@ -2004,7 +2108,7 @@ void Player_CollisionCheck(Player* player) { } if (actor->info.damage) { Player_ApplyDamage(player, temp_v0, actor->info.damage); - if (actor->obj.id == OBJ_ACTOR_225) { + if (actor->obj.id == OBJ_ACTOR_TI_LANDMINE) { player->knockback.y = 0.0f; } } else { @@ -2015,6 +2119,7 @@ void Player_CollisionCheck(Player* player) { } } } + for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) { if (sprite->obj.status == OBJ_ACTIVE) { if ((player->trueZpos - 200.0f) < sprite->obj.pos.z) { @@ -2024,7 +2129,7 @@ void Player_CollisionCheck(Player* player) { if (temp_v0 != 0) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->destroy = 1; + sprite->destroy = true; player->hitTimer = 6; player->hitDirection = 0; } else { @@ -2035,7 +2140,9 @@ void Player_CollisionCheck(Player* player) { } } } + Player_CheckItemCollect(player); + if (gCamCount == 4) { for (opponent = &gPlayer[3], i = 3; i >= 0; i--, opponent--) { if ((i != gPlayerNum) && (opponent->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) { @@ -2043,20 +2150,24 @@ void Player_CollisionCheck(Player* player) { if (player->form == FORM_ON_FOOT) { spC8.x = 4.0f; } + spC8.y = 25.0f; if (opponent->form == FORM_ON_FOOT) { spC8.y = 4.0f; } spBC.x = spBC.z = spC8.x + spC8.y; + spC8.x = 23.0f; if (player->form == FORM_ON_FOOT) { spC8.x = 7.0f; } + spC8.y = 23.0f; if (opponent->form == FORM_ON_FOOT) { spC8.y = 7.0f; } spBC.y = spC8.x + spC8.y; + if ((fabsf(opponent->trueZpos - player->trueZpos) <= spBC.z) && (fabsf(opponent->pos.y - player->pos.y) <= spBC.y) && (fabsf(opponent->pos.x - player->pos.x) <= spBC.x)) { @@ -2080,12 +2191,13 @@ void Player_CollisionCheck(Player* player) { } } } + if (gUseDynaFloor) { if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->hit4.x, player->hit4.y, player->hit4.z)) { if (gCurrentLevel == LEVEL_ZONESS) { player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.8f; player->hitTimer = 15; - func_effect_8007B228(player->hit4.x, sp94, player->hit4.z, 1.0f); + Effect_Effect381_Spawn(player->hit4.x, sp94, player->hit4.z, 1.0f); } else { if (player->hitTimer == 0) { Player_ApplyDamage(player, 4, 10); @@ -2095,15 +2207,16 @@ void Player_CollisionCheck(Player* player) { } if (player->state_1C8 == PLAYERSTATE_1C8_DOWN) { player->radioDamageTimer = 2; - func_effect_8007AFD0(player->pos.x, player->trueZpos, 30.0f, 0.0f, 5.0f); - func_effect_8007AFD0(player->pos.x, player->trueZpos, -30.0f, 0.0f, 5.0f); + Effect_Effect382_Spawn(player->pos.x, player->trueZpos, 30.0f, 0.0f, 5.0f); + Effect_Effect382_Spawn(player->pos.x, player->trueZpos, -30.0f, 0.0f, 5.0f); } } + if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->pos.x + ((player->hit1.x - player->pos.x) * 1.5f), player->pos.y + (player->hit1.y - player->pos.y) * 1.5f, player->hit1.z)) { if (gCurrentLevel == LEVEL_ZONESS) { - func_effect_8007B228(player->pos.x + (player->hit1.x - player->pos.x) * 1.5f, sp94, player->hit1.z, - 1.0f); + Effect_Effect381_Spawn(player->pos.x + (player->hit1.x - player->pos.x) * 1.5f, sp94, player->hit1.z, + 1.0f); } else { if (player->hitTimer == 0) { Player_ApplyDamage(player, 1, 10); @@ -2111,11 +2224,12 @@ void Player_CollisionCheck(Player* player) { player->knockback.y = 30.0f; } } + if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->pos.x + ((player->hit2.x - player->pos.x) * 1.5f), player->pos.y + (player->hit2.y - player->pos.y) * 1.5f, player->hit2.z)) { if (gCurrentLevel == LEVEL_ZONESS) { - func_effect_8007B228(player->pos.x + (player->hit2.x - player->pos.x) * 1.5f, sp94, player->hit2.z, - 1.0f); + Effect_Effect381_Spawn(player->pos.x + (player->hit2.x - player->pos.x) * 1.5f, sp94, player->hit2.z, + 1.0f); } else { if (player->hitTimer == 0) { Player_ApplyDamage(player, 2, 40); @@ -2162,8 +2276,10 @@ void Player_FloorCheck(Player* player) { if (player->hideShadow) { return; } + player->groundPos.x = player->pos.x; player->groundPos.z = player->trueZpos - player->pos.y; + if (gGroundType != 4) { if (gCamCount == 1) { player->groundPos.y = gGroundHeight + 3.0f; @@ -2175,16 +2291,19 @@ void Player_FloorCheck(Player* player) { } player->shadowRotX = player->shadowRotZ = player->groundRotY = 0.0f; } + sp100 = 0.0f; spFC = 0.0f; spF8 = 0.0f; + if (gCamCount != 1) { if (player->form == FORM_ON_FOOT) { for (sp144 = 0; sp144 < 200; sp144++) { scenery360 = &gScenery360[sp144]; if ((scenery360->obj.status == OBJ_ACTIVE) && - ((scenery360->obj.id == OBJ_SCENERY_143) || (scenery360->obj.id == OBJ_SCENERY_140) || - (scenery360->obj.id == OBJ_SCENERY_141)) && + ((scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1) || + (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2)) && (fabsf(scenery360->obj.pos.x - player->pos.x) < 2000.0f) && (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2000.0f)) { spC8.x = scenery360->obj.pos.x; @@ -2194,9 +2313,9 @@ void Player_FloorCheck(Player* player) { spD4.y = gGroundHeight; spD4.z = player->trueZpos; colId = COL2_4; - if (scenery360->obj.id == OBJ_SCENERY_141) { + if (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) { colId = COL2_6; - } else if (scenery360->obj.id == OBJ_SCENERY_143) { + } else if (scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) { colId = COL2_17; } if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) { @@ -2214,9 +2333,10 @@ void Player_FloorCheck(Player* player) { player->groundPos.z = player->trueZpos; for (sp144 = 0, scenery360 = gScenery360; sp144 < 200; sp144++, scenery360++) { if ((scenery360->obj.status == OBJ_ACTIVE) && - ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) || - (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || - (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3)) && + ((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) || + (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3)) && (fabsf(scenery360->obj.pos.x - player->pos.x) < 2500.0f) && (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2500.0f)) { tempx = scenery360->obj.pos.x; @@ -2235,8 +2355,9 @@ void Player_FloorCheck(Player* player) { spC8.y = tempy; spC8.z = tempz; - if ((scenery360->obj.id == OBJ_SCENERY_149) || (scenery360->obj.id == OBJ_SCENERY_150)) { - if (scenery360->obj.id == OBJ_SCENERY_149) { + if ((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) || + (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3)) { + if (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) { colId = COL1_5; } else { colId = COL1_6; @@ -2272,7 +2393,7 @@ void Player_FloorCheck(Player* player) { tempz = scenery->obj.pos.z; sp120 = scenery->obj.rot.y; if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) || - (scenery->obj.id == OBJ_SCENERY_47) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) || + (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_5)) { Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW); for (var_fs1 = var_fs0 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) { @@ -2292,7 +2413,7 @@ void Player_FloorCheck(Player* player) { colId = COL2_0; - if (scenery->obj.id == OBJ_SCENERY_47) { + if (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) { colId = COL2_7; } if (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) { @@ -2409,11 +2530,14 @@ void Play_InitLevel(void) { gTeamLowHealthMsgTimer = -1; break; } + gUseDynaFloor = 0; + switch (gCurrentLevel) { case LEVEL_SECTOR_Z: gGreatFoxIntact = true; break; + case LEVEL_METEO: case LEVEL_SECTOR_X: if (gLevelPhase == 1) { @@ -2428,32 +2552,37 @@ void Play_InitLevel(void) { gAmbientB = 100; } break; + case LEVEL_VENOM_ANDROSS: gDrawGround = false; gDrawBackdrop = 6; D_Andross_801A7F58 = D_Andross_801A7F60 = D_Andross_801A7F68 = D_Andross_801A7F70 = D_Andross_801A7F78 = 0.0f; break; + case LEVEL_AQUAS: gVIsPerFrame = 3; D_bg_8015F970 = 1600.0f; D_AQ_801C4188 = 128.0f; - Aquas_801A9824(); + Aquas_InitLevel(); break; + case LEVEL_TITANIA: Titania_80188F30(); gTeamShields[TEAM_ID_SLIPPY] = -2; break; + case LEVEL_MACBETH: - Macbeth_80199920(); + Macbeth_InitLevel(); break; + case LEVEL_ZONESS: - MEM_ARRAY_ALLOCATE(gZOSnakePosRots, 200); - ptr = (u8*) gZOSnakePosRots; - for (i = 0; i < 200 * sizeof(*gZOSnakePosRots); i++, ptr++) { + MEM_ARRAY_ALLOCATE(gZoDodoraPosRots, 200); + ptr = (u8*) gZoDodoraPosRots; + for (i = 0; i < 200 * sizeof(*gZoDodoraPosRots); i++, ptr++) { *ptr = 0; } - gZOSnakeWaypointCount = 0; + gZoDodoraWaypointCount = 0; /* fallthrough */ case LEVEL_SOLAR: gUseDynaFloor = true; @@ -2487,6 +2616,7 @@ void Play_InitLevel(void) { mesh = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0); break; } + for (i = 0; i < 17 * 17; i++, mesh++) { if (mesh->v.ob[0] == 800) { mesh->v.ob[0] = 1400; @@ -2507,6 +2637,7 @@ void Play_InitLevel(void) { mesh = SEGMENTED_TO_VIRTUAL(D_ZO_600C780); break; } + for (i = 0; i < 17 * 17; i++, mesh++) { if (mesh->v.ob[0] == 800) { mesh->v.ob[0] = 1400; @@ -2527,6 +2658,7 @@ void Player_ResetVsData(void) { s32 j; gVsMatchState = VS_STATE_0; + for (i = 0; i < 4; i++) { gVsPoints[i] = 0; for (j = 0; j < 10; j++) { @@ -2542,6 +2674,7 @@ void Player_InitVersus(void) { s32 i; Player_ResetVsData(); + for (i = 0; i < 4; i++) { gPlayerNum = i; Player_Initialize(&gPlayer[i]); @@ -2556,6 +2689,7 @@ void Play_Init(void) { s32 i; gArwingSpeed = 40.0f; + for (i = 0; i < ARRAY_COUNT(gControllerRumbleEnabled); i++) { gControllerRumbleEnabled[i] = 0; } @@ -2565,21 +2699,27 @@ void Play_Init(void) { } else { gEnemyShotSpeed = 100; } + gPauseEnabled = false; gVIsPerFrame = 2; - D_ctx_80177C70 = 0; + gFovYMode = 0; gTeamHelpActor = NULL; gTeamHelpTimer = 0; + Audio_KillSfxById(NA_SE_OB_ROUTE_EXPLOSION1); Audio_KillSfxById(NA_SE_DEMO_SIREN); + Memory_FreeAll(); + gTraining360MsgTimer = gTraining360MsgIndex = gShowBossHealth = gStarWolfMsgTimer = gAllRangeWingRepairTimer = gAllRangeSuppliesSent = 0; D_display_800CA220 = 0; gShowLevelClearStatusScreen = 0; + if (gCurrentLevel != LEVEL_VERSUS) { gSceneSetup = 0; } + gShowHud = 1; gDrawGround = gDrawBackdrop = 1; gAqDrawMode = sOverheadCam = 0; @@ -2587,6 +2727,7 @@ void Play_Init(void) { gLevelMode = LEVELMODE_ON_RAILS; gPathTexScroll = D_bg_8015F968 = 0.0f; D_hud_800D1970 = gVersusMode = gHideRadio = gChangeTo360 = false; + if (gCurrentLevel >= LEVEL_FORTUNA) { gLevelMode = LEVELMODE_ALL_RANGE; if (gCurrentLevel == LEVEL_VERSUS) { @@ -2597,6 +2738,7 @@ void Play_Init(void) { if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) { gLevelMode = LEVELMODE_ALL_RANGE; } + gVsMatchStart = false; Play_InitEnvironment(); gDropHitCountItem = gTeamLowHealthMsgTimer = gStartAndrossFightTimer = gSoShieldsEmpty = gAllRangeEventTimer = @@ -2606,8 +2748,10 @@ void Play_Init(void) { if (gCurrentLevel == LEVEL_SECTOR_X) { gMissionStatus = MISSION_ACCOMPLISHED; } + gWaterLevel = -25000.0f; D_ctx_80177950 = 1.0f; + if ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2)) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; } else { @@ -2633,39 +2777,49 @@ void Play_Init(void) { } else { gStarCount = 0; } + gFogAlpha = 255; gLight1rotStep = 5.0f; gLight2rotStep = 5.0f; D_ctx_80178538 = 5.0f; Play_ClearObjectData(); D_ctx_801782C8 = 0; + if (gCurrentLevel == LEVEL_TITANIA) { Ground_801B5110(0.0f, 0.0f, 200.0f); } if (gCurrentLevel == LEVEL_AQUAS) { gWaterLevel = 1000.0f; } + gLoadLevelObjects = false; gCamCount = 1; + if (gCurrentLevel == LEVEL_VERSUS) { gCamCount = 4; } + for (i = TEAM_ID_FALCO; i < TEAM_ID_MAX; i++) { gTeamShields[i] = gSavedTeamShields[i]; } + MEM_ARRAY_ALLOCATE(gPlayer, gCamCount); Player_InitializeAll(); + for (i = 0; i < gCamCount; i++) { gPlayer[i].state_1C8 = PLAYERSTATE_1C8_INIT; gPlayerGlareAlphas[i] = D_ctx_801783C0[i] = 0; gControllerRumbleTimers[i] = 0; gPlayerScores[i] = 0; } + if (gLevelMode == LEVELMODE_ALL_RANGE) { MEM_ARRAY_ALLOCATE(gScenery360, 200); + for (i = 0; i < 200; i++) { gScenery360[i].obj.status = OBJ_FREE; } + switch (gCurrentLevel) { case LEVEL_SECTOR_Z: if (!D_ctx_8017782C) { @@ -2673,28 +2827,33 @@ void Play_Init(void) { ActorAllRange_SpawnTeam(); } break; + case LEVEL_FORTUNA: Fortuna_LoadLevelObjects(); ActorAllRange_SpawnTeam(); break; + case LEVEL_KATINA: Katina_Init(); if (!D_ctx_8017782C) { ActorAllRange_SpawnTeam(); } break; + case LEVEL_BOLSE: if (!D_ctx_8017782C) { - Bolse_80191ED8(); + Bolse_LoadLevelObjects(); ActorAllRange_SpawnTeam(); } break; + case LEVEL_VENOM_2: Venom2_LoadLevelObjects(); if (gLevelPhase == 0) { ActorAllRange_SpawnTeam(); } break; + case LEVEL_VENOM_ANDROSS: if (gLevelPhase == 1) { if (gAllRangeCheckpoint == 0) { @@ -2704,6 +2863,7 @@ void Play_Init(void) { } } break; + case LEVEL_VERSUS: Play_InitVsStage(); gTeamLowHealthMsgTimer = -1; @@ -2719,21 +2879,29 @@ void Player_SetupArwingShot(Player* player, PlayerShot* shot, f32 arg2, f32 arg3 Vec3f sp2C; PlayerShot_Initialize(shot); + Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY); + Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY); + if (gVersusMode && (shotId <= PLAYERSHOT_TWIN_LASER)) { speed *= 0.5f; } + sp44.x = 0.0f; sp44.y = 0.0f; sp44.z = speed; + Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38); + sp44.x = arg2; sp44.y = -5.0f + arg3; sp44.z = 0.0f; + Matrix_MultVec3f(gCalcMatrix, &sp44, &sp2C); + shot->obj.status = SHOT_ACTIVE; shot->vel.x = sp38.x; shot->vel.y = sp38.y; @@ -2746,6 +2914,7 @@ void Player_SetupArwingShot(Player* player, PlayerShot* shot, f32 arg2, f32 arg3 } else { shot->timer = 37; } + if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) { shot->obj.pos.x = player->pos.x + sp2C.x; shot->obj.pos.y = player->pos.y + sp2C.y; @@ -2756,9 +2925,11 @@ void Player_SetupArwingShot(Player* player, PlayerShot* shot, f32 arg2, f32 arg3 shot->obj.pos.y = player->pos.y + sp2C.y + (sp38.y * 1.2); shot->obj.pos.z = player->trueZpos + sp2C.z + (sp38.z * 1.2f); } + shot->obj.rot.x = player->xRot_120 + player->rot.x + player->aerobaticPitch; shot->obj.rot.y = player->rot.y + player->yRot_114; shot->obj.rot.z = player->bankAngle; + if (shotId == PLAYERSHOT_LOCK_ON) { if (gCurrentLevel == LEVEL_AQUAS) { shot->unk_58 = RAND_INT(360.0f); @@ -2826,8 +2997,8 @@ void Player_SetupTankShot(Player* player, PlayerShot* shot, PlayerShotId shotId, shot->obj.rot.z = player->rot.z; shot->timer = 40; shot->obj.id = shotId; - shot->sourceId = player->num; + if (shotId == PLAYERSHOT_LOCK_ON) { if (speed <= 65.0f) { shot->unk_5C = 1; @@ -2852,11 +3023,13 @@ void Player_TankCannon(Player* player) { void Player_ArwingLaser(Player* player) { s32 i; - LaserStrength laser = gLaserStrength[gPlayerNum]; + LaserStrength laser; + laser = gLaserStrength[gPlayerNum]; if (player->wings.unk_14 > -8.0f) { laser = LASERS_SINGLE; } + switch (laser) { case LASERS_SINGLE: for (i = 0; i < ARRAY_COUNT(gPlayerShots) - 1; i++) { @@ -2897,6 +3070,7 @@ void Player_SmartBomb(Player* player) { } else { gBombCount[player->num]--; } + if (player->form == FORM_ARWING) { Player_SetupArwingShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], 0.0f, 0.0f, PLAYERSHOT_BOMB, 180.0f); @@ -2905,8 +3079,10 @@ void Player_SmartBomb(Player* player) { } else { Player_SetupOnFootShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], PLAYERSHOT_BOMB); } + gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_48 = 30.0f; gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_60 = 0; + Audio_InitBombSfx(player->num, 1); Audio_PlayBombFlightSfx(player->num, gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].sfxSource); } @@ -2918,17 +3094,21 @@ void Player_SetupOnFootShot(Player* player, PlayerShot* shot, PlayerShotId shotI Vec3f sp44; PlayerShot_Initialize(shot); + Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR), MTXF_APPLY); Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY); + sp5C.x = 0.0f; sp5C.y = 0.0f; + if (shotId == PLAYERSHOT_BOMB) { sp5C.z = 100.0f; } else { sp5C.z = 150.0f; } + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp50); Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY); @@ -2936,13 +3116,17 @@ void Player_SetupOnFootShot(Player* player, PlayerShot* shot, PlayerShotId shotI Matrix_Translate(gCalcMatrix, 0.0f, player->yBob, 0, MTXF_APPLY); Matrix_Translate(gCalcMatrix, -10.0f, 25.0f, 0.0f, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY); + sp5C.x = 0.0f; sp5C.y = 0.0f; sp5C.z = 0; + Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44); + shot->vel.x = sp50.x; shot->vel.y = sp50.y; shot->vel.z = sp50.z; + shot->obj.pos.x = player->pos.x + sp44.x; shot->obj.pos.y = player->pos.y + sp44.y; shot->obj.pos.z = player->trueZpos + sp44.z; @@ -2980,6 +3164,7 @@ bool Player_CanLockOn(s32 playerNum) { return false; } } + if (gVersusMode) { for (i = 0; i < gCamCount; i++) { if (((gPlayer[playerNum].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || @@ -3004,6 +3189,7 @@ bool Player_UpdateLockOn(Player* player) { if (gChargeTimers[player->num] == 20) { Object_PlayerSfx(player->sfxSource, NA_SE_LOCK_SEARCH, player->num); } + if (!((gInputHold->button & R_TRIG) && (gInputHold->button & Z_TRIG) && (player->form == FORM_ARWING) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) && ((gGameFrameCount % 4) == 0) && Player_CanLockOn(player->num)) { @@ -3047,6 +3233,7 @@ bool Player_UpdateLockOn(Player* player) { break; } } + if (gChargeTimers[player->num] > 10) { if ((gPlayerShots[14 - player->num].obj.status == SHOT_FREE) || (gPlayerShots[14 - player->num].obj.id != PLAYERSHOT_LOCK_ON) || @@ -3066,20 +3253,24 @@ bool Player_UpdateLockOn(Player* player) { } gChargeTimers[player->num] = 0; } + if (gInputPress->button & B_BUTTON) { hasBombTarget = false; + for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].lockOnTimers[player->num] != 0)) { hasBombTarget = true; break; } } + for (i = 0; i < gCamCount; i++) { if (gVsLockOnTimers[i][player->num] != 0) { hasBombTarget = true; break; } } + if (hasBombTarget && (gBombCount[player->num] != 0) && (gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].obj.status == SHOT_FREE)) { gBombCount[player->num]--; @@ -3105,6 +3296,7 @@ void Player_Shoot(Player* player) { if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) { gLaserStrength[player->num] = LASERS_SINGLE; } + if (!Player_UpdateLockOn(player)) { if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) { Math_SmoothStepToF(&player->wings.unk_14, -10.0f, 1.0f, 0.5f, 0.0f); @@ -3124,6 +3316,7 @@ void Player_Shoot(Player* player) { Player_SmartBomb(player); } break; + case FORM_LANDMASTER: if (!Player_UpdateLockOn(player)) { if (gShootButton[player->num] & gInputPress->button) { @@ -3132,6 +3325,7 @@ void Player_Shoot(Player* player) { Player_SmartBomb(player); } break; + case FORM_ON_FOOT: if (gInputPress->button & A_BUTTON) { player->shotTimer = 0; @@ -3160,6 +3354,7 @@ void Player_ArwingBank(Player* player) { } else if ((player->wings.leftState <= WINGSTATE_BROKEN) && (player->wings.rightState == WINGSTATE_INTACT)) { sp3C = 17.0f; } + sp38 = 0.1f; if ((gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG)) { sp3C = 90.0f; @@ -3188,7 +3383,9 @@ void Player_ArwingBank(Player* player) { } } } + Math_SmoothStepToF(&player->zRotBank, sp3C, sp38, 10.0f, 0.f); + if (gInputPress->button & Z_TRIG) { player->sfx.bank = 1; if (player->rollInputTimerL != 0) { @@ -3200,6 +3397,7 @@ void Player_ArwingBank(Player* player) { player->rollInputTimerL = 10; } } + if (gInputPress->button & R_TRIG) { player->sfx.bank = 1; if (player->rollInputTimerR != 0) { @@ -3216,6 +3414,7 @@ void Player_ArwingBank(Player* player) { void Player_UseTankJets(Player* player) { Math_SmoothStepToF(&player->unk_170, 0.0f, 1.0f, 0.2f, 0.0f); Math_SmoothStepToF(&player->unk_16C, 0.0f, 1.0f, 0.2f, 0.0f); + if (gInputPress->button & Z_TRIG) { if ((player->rollInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) { player->rollState = 1; @@ -3225,6 +3424,7 @@ void Player_UseTankJets(Player* player) { player->rollInputTimerL = 10; } } + if (gInputPress->button & R_TRIG) { if ((player->rollInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) { player->rollState = 1; @@ -3234,6 +3434,7 @@ void Player_UseTankJets(Player* player) { player->rollInputTimerR = 10; } } + player->unk_18C = fabsf(SIN_DEG(player->zRotBank) * 25.0f); player->unk_18C += fabsf(SIN_DEG(player->zRotBarrelRoll) * 20.0f); } @@ -3245,12 +3446,15 @@ void Player_UpdatePath(Player* player) { player->zPathVel = -player->vel.z; player->zPath += -player->vel.z; + gPathVelZ = -player->vel.z; gPathProgress = player->zPath; gPathTexScroll += player->zPathVel; + if (gGroundType == 4) { gPathGroundScroll = player->zPathVel; } + if (!gBossActive && (player->zPath > 500000.0f)) { player->zPath = 0.0f; player->pos.z = 0.0f; @@ -3267,6 +3471,7 @@ void Player_UpdatePath(Player* player) { break; } } + while (true) { if (player->bankAngle < -360.0f) { player->bankAngle += 360.0f; @@ -3274,6 +3479,7 @@ void Player_UpdatePath(Player* player) { break; } } + if (gCurrentLevel == LEVEL_UNK_15) { Math_SmoothStepToF(&player->pathStep, 10.0f, 0.1f, 0.5f, 0.0001f); player->pos.x += Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f); @@ -3283,6 +3489,7 @@ void Player_UpdatePath(Player* player) { gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f); gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f); } + if (player->pathChangeTimer != 0) { player->pathChangeTimer--; Math_SmoothStepToF(&player->yRot_114, player->pathChangeYaw, 0.03f, 0.5f, 0.0001f); @@ -3364,16 +3571,22 @@ void Player_MoveArwing360(Player* player) { gPlayerTurnRate = 2.3f; gPlayerTurnStickMod = 0.68f; + sp7C = -gInputPress->stick_x; sp78 = gInputPress->stick_y; + Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f); Matrix_RotateZ(gCalcMatrix, -player->zRotBank * M_DTOR, MTXF_NEW); + sp4C.x = sp7C * 0.75f; sp4C.y = sp78 * 0.75f; sp4C.z = 0.0f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40); + sp60 = sp40.y; sp5C = sp58 = 0.0f; + if (sp40.x < -5.0f) { sp5C = -sp40.x; } @@ -3386,16 +3599,20 @@ void Player_MoveArwing360(Player* player) { Math_SmoothStepToF(&player->wings.unk_08, -sp60 - sp5C, 0.1f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_0C, -sp60 + sp58, 0.1f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_10, -sp60 - sp58, 0.1f, 100.0f, 0.0f); + scale = 0.1f; if ((player->zRotBank > 10.0f) && (sp7C > 0)) { gPlayerTurnRate *= 2.0f; scale = 0.2f; } + if ((player->zRotBank < -10.0f) && (sp7C < 0)) { gPlayerTurnRate *= 2.0f; scale = 0.2f; } + Math_SmoothStepToF(&player->rot.y, sp7C * gPlayerTurnStickMod, scale, gPlayerTurnRate, 0.03f); + scale = 0.03f; if ((player->zRotBank > 10.0f) && (sp7C > 0)) { scale = 0.05f; @@ -3403,7 +3620,9 @@ void Player_MoveArwing360(Player* player) { if ((player->zRotBank < -10.0f) && (sp7C < 0)) { scale = 0.05f; } + Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * scale, 0.1f, 0.8f, 0.05f); + player->yRot_114 += player->yRotVel_11C; if (player->yRot_114 >= 360.0f) { player->yRot_114 -= 360.0f; @@ -3411,33 +3630,44 @@ void Player_MoveArwing360(Player* player) { if (player->yRot_114 < 0.0f) { player->yRot_114 += 360.0f; } + gPlayerTurnRate = 2.3f; var_fa1 = 0.1f; temp = -sp78 * gPlayerTurnStickMod; + if ((temp <= 0.0f) && (player->pos.y < (gGroundHeight + 50.0f))) { gPlayerTurnRate *= 2.0f; temp = 0.0f; var_fa1 = 0.2f; } + Math_SmoothStepToF(&player->rot.x, temp, var_fa1, gPlayerTurnRate, 0.03f); + var_fv1 = 1.5f; if (player->pos.y < (gGroundHeight + 70.0f)) { var_fv1 = 0.8f; } + if (!((gInputHold->button & R_TRIG) && (gInputHold->button & Z_TRIG)) && !(!(gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG))) { var_fv1 = 0.1f; } + var_fv0 = 4.0f; if (sp7C == 0) { var_fv0 = 1.0f; } + Math_SmoothStepToF(&player->rot.z, sp7C * 0.6f * var_fv1, 0.1f, var_fv0, 0.03f); + player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll; + Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY); + sp4C.x = 0.0f; sp4C.y = 0.0f; + if (player->wings.rightState <= WINGSTATE_BROKEN) { sp4C.x -= 2.5f; sp4C.y -= 2.5f; @@ -3447,15 +3677,20 @@ void Player_MoveArwing360(Player* player) { sp4C.y -= 2.5f; } sp4C.z = player->baseSpeed + player->boostSpeed; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40); + player->vel.x = sp40.x; player->vel.z = sp40.z; player->vel.y = sp40.y; + player->pos.x += player->vel.x; player->pos.y += player->vel.y; + if ((player->pathHeight < player->pos.y) && (player->vel.y >= 0.0f)) { Math_SmoothStepToF(&player->pos.y, player->pathHeight, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f); } + if ((player->pos.y < player->pathFloor) && (player->vel.y <= 0.0f)) { if (player->pathFloor >= 0.0f) { player->pos.y = player->pathFloor; @@ -3463,13 +3698,17 @@ void Player_MoveArwing360(Player* player) { Math_SmoothStepToF(&player->pos.y, player->pathFloor, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f); } } + player->pos.z += player->vel.z; + if (player->pathHeight - 100.0f < player->pos.y) { player->flags_228 = PFLAG_228_3; } + if (player->pos.y < -(player->pathHeight - 100.0f)) { player->flags_228 = PFLAG_228_2; } + Player_CheckBounds360(player); player->trueZpos = player->pos.z; Player_WingEffects(player); @@ -3478,36 +3717,43 @@ void Player_MoveArwing360(Player* player) { void Player_PerformLoop(Player* player) { f32 temp; - f32 sp58; + f32 sp58 = 60.0f; Vec3f sp4C; Vec3f sp40; - sp58 = 60.0f; if (gVersusMode) { gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] = gVsLockOnTimers[player->num][3] = 0; } + if (player->aerobaticPitch > 240.0f) { sp58 = -50.0f; } + Math_SmoothStepToF(&player->wings.unk_04, sp58, 0.3f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_08, sp58, 0.3f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_0C, sp58, 0.3f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_10, sp58, 0.3f, 100.0f, 0.0f); + if (player->aerobaticPitch < 180.0f) { player->pos.y += 2.0f; } + player->boostCooldown = true; + if (gLevelMode == LEVELMODE_ON_RAILS) { player->boostMeter += 2.0f; } else { player->boostMeter += 1.0f; } + if (player->boostMeter > 90.0f) { player->boostMeter = 90.0f; } + player->unk_190 = 2; Math_SmoothStepToF(&player->aerobaticPitch, 360.0f, 0.1f, 5.0f, 0.001f); + if (player->aerobaticPitch > 350.0f) { player->somersault = false; if (gLevelMode != LEVELMODE_ON_RAILS) { @@ -3522,20 +3768,28 @@ void Player_PerformLoop(Player* player) { } Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f); + temp = -gInputPress->stick_x * 0.68f; + Math_SmoothStepToF(&player->rot.y, temp, 0.1f, 2.0f, 0.0f); + player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll; + Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY); + sp4C.x = 0.0f; sp4C.y = 0.0f; sp4C.z = player->baseSpeed; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40); + player->vel.x = sp40.x; player->vel.z = sp40.z; player->vel.y = sp40.y; player->pos.x += player->vel.x; player->pos.y += player->vel.y; + if (player->pos.y < player->pathFloor + player->yPath) { player->pos.y = player->pathFloor + player->yPath; player->vel.y = 0.0f; @@ -3764,14 +4018,17 @@ void Player_MoveTank360(Player* player) { if (var_fv1 < player->unk_17C) { player->unk_17C -= 3.0f; } + if (player->unk_180 < 0) { player->unk_180 += 3.0f; } if (player->unk_180 > 0) { player->unk_180 -= 3.0f; } + gPlayerTurnRate = 3.0f; gPlayerTurnStickMod = 0.6666f; + sp5C = gInputPress->stick_x; if (sp5C == 0) { Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate * 0.5f, 0.1f); @@ -3779,6 +4036,7 @@ void Player_MoveTank360(Player* player) { Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate, 0.1f); } player->rot_104.y = player->rot.y; + var_fa0 = 0.03f; var_fa1 = 1.5f; if ((player->zRotBank > 10.0f) && (sp5C < 0.0f)) { @@ -3799,29 +4057,38 @@ void Player_MoveTank360(Player* player) { var_fa1 = 20.0f; } } + Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * var_fa0, 0.1f, var_fa1, 0.05f); + player->yRot_114 += player->yRotVel_11C; player->yRot_114 = Math_ModF(player->yRot_114, 360.0f); + Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW); Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY); + sp44.x = 0.0f; sp44.y = 0.0f; sp44.z = player->baseSpeed; sp44.z -= fabsf((player->unk_184 * 0.4f * player->baseSpeed) / 15.0f); sp44.z += SIN_DEG(player->unk_000) * player->boostSpeed; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); + player->vel.x = sp38.x; player->vel.z = sp38.z; + if (player->unk_16C > 0.2f) { Math_SmoothStepToF(&player->unk_184, player->baseSpeed * 0.5f, 1.0f, 1.0f, 0); } + if (player->unk_170 > 0.2f) { Math_SmoothStepToF(&player->unk_184, -player->baseSpeed * 0.5f, 1.0f, 1.0f, 0); } if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && player->grounded) { Math_SmoothStepToF(&player->unk_184, 0.0f, 1.0f, 0.75f, 0.0f); } + if (player->rollState != 0) { if (player->rollRate < 0) { player->unk_184 = 15.0f; @@ -3830,21 +4097,27 @@ void Player_MoveTank360(Player* player) { player->unk_184 = -15.0f; } } + sp44.x = -player->unk_184; sp44.y = 0; sp44.z = 0; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); + player->pos.x += sp38.x; player->pos.z += sp38.z; player->pos.x += player->vel.x; player->vel.y -= player->gravity; player->pos.y += player->vel.y; + if (player->grounded) { Math_SmoothStepToAngle(&player->rot.x, player->rot_104.x, 0.2f, 5.0f, 0.005f); Math_SmoothStepToAngle(&player->rot.z, player->rot_104.z, 0.2f, 5.0f, 0.005f); Math_SmoothStepToF(&player->unk_000, 0.0f, 0.1f, 5.0f, 0.00001f); } + player->grounded = false; + if (player->pos.y <= gGroundHeight - 5.0f) { player->pos.y = gGroundHeight - 5.0f; if (player->vel.y < -20.0f) { @@ -3853,16 +4126,19 @@ void Player_MoveTank360(Player* player) { player->vel.y = 0.0f; player->grounded = true; } + if (player->vel.y < -80.0f) { player->vel.y = -80.0f; } if (player->vel.y > 20.0f) { player->vel.y = 20.0f; } + player->pos.z += player->vel.z; Player_CheckBounds360(player); player->trueZpos = player->pos.z; player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll; + if (player->grounded) { player->rockPhase += player->baseSpeed * 5.0f; player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f; @@ -3901,6 +4177,7 @@ void Player_MoveOnFoot(Player* player) { s32 pad; player->camRoll = 0.0f; + var_fa0 = 0.0f; if (player->pos.y > 10.0f) { var_fa0 = 20.0f; @@ -3908,6 +4185,7 @@ void Player_MoveOnFoot(Player* player) { if (player->pos.y > 300.0f) { var_fa0 = 40.0f; } + sp74 = gInputPress->stick_y * 0.8f; if (sp74 < -40.0f) { sp74 = -40.0f; @@ -3915,17 +4193,22 @@ void Player_MoveOnFoot(Player* player) { if (var_fa0 < sp74) { sp74 = var_fa0; } + Math_SmoothStepToF(&player->unk_154, sp74, 0.1f, 3.0f, 0.00001f); Math_SmoothStepToF(&player->unk_180, 0.0f, 0.15f, 5.0f, 0.00001f); Math_SmoothStepToF(&player->unk_158, sp74, 0.2f, 5.0f, 0.00001f); + gPlayerTurnRate = 3.0f; gPlayerTurnStickMod = 0.666f; + sp74 = gInputPress->stick_x; sp70 = gInputPress->stick_y; Math_SmoothStepToF(&player->rot.y, -sp74 * gPlayerTurnStickMod * 0.6f, 0.5f, gPlayerTurnRate, 0.001f); Math_SmoothStepToF(&player->rot.z, -sp74 * gPlayerTurnStickMod * 0.2f * player->baseSpeed / 15.0f, 0.2f, 5.0f, 0.001f); + player->bankAngle = player->rot.z; + if ((sp74 != 0.0f) || (sp70 != 0.0f)) { Math_SmoothStepToF(&player->unk_15C, sp74 * gPlayerTurnStickMod, 0.9f, 2.0f * gPlayerTurnRate, 0.1f); Math_SmoothStepToF(&player->unk_164, sp74 * 0.3f, 0.1f, 10.0f, 0.00001f); @@ -3944,7 +4227,9 @@ void Player_MoveOnFoot(Player* player) { Math_SmoothStepToF(&player->unk_164, player->unk_174, 0.1f, 10.0f, 0.00001f); Math_SmoothStepToF(&player->unk_168, player->unk_178, 0.1f, 10.0f, 0.00001f); } + player->rot_104.y = player->rot.y; + if (player->baseSpeed < 1.5f) { var_fv0 = 0.12f; var_fa0 = 3.0f; @@ -3952,37 +4237,50 @@ void Player_MoveOnFoot(Player* player) { var_fv0 = 0.08f; var_fa0 = 1.5f; } + Math_SmoothStepToF(&player->yRotVel_11C, -sp74 * gPlayerTurnStickMod * var_fv0, 0.2f, var_fa0, 0.0f); + player->yRot_114 += player->yRotVel_11C; player->yRot_114 = Math_ModF(player->yRot_114, 360.0f); + Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW); Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY); + sp58.x = 0.0f; sp58.y = 0.0f; sp58.z = player->baseSpeed; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C); + player->vel.x = sp4C.x; player->vel.z = sp4C.z; player->pos.x += player->vel.x; + if ((player->pos.y < 40.0f) || (player->pos.y > 670.0f)) { player->rot_104.z = 0.0f; player->rot_104.x = 0.0f; } + Math_SmoothStepToAngle(&player->xRot_0FC, player->rot_104.x, 0.15f, 15.0f, 0.005f); Math_SmoothStepToAngle(&player->zRot_0FC, player->rot_104.z, 0.15f, 15.0f, 0.005f); + if (player->grounded) { if (player->baseSpeed > 1.0f) { player->unk_00C += player->unk_008; + if ((s32) player->unk_00C >= Animation_GetFrameCount(&D_versus_301CFEC)) { player->unk_00C = 0.0f; } + player->yBob = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f); if (player->yBob < -0.5f) { player->yBob = -0.5f; } + player->yBob -= 3.0f; player->unk_20C = player->unk_00C; + switch (gPlayerNum) { case 0: sp44 = Animation_GetFrameData(&D_versus_301CFEC, player->unk_20C, sp78); @@ -3997,10 +4295,13 @@ void Player_MoveOnFoot(Player* player) { sp44 = Animation_GetFrameData(&D_versus_301C3A8, player->unk_20C, sp78); break; } + Math_SmoothStepToVec3fArray(sp78, player->jointTable, 1, sp44, 1.0f, player->unk_010, 0.01f); + if (player->unk_010 < 50.0f) { player->unk_010 += 2.0f; } + sp64 = player->baseSpeed; if (gGameFrameCount & 4) { sp64 = 2.0f * player->baseSpeed; @@ -4014,6 +4315,7 @@ void Player_MoveOnFoot(Player* player) { player->unk_010 = 0.0f; } } + switch (gPlayerNum) { case 0: sp48 = SEGMENTED_TO_VIRTUAL(D_versus_302E56C); @@ -4036,6 +4338,7 @@ void Player_MoveOnFoot(Player* player) { player->unk_00C = 0.0f; } } + if (!player->grounded) { switch (gPlayerNum) { case 0: @@ -4053,6 +4356,7 @@ void Player_MoveOnFoot(Player* player) { } Math_SmoothStepToVec3fArray(sp48, player->jointTable, 1, 24, 0.2f, 10.0f, 0.01f); } + player->gravity = 2.0f; if ((gInputPress->button & Z_TRIG) && player->grounded) { player->vel.y = 12.0f; @@ -4060,15 +4364,18 @@ void Player_MoveOnFoot(Player* player) { if ((gInputHold->button & Z_TRIG) && (player->vel.y > 0.0f)) { player->gravity = 1.5f; } + player->grounded = false; player->vel.y -= player->gravity; player->pos.y += player->vel.y; + if (player->pos.y <= gGroundHeight) { player->grounded = true; player->pos.y = 0.0f; player->vel.y = 0.0f; player->rot.x += (player->pos.y - player->rot.x) * 0.05f; } + if (player->vel.y < -50.0f) { player->vel.y = -50.0f; } @@ -4098,6 +4405,7 @@ void Player_Setup(Player* playerx) { gTiStartLandmaster = 0; player->shields = 255; + if (gVersusMode) { switch (gHandicap[gPlayerNum]) { case 1: @@ -4108,8 +4416,10 @@ void Player_Setup(Player* playerx) { break; } } + player->wings.rightState = WINGSTATE_INTACT; player->wings.leftState = WINGSTATE_INTACT; + if (gExpertMode) { gLeftWingHealth[gPlayerNum] = 10; gRightWingHealth[gPlayerNum] = 10; @@ -4136,6 +4446,7 @@ void Player_Setup(Player* playerx) { player->groundPos.y = -1000.0f; player->cam.at.z = player->cam.eye.z - 1000.0f; D_ctx_80177950 = 1.0f; + if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) { player->hideShadow = true; player->unk_0A8 = 3000.0f; @@ -4152,8 +4463,10 @@ void Player_Setup(Player* playerx) { player->pathFloor = gGroundHeight + 40.0f; player->unk_0A8 = 3000.0f; } + player->baseSpeed = gArwingSpeed; player->pos.y = 350.0f; + switch (gCurrentLevel) { case LEVEL_MACBETH: case LEVEL_TITANIA: @@ -4172,6 +4485,7 @@ void Player_Setup(Player* playerx) { player->pos.y = 0.0f; } break; + case LEVEL_AQUAS: player->form = FORM_BLUE_MARINE; player->gravity = 0.0f; @@ -4180,14 +4494,17 @@ void Player_Setup(Player* playerx) { player->pathHeight = 720.0f; player->pathFloor = gGroundHeight + 30.0f; break; + case LEVEL_SOLAR: case LEVEL_ZONESS: player->pathFloor = -450.0f; break; } + if (gCurrentLevel != LEVEL_CORNERIA) { gSavedGroundSurface = SURFACE_GRASS; } + gGoldRingCount[0] = gSavedGoldRingCount[0]; do { if (gGoldRingCount[0] > 3) { @@ -4198,6 +4515,7 @@ void Player_Setup(Player* playerx) { if (gGoldRingCount[0] == 3) { gGoldRingCount[0] = 0; } + gHitCount = gSavedHitCount; if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) || ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2))) { if (D_ctx_80177C9C != 0) { @@ -4213,9 +4531,11 @@ void Player_Setup(Player* playerx) { } gHitCount = gSavedHitCount = D_ctx_80177CA4; } + D_hud_80161720[0] = 0.0f; D_hud_80161720[1] = 0.0f; D_hud_80161720[2] = 0.0f; + gDisplayedHitCount = gHitCount; D_hud_80161730 = 0; gMissedZoSearchlight = gSavedZoSearchlightStatus; @@ -4223,6 +4543,7 @@ void Player_Setup(Player* playerx) { gGroundSurface = gSavedGroundSurface; gPathProgress = player->zPath = gSavedPathProgress; player->pos.z = player->trueZpos = -player->zPath; + if ((gSavedObjectLoadIndex > 0) && (gLevelMode == LEVELMODE_ON_RAILS)) { if (gCurrentLevel == LEVEL_MACBETH) { sp2E = gObjectLoadIndex; @@ -4231,6 +4552,7 @@ void Player_Setup(Player* playerx) { } func_enmy_80062568(); } + if (player->form == FORM_LANDMASTER) { player->pos.z -= 200.0f; player->trueZpos -= 200.0f; @@ -4247,18 +4569,22 @@ void Player_Setup(Player* playerx) { player->pos.z = D_800D3124[gPlayerNum]; player->yRot_114 = D_800D3154[gPlayerNum]; player->form = gPlayerForms[gPlayerNum]; + switch (player->form) { case FORM_ARWING: break; + case FORM_LANDMASTER: player->pos.y = 0.0f; player->baseSpeed = 15.0f; player->gravity = 3.0f; break; + case FORM_ON_FOOT: player->pos.y = 0.0f; player->baseSpeed = 15.0f; player->groundPos.y = 0; + switch (gPlayerNum) { case 0: sp38 = SEGMENTED_TO_VIRTUAL(D_versus_302E56C); @@ -4273,6 +4599,7 @@ void Player_Setup(Player* playerx) { sp38 = SEGMENTED_TO_VIRTUAL(D_versus_302E65C); break; } + for (j = 0; j < 30; j++, sp38++) { player->jointTable[j] = *sp38; } @@ -4280,8 +4607,10 @@ void Player_Setup(Player* playerx) { } Camera_Update360(player, true); } + player->state_1C8 = PLAYERSTATE_1C8_ACTIVE; player->wingPosition = gLevelType; + if ((gLevelMode == LEVELMODE_ALL_RANGE) && !gVersusMode) { player->pos.z = 8000.0f; player->pos.y = 670.0f; @@ -4300,14 +4629,17 @@ void Player_Setup(Player* playerx) { player->unk_014 = 1.0f; player->unk_018 = 1.0f; } + if (D_ctx_8017782C && (gSavedObjectLoadIndex == 0)) { gLeveLClearStatus[gCurrentLevel] = 0; + for (j = 0; j < 10; j++) { D_ctx_80177A10[j] = 0; D_ctx_80177A48[j] = 0.0f; } D_ctx_8017782C = false; gAllRangeCheckpoint = 0; + switch (gCurrentLevel) { case LEVEL_CORNERIA: player->state_1C8 = PLAYERSTATE_1C8_LEVEL_INTRO; @@ -4359,6 +4691,7 @@ void Player_Setup(Player* playerx) { Macbeth_801ACFBC(); } } + if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) { player->draw = true; switch (gCurrentLevel) { @@ -4406,6 +4739,7 @@ void Player_Setup(Player* playerx) { if ((gCurrentLevel == LEVEL_TRAINING)) { gClearPlayerInfo = true; } + if (gClearPlayerInfo && !gVersusMode) { for (j = TEAM_ID_FALCO; j < TEAM_ID_MAX; j++) { gTeamShields[j] = gSavedTeamShields[j] = gPrevPlanetTeamShields[j] = gPrevPlanetSavedTeamShields[j] = 255; @@ -4427,16 +4761,21 @@ void Player_Setup(Player* playerx) { gClearPlayerInfo = false; } } + if ((gCurrentLevel == LEVEL_TRAINING)) { gClearPlayerInfo = true; } + player->sfx.levelType = gLevelType; player->sfx.form = player->form; - func_display_80057814(player); + + Display_SetupPlayerSfxPos(player); + if (!gVersusMode && (((gCurrentLevel != LEVEL_TITANIA) && (gCurrentLevel != LEVEL_SOLAR)) || gVersusMode || (player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO))) { Audio_StartPlayerNoise(gPlayerNum); } + if ((player->form == FORM_ARWING) && !gVersusMode) { switch (player->wingPosition) { case 0: @@ -4450,6 +4789,7 @@ void Player_Setup(Player* playerx) { break; } } + if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) { player->wings.unk_14 = -10.0f; } @@ -4472,12 +4812,14 @@ void Player_UpdateArwingRoll(Player* player) { Math_SmoothStepToF(&player->unk_150, 1.0f, 0.05f, 10.0f, 0.0001f); player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f); + if (player->barrelRollAlpha > 0) { player->barrelRollAlpha -= 30; if (player->barrelRollAlpha <= 0) { player->barrelRollAlpha = 0; } } + if (player->meteoWarpTimer == 0) { if (player->rollState == 0) { Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 10.0f, 0.00001f); @@ -4497,6 +4839,7 @@ void Player_UpdateArwingRoll(Player* player) { if (player->rollTimer != 0) { player->rollTimer--; } + if (player->rollState != 0) { player->rollInputTimerR = 0; player->rollInputTimerL = 0; @@ -4523,20 +4866,9 @@ void Player_UpdateArwingRoll(Player* player) { } void Player_UpdateTankRoll(Player* player) { - f32 temp_fv0; - f32 temp_fv0_2; - s32* temp_v1; - s32 temp_t3; - s32 temp_t4; - s32 temp_v0; - s32 temp_v0_2; - s32 temp_v0_3; - s32 temp_v0_4; - s32 var_v0; - player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f); + if (player->rollState == 0) { - temp_fv0 = player->zRotBarrelRoll; if (player->zRotBarrelRoll > 0.0f) { player->zRotBarrelRoll -= (player->zRotBarrelRoll * 0.1f); if (player->zRotBarrelRoll < 0.1f) { @@ -4550,7 +4882,7 @@ void Player_UpdateTankRoll(Player* player) { } } } - temp_v0 = player->rollInputTimerL; + if (player->rollInputTimerL != 0) { player->rollInputTimerL--; } @@ -4560,6 +4892,7 @@ void Player_UpdateTankRoll(Player* player) { if (player->rollTimer != 0) { player->rollTimer--; } + if (player->rollState != 0) { player->rollInputTimerR = 0; player->rollInputTimerL = 0; @@ -4570,12 +4903,14 @@ void Player_UpdateTankRoll(Player* player) { player->zRotBank = 0.0f; } } + if (player->zRotBank < 0.0f) { player->zRotBank += 8.0f; if (player->zRotBank > 0.0f) { player->zRotBank = 0.0f; } } + if (player->rollTimer == 0) { if (player->rollRate > 0) { player->rollRate -= 2; @@ -4589,6 +4924,7 @@ void Player_UpdateTankRoll(Player* player) { } else { Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 30.0f, 0.0f); } + if ((player->rollTimer >= 5) && (player->mercyTimer == 0)) { if (player->rollRate > 0) { player->unk_170 = 1.3f; @@ -4597,6 +4933,7 @@ void Player_UpdateTankRoll(Player* player) { player->unk_16C = 1.3f; } } + if (gVersusMode) { gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] = gVsLockOnTimers[player->num][3] = 0; @@ -4613,6 +4950,7 @@ void Player_ArwingBoost(Player* player) { (gInputHold->button & gBoostButton[player->num])) { player->boostCooldown = true; } + if (gLevelMode == LEVELMODE_ON_RAILS) { sp28 = 3.0f; sp2C = 0.5f; @@ -4621,8 +4959,11 @@ void Player_ArwingBoost(Player* player) { sp28 = 1.5f; sp2C = 0.35f; } + player->sfx.boost = 0; + var = gInputPress->stick_y; // fake? + if (gLoopDownTimers[gPlayerNum] != 0) { gLoopDownTimers[gPlayerNum]--; } @@ -4739,7 +5080,7 @@ void Player_ArwingBoost2(Player* player) { void Player_ArwingBrake(Player* player) { f32 sp34; f32 sp30; - s32 var; + s32 stickY; if (gLevelMode == LEVELMODE_ON_RAILS) { sp30 = 3.0f; @@ -4748,17 +5089,21 @@ void Player_ArwingBrake(Player* player) { sp30 = 1.5f; sp34 = 0.35f; } - player->sfx.brake = 0; - var = gInputPress->stick_y; // fake? + + player->sfx.brake = false; + + stickY = gInputPress->stick_y; // fake? + if (gUturnDownTimers[gPlayerNum] != 0) { gUturnDownTimers[gPlayerNum]--; } if (gUturnBrakeTimers[gPlayerNum] != 0) { gUturnBrakeTimers[gPlayerNum]--; } - if (var >= -50) { + if (stickY >= -50) { gUturnDownTimers[gPlayerNum] = 5; } + if ((gUturnDownTimers[gPlayerNum] > 0) && (gUturnDownTimers[gPlayerNum] < 5) && (gDrawBackdrop < 5) && (gUturnBrakeTimers[gPlayerNum] != 0)) { gUturnDownTimers[gPlayerNum] = 0; @@ -4774,6 +5119,7 @@ void Player_ArwingBrake(Player* player) { gCoUturnCount++; } } + if ((gInputHold->button & gBrakeButton[player->num]) && !(gInputHold->button & gBoostButton[player->num]) && (player->state_1C8 != PLAYERSTATE_1C8_U_TURN) && !player->boostCooldown) { if (player->boostMeter == 0.0f) { @@ -4782,24 +5128,28 @@ void Player_ArwingBrake(Player* player) { gUturnBrakeTimers[gPlayerNum] = 5; } } + if (gLevelType == LEVELTYPE_PLANET) { Math_SmoothStepToF(&player->wings.unk_04, 90.0f, 0.2f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_08, -90.0f, 0.2f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_0C, 90.0f, 0.2f, 100.0f, 0.0f); Math_SmoothStepToF(&player->wings.unk_10, -90.0f, 0.2f, 100.0f, 0.0f); } + player->boostMeter += sp30; if (player->boostMeter > 90.0f) { player->boostCooldown = true; player->boostMeter = 90.0f; } + player->unk_190 = 0.3f; player->boostSpeed -= 1.0f; if (player->boostSpeed < -20.0f) { player->boostSpeed = -20.0f; } + Math_SmoothStepToF(&player->camDist, 180.0f, 0.1f, 10.0f, 0.0f); - player->sfx.brake = 1; + player->sfx.brake = true; Math_SmoothStepToF(&D_ctx_801779A8[player->num], 25.0f, 1.0f, 5.0f, 0.0f); } else if (player->boostMeter > 0.0f) { player->boostMeter -= sp34; @@ -4824,12 +5174,14 @@ void Player_TankBoostBrake(Player* player) { Math_SmoothStepToF(&player->boostMeter, 0.0f, 1.0f, 1.0f, 0.0f); } player->boostActive = false; + if (player->boostMeter == 0.0f) { player->boostCooldown = false; } else if (!(gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG) && !(gInputHold->button & gBoostButton[player->num]) && !(gInputHold->button & gBrakeButton[player->num])) { player->boostCooldown = true; } + sp2C = 20.0f; if ((gInputHold->button & gBoostButton[player->num]) && !player->boostCooldown) { if (player->boostMeter == 0.0f) { @@ -4846,6 +5198,7 @@ void Player_TankBoostBrake(Player* player) { player->boostCooldown = true; } } + if ((gInputHold->button & gBrakeButton[player->num]) && !player->boostCooldown) { if (player->boostMeter == 0.0f) { Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BRAKE, player->num); @@ -4862,22 +5215,29 @@ void Player_TankBoostBrake(Player* player) { } void Player_UpdateTankJets(Player* player) { - f32 temp; - f32 temp2; + f32 stickY; + s32 pad; player->gravity = 3.0f; + if ((gInputHold->button & Z_TRIG) && !player->boostCooldown) { if (player->boostMeter == 0.0f) { Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num); } + player->unk_188 = 0.0f; + player->zRotBank += 4.0f; if (player->zRotBank > 50.0f) { player->zRotBank = 50.0f; } + Math_SmoothStepToF(&player->unk_170, 1.0f, 1.0f, 0.4f, 0.0f); + player->boostActive = true; + Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 0.7f, 0.0f); + if (player->boostMeter >= 90.0f) { player->boostCooldown = true; } @@ -4898,14 +5258,20 @@ void Player_UpdateTankJets(Player* player) { if (player->boostMeter == 0.0f) { Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num); } + player->unk_188 = 0.0f; + player->zRotBank -= 4.0f; if (player->zRotBank < -50.0f) { player->zRotBank = -50.0f; } + Math_SmoothStepToF(&player->unk_16C, 1.0f, 1.0f, 0.4f, 0.0f); + player->boostActive = true; + Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 0.7f, 0.0f); + if (player->boostMeter >= 90.0f) { player->boostCooldown = true; } @@ -4920,27 +5286,28 @@ void Player_UpdateTankJets(Player* player) { } } } + if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) { player->zRotBank += (((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->zRotBank) * 0.1f); Math_SmoothStepToAngle(&player->rot.x, 0.0f, 0.05f, 5.0f, 0.00001f); Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.05f, 5.0f, 0.00001f); - temp = gInputPress->stick_y; - Math_SmoothStepToF(&player->unk_000, temp * 0.5f, 0.05f, 5.0f, 0.00001f); + stickY = gInputPress->stick_y; + Math_SmoothStepToF(&player->unk_000, stickY * 0.5f, 0.05f, 5.0f, 0.00001f); Math_SmoothStepToF(&player->boostSpeed, 30.0f, 0.5f, 5.0f, 0.0f); player->gravity = -0.4f; Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f); if ((gCamCount == 1) && ((gGameFrameCount % 2) == 0)) { - func_effect_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 4.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f, + player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 4.0f); } } else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->rollState == 0)) { if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) { - func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f, + player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f); } if ((player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) { - func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f); + Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f, + player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f); } } } @@ -4953,9 +5320,11 @@ void Player_UpdateEffects(Player* player) { s32 i; player->xShake = 0.0f; + player->basePos.x = player->pos.x; player->basePos.y = player->pos.y; player->basePos.z = player->pos.z; + if (player->csTimer != 0) { player->csTimer--; } @@ -4971,6 +5340,7 @@ void Player_UpdateEffects(Player* player) { if (player->dmgEffectTimer != 0) { player->dmgEffectTimer--; } + if (gVersusMode) { for (i = 0; i < gCamCount; i++) { if ((gVsLockOnTimers[player->num][i] != 0) && !(gControllerHold[i].button & A_BUTTON)) { @@ -4978,6 +5348,7 @@ void Player_UpdateEffects(Player* player) { } } } + if (gRightWingFlashTimer[player->num] != 0) { gRightWingFlashTimer[player->num]--; if (gRightWingFlashTimer[player->num] == 1000) { @@ -4996,17 +5367,22 @@ void Player_UpdateEffects(Player* player) { if (gRightWingDebrisTimer[player->num] != 0) { gRightWingDebrisTimer[player->num]--; } + if (gShieldTimer[player->num] != 0) { gShieldTimer[player->num]--; Math_SmoothStepToF(&gShieldAlpha[player->num], 128.0f, 1.0f, 40.0f, 0.01f); } else { Math_SmoothStepToF(&gShieldAlpha[player->num], 0.0f, 1.0f, 10.0f, 0.01f); } + Math_SmoothStepToF(&gMuzzleFlashScale[player->num], 0.0f, 1.0f, 0.4f, 0.01f); + if ((player->form == FORM_LANDMASTER) && (player->unk_1A0 != 0)) { player->unk_1A0--; } + player->dmgEffect = player->dmgEffectTimer & 1; + if (player->dmgEffectTimer != 0) { gFillScreenAlphaStep = 8; } @@ -5015,6 +5391,7 @@ void Player_UpdateEffects(Player* player) { gFillScreenRed = 255; gFillScreenGreen = gFillScreenBlue = 0; } + if (player->timer_278 != 0) { if ((player->timer_278 % 8) == 0) { if (player->timer_278 & 8) { @@ -5025,11 +5402,13 @@ void Player_UpdateEffects(Player* player) { } player->timer_278--; } + if (player->hitTimer > 0) { if (player->hitTimer > 3) { *gControllerRumble = 1; } player->hitTimer--; + if (player->form == FORM_ARWING) { player->damageShake = SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection]; @@ -5042,6 +5421,7 @@ void Player_UpdateEffects(Player* player) { SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection] * 1.5f; player->xShake = 0.0f; } + if ((gLevelMode != LEVELMODE_UNK_2) && ((player->knockback.x != 0.f) || (player->knockback.y != 0.f) || (player->knockback.z != 0.f)) && ((player->dmgType >= 40) || (player->dmgType == 21))) { @@ -5050,18 +5430,23 @@ void Player_UpdateEffects(Player* player) { player->rot.y = 0; Math_SmoothStepToF(&player->boostSpeed, 0, 1.0f, 5.0f, 0); } + if (player->hitTimer == 0) { player->damageShake = 0; } } + player->pos.x += player->knockback.x; player->pos.y += player->knockback.y; + if (gLevelMode == LEVELMODE_ALL_RANGE) { player->pos.z += player->knockback.z; Math_SmoothStepToF(&player->knockback.z, 0, 0.1f, 1.0f, 0.5f); } + Math_SmoothStepToF(&player->knockback.x, 0, 0.1f, 1.0f, 0.5f); Math_SmoothStepToF(&player->knockback.y, 0, 0.1f, 1.0f, 0.5f); + player->contrailScale -= 0.02f; if (player->contrailScale < 0.0f) { player->contrailScale = 0.0f; @@ -5080,6 +5465,7 @@ void Player_UpdateShields(Player* player) { player->damage = 0; } } + if (player->heal > 0) { player->damage = 0; player->heal -= 2; @@ -5096,19 +5482,19 @@ void Player_UpdateShields(Player* player) { } void Player_LowHealthAlarm(Player* player) { - s32 var_v0; + s32 mask; Player_UpdateShields(player); if (player->shields < 128) { if (player->shields > 80) { - var_v0 = 64 - 1; + mask = 64 - 1; } else if (player->shields > 40) { - var_v0 = 32 - 1; + mask = 32 - 1; } else { - var_v0 = 16 - 1; + mask = 16 - 1; } - if ((gGameFrameCount & var_v0) == 0) { + if ((gGameFrameCount & mask) == 0) { Object_PlayerSfx(player->sfxSource, NA_SE_SHIELD_BUZZER, player->num); } } @@ -5119,6 +5505,7 @@ void Play_dummy_800B41E0(Player* player) { void Player_Down(Player* player) { player->state_1C8 = PLAYERSTATE_1C8_DOWN; + if (!gVersusMode) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 1); @@ -5147,16 +5534,19 @@ void Player_UpdateOnRails(Player* player) { gInputHold->button = gBoostButton[player->num]; player->boostMeter = 1.0f; } + Player_ArwingBank(player); Player_ArwingBoost(player); Player_ArwingBrake(player); Play_dummy_800B41E0(player); Player_UpdateArwingRoll(player); + if (player->somersault) { Player_PerformLoop(player); } else { Player_MoveArwingOnRails(player); } + Player_UpdatePath(player); Player_Shoot(player); Player_CollisionCheck(player); @@ -5164,6 +5554,7 @@ void Player_UpdateOnRails(Player* player) { Player_WaterEffects(player); Player_FloorCheck(player); Player_LowHealthAlarm(player); + if ((player->shields <= 0) && (player->radioDamageTimer != 0)) { Player_Down(player); player->vel.x *= 0.2f; @@ -5177,9 +5568,11 @@ void Player_UpdateOnRails(Player* player) { player->csEventTimer = 120; } break; + case FORM_LANDMASTER: Tank_UpdateOnRails(player); break; + case FORM_BLUE_MARINE: Aquas_BlueMarineBoost(player); Aquas_BlueMarineBrake(player); @@ -5190,6 +5583,7 @@ void Player_UpdateOnRails(Player* player) { Player_CollisionCheck(player); Player_FloorCheck(player); Player_LowHealthAlarm(player); + if ((player->shields <= 0) && (player->radioDamageTimer != 0)) { Player_Down(player); } @@ -5205,16 +5599,19 @@ void Player_Update360(Player* player) { Player_ArwingBrake(player); Play_dummy_800B41E0(player); Player_UpdateArwingRoll(player); + if (player->somersault) { Player_PerformLoop(player); } else { Player_MoveArwing360(player); } + Player_Shoot(player); Player_CollisionCheck(player); Player_WaterEffects(player); Player_FloorCheck(player); Player_LowHealthAlarm(player); + if ((player->shields <= 0) && (player->radioDamageTimer != 0)) { Player_Down(player); player->vel.y = 5.0f; @@ -5232,6 +5629,7 @@ void Player_Update360(Player* player) { player->aerobaticPitch = 0.0f; } break; + case FORM_LANDMASTER: Player_UseTankJets(player); Player_UpdateTankJets(player); @@ -5247,9 +5645,11 @@ void Player_Update360(Player* player) { Player_Down(player); } break; + case FORM_BLUE_MARINE: Aquas_Update360(player); break; + case FORM_ON_FOOT: Player_OnFootUpdateSpeed(player); Player_MoveOnFoot(player); @@ -5257,6 +5657,7 @@ void Player_Update360(Player* player) { Player_CollisionCheck(player); Player_FloorCheck(player); Player_LowHealthAlarm(player); + if ((player->shields <= 0) && (player->radioDamageTimer != 0)) { Player_Down(player); } @@ -5279,6 +5680,7 @@ void Player_LowHealthMsg(Player* player) { teamId = RAND_INT(2.9f) + 1; } while (gTeamShields[teamId] <= 0); } while (0); // macro? + switch (teamId) { case 1: if (Rand_ZeroOne() < 0.5f) { @@ -5341,7 +5743,9 @@ void Player_Update(Player* player) { if (player->state_1C8 > PLAYERSTATE_1C8_INIT) { Player_UpdateEffects(player); } + player->flags_228 = 0; + if ((player->state_1C8 > PLAYERSTATE_1C8_INIT) && (player->form == FORM_ARWING) && !gVersusMode) { switch (player->wingPosition) { case 0: @@ -5361,28 +5765,33 @@ void Player_Update(Player* player) { if (sp1C4 != 0) { player->whooshTimer--; } + switch (player->state_1C8) { case PLAYERSTATE_1C8_STANDBY: player->draw = false; gShowHud = 0; gPauseEnabled = false; break; + case PLAYERSTATE_1C8_INIT: Player_Setup(player); gFillScreenAlphaTarget = 0; gPauseEnabled = false; break; + case PLAYERSTATE_1C8_LEVEL_INTRO: gShowHud = 0; gPauseEnabled = false; player->wings.modelId = 1; Cutscene_LevelStart(player); break; + case PLAYERSTATE_1C8_ACTIVE: gShowHud = 1; Player_LowHealthMsg(player); player->wings.modelId = 0; D_hud_80161704 = 255; + if ((!gVersusMode || gVsMatchStart) && !player->somersault && (gInputPress->button & U_CBUTTONS) && ((player->form == FORM_ARWING) || (gVersusMode && (player->form == FORM_LANDMASTER)))) { if (player->alternateView = 1 - player->alternateView) { @@ -5395,12 +5804,14 @@ void Player_Update(Player* player) { } player->unk_014 = 0.1f; } + switch (gLevelMode) { case LEVELMODE_ON_RAILS: gLoadLevelObjects = true; Player_UpdateOnRails(player); player->draw = true; break; + case LEVELMODE_ALL_RANGE: if (!gVersusMode) { Player_Update360(player); @@ -5431,6 +5842,7 @@ void Player_Update(Player* player) { gPauseEnabled = false; } break; + case LEVELMODE_UNK_2: gLoadLevelObjects = true; Turret_Update(player); @@ -5438,21 +5850,26 @@ void Player_Update(Player* player) { break; } break; + case PLAYERSTATE_1C8_DOWN: Cutscene_PlayerDown(player); break; + case PLAYERSTATE_1C8_U_TURN: if (gVersusMode) { gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] = gVsLockOnTimers[player->num][3] = 0; } player->wings.modelId = 1; + Math_SmoothStepToF(&player->wings.unk_04, 0.0f, 0.1f, 5.0f, 0); Math_SmoothStepToF(&player->wings.unk_08, 0.0f, 0.1f, 5.0f, 0); Math_SmoothStepToF(&player->wings.unk_0C, 0.0f, 0.1f, 5.0f, 0); Math_SmoothStepToF(&player->wings.unk_10, 0.0f, 0.1f, 5.0f, 0); + Player_UpdateShields(player); Cutscene_UTurn(player); + if (gCurrentLevel == LEVEL_KATINA) { Player_CollisionCheck(player); } else { @@ -5460,6 +5877,7 @@ void Player_Update(Player* player) { Player_CheckItemCollect(player); } break; + case PLAYERSTATE_1C8_LEVEL_COMPLETE: player->alternateView = false; gPauseEnabled = false; @@ -5468,12 +5886,14 @@ void Player_Update(Player* player) { Player_WaterEffects(player); gShowHud = gChargeTimers[player->num] = 0; break; + case PLAYERSTATE_1C8_ENTER_WARP_ZONE: gPauseEnabled = false; Player_UpdateShields(player); Cutscene_EnterWarpZone(player); gShowHud = 0; break; + case PLAYERSTATE_1C8_START_360: gPauseEnabled = false; Player_UpdateShields(player); @@ -5481,17 +5901,21 @@ void Player_Update(Player* player) { Player_UpdateArwingRoll(player); gChargeTimers[player->num] = player->alternateView = gShowHud = 0; break; + case PLAYERSTATE_1C8_GFOX_REPAIR: gPauseEnabled = false; AllRange_GreatFoxRepair(player); gShowHud = 0; break; + case PLAYERSTATE_1C8_ANDROSS_MOUTH: Andross_8018C390(player); Player_UpdateShields(player); break; + case PLAYERSTATE_1C8_12: break; + case PLAYERSTATE_1C8_VS_STANDBY: player->draw = false; if (gPlayerInactive[player->num] == true) { @@ -5511,11 +5935,14 @@ void Player_Update(Player* player) { Camera_FollowPlayer(player, player->attacker - 1, 0); } break; + case PLAYERSTATE_1C8_NEXT: gShowHud = 0; + if (!gVersusMode) { gPauseEnabled = false; } + player->draw = false; player->vel.z = player->vel.x = player->vel.y = player->knockback.x = player->knockback.y = 0.0f; @@ -5523,10 +5950,12 @@ void Player_Update(Player* player) { player->cam.eye.x += 1.0f; player->cam.eye.z += 1.5f; } + if ((gCurrentLevel == LEVEL_ZONESS) || (gCurrentLevel == LEVEL_SOLAR)) { Math_SmoothStepToF(&player->cam.eye.y, 500.0f, 0.05f, 10.0f, 0.0f); Math_SmoothStepToF(&player->cam.eye.z, player->trueZpos + gPathProgress + 500.0f, 0.05f, 20.0f, 0.0f); } + if (player->csTimer == 0) { if (gCamCount == 4) { player->state_1C8 = PLAYERSTATE_1C8_VS_STANDBY; @@ -5535,6 +5964,7 @@ void Player_Update(Player* player) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; gFillScreenAlphaTarget = 255; } + if (gFillScreenAlpha == 255) { Play_ClearObjectData(); gPathProgress = gPlayer[0].zPath = 0.0f; @@ -5543,9 +5973,11 @@ void Player_Update(Player* player) { Audio_ClearVoice(); Audio_SetEnvSfxReverb(0); gSavedGoldRingCount[0] = gGoldRingCount[0]; + if (gCurrentLevel == LEVEL_VENOM_ANDROSS) { D_ctx_80177C94 = gGoldRingCount[0]; } + switch (gFadeoutType) { case 7: if (gCurrentLevel == LEVEL_TRAINING) { @@ -5571,11 +6003,13 @@ void Player_Update(Player* player) { gDrawMode = DRAW_NONE; } break; + case 4: gNextGameState = GSTATE_MAP; gLastGameState = GSTATE_PLAY; gDrawMode = DRAW_NONE; break; + default: gDrawMode = DRAW_NONE; break; @@ -5584,22 +6018,25 @@ void Player_Update(Player* player) { } } break; + default: break; } - if ((D_ctx_80177C70 == 0) && (player->form == FORM_ARWING)) { + if ((gFovYMode == 0) && (player->form == FORM_ARWING)) { sp1CC = 0.77699995f; sp1C8 = 1100.0f; - } else if (D_ctx_80177C70 == 2) { + } else if (gFovYMode == 2) { sp1CC = 0.77699995f; sp1C8 = 1100.0f; } else { sp1CC = 0.74f; sp1C8 = 700.0f; } + Math_SmoothStepToF(&player->unk_148, sp1CC, 1.0f, 0.05f, 0.0f); Math_SmoothStepToF(&player->unk_14C, sp1CC, 1.0f, 0.05f, 0.0f); Math_SmoothStepToF(&player->pathWidth, sp1C8, 1.0f, 10.0f, 0.0f); + if (player->form == FORM_ARWING) { Math_SmoothStepToF(&player->unk_194, player->unk_190, 0.5f, 5.0f, 0.0f); if (player->boostCooldown && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) { @@ -5620,6 +6057,7 @@ void Camera_UpdateArwingOnRails(Player* player) { f32 temp; gCsCamEyeX = (player->pos.x - player->xPath) * player->unk_148; + if (((player->form == FORM_ARWING) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) || (player->state_1C8 == PLAYERSTATE_1C8_U_TURN)) { gCsCamEyeY = (player->pos.y - player->yPath) * player->unk_148; @@ -5631,6 +6069,7 @@ void Camera_UpdateArwingOnRails(Player* player) { var_fv0 = 0.0f; var_fv1 = 0; } + Math_SmoothStepToF(&player->unk_030, var_fv1 * 1.6f, 0.1f, 3.0f, 0.05f); if (gLevelType == LEVELTYPE_SPACE) { Math_SmoothStepToF(&player->unk_02C, var_fv0 * 0.8f, 0.1f, 3.0f, 0.05f); @@ -5647,6 +6086,7 @@ void Camera_UpdateArwingOnRails(Player* player) { gCsCamAtY = ((player->pos.y - player->yPath) * player->unk_14C) + 20.0f; gCsCamAtY += player->xRock * 5.0f; gCsCamAtY -= player->unk_02C * 0.25f; + switch (sOverheadCam) { case 0: Math_SmoothStepToF(&sOverheadCamDist, 0.0f, 0.4f, 10.0f, 0); @@ -5655,14 +6095,16 @@ void Camera_UpdateArwingOnRails(Player* player) { Math_SmoothStepToF(&sOverheadCamDist, 200.0f, 0.4f, 10.0f, 0); break; } + gCsCamEyeX += player->xPath; gCsCamAtX += player->xPath; gCsCamEyeY += player->yPath + sOverheadCamDist; gCsCamAtZ = player->trueZpos + gPathProgress - 1.0f; gCsCamEyeZ = 400.0f + sOverheadCamDist; - if (D_ctx_80177C70 == 2) { + if (gFovYMode == 2) { gCsCamEyeZ -= 50.0f; } + if (player->somersault) { gCsCamEyeZ += 200.0f; gCsCamAtY = (player->pos.y - player->yPath) * 0.9f; @@ -5673,12 +6115,14 @@ void Camera_UpdateArwingOnRails(Player* player) { Math_SmoothStepToF(&player->unk_018, 1.0f, 1.0f, 0.05f, 0.0f); } gCsCamAtY += player->yPath + (sOverheadCamDist * 0.5f); + Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_018, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, player->unk_014, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_018, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 1000.0f, 0.0f); Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0.0f); + temp = -player->rot.z; if (gLevelType == LEVELTYPE_PLANET) { Math_SmoothStepToF(&player->camRoll, temp * 0.3f, 0.1f, 1.5f, 0.0f); @@ -5696,16 +6140,20 @@ void Camera_UpdateCockpitOnRails(Player* player, s32 arg1) { Matrix_RotateY(gCalcMatrix, (player->rot.y + player->damageShake) * M_DTOR * 0.75f, MTXF_NEW); Matrix_RotateX(gCalcMatrix, (player->rot.x + player->damageShake) * M_DTOR * 0.75f, MTXF_APPLY); + sp4C.x = 0; sp4C.y = 0; sp4C.z = -1000.0f; + Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40); + gCsCamEyeX = player->pos.x; gCsCamEyeY = player->pos.y + player->yBob; gCsCamEyeZ = player->trueZpos + gPathProgress; gCsCamAtX = player->pos.x + sp40.x; gCsCamAtY = player->pos.y + player->yBob + sp40.y; gCsCamAtZ = player->trueZpos + gPathProgress + sp40.z; + Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 100.0f, 0.0f); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_014, 100.0f, 0.0f); Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, player->unk_014, 50.0f, 0.0f); @@ -5713,6 +6161,7 @@ void Camera_UpdateCockpitOnRails(Player* player, s32 arg1) { Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_014, 100.0f, 0.0f); Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 100.0f, 0.0f); Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0); + player->camRoll = -(player->bankAngle + player->rockAngle); if (arg1 != 0) { player->cam.eye.x = gCsCamEyeX; @@ -5726,26 +6175,30 @@ void Camera_UpdateCockpitOnRails(Player* player, s32 arg1) { void Camera_FollowPlayer(Player* player, s32 playerNum, bool arg2) { u8 i; - u8 var_v0; + u8 mask; Vec3f sp58; Vec3f sp4C; - var_v0 = 0x7F; + mask = 0x7F; if (gPlayer[playerNum].form == FORM_LANDMASTER) { - var_v0 = 0xFF; + mask = 0xFF; } - if (((var_v0 & gGameFrameCount) == (gPlayerNum * 32)) || arg2) { + + if (((gGameFrameCount & mask) == (gPlayerNum * 32)) || arg2) { for (i = 0; i < 100; i++) { playerNum = RAND_INT(3.9f); if ((gPlayer[playerNum].state_1C8 != PLAYERSTATE_1C8_VS_STANDBY) && !gPlayerInactive[playerNum]) { break; } } + if (i > 90) { playerNum = 0; } player->attacker = playerNum + 1; + Matrix_RotateY(gCalcMatrix, gPlayer[playerNum].yRot_114 * M_DTOR, MTXF_NEW); + switch (gPlayer[playerNum].form) { case FORM_ARWING: sp58.x = 300.0f; @@ -5760,6 +6213,7 @@ void Camera_FollowPlayer(Player* player, s32 playerNum, bool arg2) { sp58.z = -300.0f; break; } + if (Rand_ZeroOne() < 0.5f) { sp58.x *= -1.0f; } @@ -5769,9 +6223,11 @@ void Camera_FollowPlayer(Player* player, s32 playerNum, bool arg2) { player->cam.eye.y = gPlayer[playerNum].pos.y + 50.0f; player->cam.eye.z = gPlayer[playerNum].trueZpos + sp4C.z; } + player->cam.at.x = gPlayer[playerNum].pos.x; player->cam.at.y = gPlayer[playerNum].pos.y; player->cam.at.z = gPlayer[playerNum].trueZpos; + switch (gPlayer[playerNum].form) { case FORM_ARWING: player->cam.eye.x += gPlayer[playerNum].vel.x * 0.5f; @@ -5807,6 +6263,7 @@ void Camera_UpdateArwing360(Player* player, bool arg1) { Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY); + sp74.x = 0.0f; sp74.y = 0.0f; if (player->alternateView) { @@ -5814,16 +6271,21 @@ void Camera_UpdateArwing360(Player* player, bool arg1) { } else { sp74.z = 300.0f - player->camDist; } + if (player->somersault) { sp74.z += 500.0f; } + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68); + if (!gVersusMode) { var_fv0 = -gInputPress->stick_y; } else { var_fv0 = -gControllerPress[player->num].stick_y; } + Math_SmoothStepToF(&player->unk_02C, var_fv0, 0.05f, 5.0f, 0.0f); + eyeX = player->pos.x + sp68.x; eyeY = (player->pos.y * player->unk_148) + 50.0f; eyeY -= (player->unk_02C * 1.5f); @@ -5832,21 +6294,27 @@ void Camera_UpdateArwing360(Player* player, bool arg1) { atX = player->pos.x + player->damageShake; var_fv0 = (player->somersault) ? 1.0f : 0.79f; + atY = (player->pos.y * (var_fv0)) + player->damageShake + (player->xRock * 5.0f); atY += (player->unk_02C * 0.5f); if (player->state_1C8 == PLAYERSTATE_1C8_U_TURN) { atY = player->pos.y; } atZ = player->pos.z; + Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f); + sp74.x = -player->unk_028; sp74.y = 0.0f; sp74.z = 0.f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68); + eyeX += sp68.x; eyeZ += sp68.z; atX += sp68.x; atZ += sp68.z; + if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) { Math_SmoothStepToF(&player->cam.eye.x, eyeX, player->unk_014, 30000.0f, 0); Math_SmoothStepToF(&player->cam.eye.y, eyeY, player->unk_014, 30000.0f, 0); @@ -5854,11 +6322,13 @@ void Camera_UpdateArwing360(Player* player, bool arg1) { Math_SmoothStepToF(&player->camRoll, player->rot.y * -0.3f, 0.1f, 1.0f, 0); Math_SmoothStepToF(&player->unk_014, 0.2f, 0.1f, 0.005f, 0.0f); } + Math_SmoothStepToF(&player->cam.at.x, atX, player->unk_01C, 30000.0f, 0); Math_SmoothStepToF(&player->cam.at.y, atY, player->unk_018, 30000.0f, 0); Math_SmoothStepToF(&player->cam.at.z, atZ, player->unk_01C, 30000.0f, 0); Math_SmoothStepToF(&player->unk_018, 0.2f, 0.1f, 0.005f, 0); Math_SmoothStepToF(&player->unk_01C, 1.0f, 0.1f, 0.005f, 0); + if (arg1) { player->cam.eye.x = eyeX; player->cam.eye.y = eyeY; @@ -5880,6 +6350,7 @@ void Camera_UpdateTank360(Player* player, s32 arg1) { Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY); + sp54.x = 0.0f; if (player->alternateView) { sp54.y = 150.0f; @@ -5888,12 +6359,15 @@ void Camera_UpdateTank360(Player* player, s32 arg1) { sp54.y = 100.0f; sp54.z = 250.0f - player->camDist; } + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); + if (player->alternateView) { Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f + 30.0f, 0.2f, 8.0f, 0.001f); } else { Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f, 0.2f, 8.0f, 0.001f); } + sp44 = player->pos.x + sp48.x; sp40 = player->pos.y + sp48.y - (player->unk_02C * 0.6f); sp3C = player->pos.z + sp48.z; @@ -5901,19 +6375,26 @@ void Camera_UpdateTank360(Player* player, s32 arg1) { player->cam.at.x = player->pos.x + player->damageShake; player->cam.at.y = player->pos.y + 60.0f + player->unk_02C + player->damageShake; player->cam.at.z = player->pos.z; + Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f); + sp54.x = -player->unk_028; sp54.y = 0.0f; sp54.z = 0.0f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); + sp44 += sp48.x; sp3C += sp48.z; + player->cam.at.x += sp48.x; player->cam.at.z += sp48.z; + Math_SmoothStepToF(&player->cam.eye.x, sp44, 0.1f, 200.0f, 0.001f); Math_SmoothStepToF(&player->cam.eye.y, sp40, 0.1f, 200.0f, 0.001f); Math_SmoothStepToF(&player->cam.eye.z, sp3C, 0.1f, 200.0f, 0.001f); Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f); + if (arg1 != 0) { player->cam.eye.x = sp44; player->cam.eye.y = sp40; @@ -5930,9 +6411,11 @@ void Camera_UpdateOnFoot360(Player* player, s32 arg1) { Matrix_RotateZ(gCalcMatrix, player->zRot_0FC * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.02f)) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, player->damageShake * 0.02f * M_DTOR, MTXF_APPLY); + sp64.x = 0.0f; sp64.y = 20.0f; sp64.z = 60.0f - player->camDist; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58); Math_SmoothStepToF(&player->unk_02C, -player->unk_158 * 0.5f, 0.07f, 3.0f, 0.001f); @@ -5946,12 +6429,16 @@ void Camera_UpdateOnFoot360(Player* player, s32 arg1) { player->cam.at.z = player->pos.z; Math_SmoothStepToF(&player->unk_028, player->rot.y * (player->baseSpeed + 5.0f) * 0.04f, 0.05f, 2.0f, 0.02f); + sp64.x = -player->unk_028; sp64.y = 0.0f; sp64.z = 0.0f; + Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58); + sp4C.x += sp58.x; sp4C.z += sp58.z; + player->cam.at.x += sp58.x; player->cam.at.z += sp58.z; @@ -5959,6 +6446,7 @@ void Camera_UpdateOnFoot360(Player* player, s32 arg1) { Math_SmoothStepToF(&player->cam.eye.y, sp4C.y, 0.3f, 65.0f, 0.001f); Math_SmoothStepToF(&player->cam.eye.z, sp4C.z, 0.3f, 65.0f, 0.001f); Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f); + if (arg1 != 0) { player->cam.eye.x = sp4C.x; player->cam.eye.y = sp4C.y; @@ -5983,15 +6471,19 @@ void Camera_SetStarfieldPos(f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 if (yaw <= -M_PI / 2) { yaw += M_PI; } + tempf = 0.0f; if (gCurrentLevel == LEVEL_UNK_15) { tempf = gPlayer[0].cam.eye.y * 0.03f; } + sp30 = (-pitch * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollY + tempf; sp34 = (yaw * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollX; sp20 = gStarfieldX; + gStarfieldX = Math_ModF(sp34, SCREEN_WIDTH * 1.5f); gStarfieldY = Math_ModF(sp30, SCREEN_HEIGHT * 1.5f); + if ((gGameState == GSTATE_PLAY) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_METEO)) { if (fabsf(gStarfieldX - sp20) < 50.0f) { @@ -6034,18 +6526,22 @@ void Camera_Update(Player* player) { Aquas_UpdateCamera(player); } break; + case LEVELMODE_ALL_RANGE: Camera_Update360(player, false); break; + case LEVELMODE_UNK_2: Turret_UpdateCamera(player); break; } break; + case PLAYERSTATE_1C8_U_TURN: player->camRoll -= player->camRoll * 0.1f; Camera_Update360(player, false); break; + case PLAYERSTATE_1C8_DOWN: if ((gLevelMode == LEVELMODE_ON_RAILS) && (player->form == FORM_ARWING)) { player->cam.eye.x += (player->pos.x - player->cam.eye.x) * 0.1f; @@ -6059,6 +6555,7 @@ void Camera_Update(Player* player) { player->cam.at.z = player->trueZpos + gPathProgress - 1.0f; } break; + case PLAYERSTATE_1C8_NEXT: case PLAYERSTATE_1C8_LEVEL_COMPLETE: break; @@ -6066,8 +6563,8 @@ void Camera_Update(Player* player) { } void Camera_SetupLights(Player* player) { - Vec3f sp44; - Vec3f sp38; + Vec3f src; + Vec3f dest; f32 pad; if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { @@ -6077,6 +6574,7 @@ void Camera_SetupLights(Player* player) { } gLight1rotStep = gLight2rotStep = D_ctx_80178538 = 1.0f; } + Math_SmoothStepToAngle(&gLight1xRot, gLight1xRotTarget, 1.0f, gLight1rotStep, 0.0f); Math_SmoothStepToAngle(&gLight1yRot, gLight1yRotTarget, 1.0f, gLight1rotStep, 0.0f); Math_SmoothStepToAngle(&gLight1zRot, gLight1zRotTarget, 1.0f, gLight1rotStep, 0.0f); @@ -6117,39 +6615,54 @@ void Camera_SetupLights(Player* player) { gLight2B = gLight2BTarget; } } + Math_SmoothStepToAngle(&gLight2xRot, gLight2xRotTarget, 1.0f, gLight2rotStep, 0.0f); Math_SmoothStepToAngle(&gLight2yRot, gLight2yRotTarget, 1.0f, gLight2rotStep, 0.0f); Math_SmoothStepToAngle(&gLight2zRot, gLight2zRotTarget, 1.0f, gLight2rotStep, 0.0f); + gLight2xRotTarget = gLight1xRotTarget = gEnvLightxRot; gLight2yRotTarget = gLight1yRotTarget = gEnvLightyRot; gLight2zRotTarget = gLight1zRotTarget = gEnvLightzRot; + gLight1rotStep = 5.0f; + gLight2RTarget = gLight1R; gLight2GTarget = gLight1G; gLight2BTarget = gLight1B; + pad = player->camRoll; + Matrix_RotateZ(gCalcMatrix, M_DTOR * pad, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -player->camPitch, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, player->camYaw, MTXF_APPLY); + Matrix_Push(&gCalcMatrix); + Matrix_RotateX(gCalcMatrix, M_DTOR * gLight1xRot, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, M_DTOR * gLight1yRot, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, M_DTOR * gLight1zRot, MTXF_APPLY); - sp44.x = 0.0f; - sp44.y = 0.0f; - sp44.z = 100.0f; - Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); - gLight1x = sp38.x; - gLight1y = sp38.y; - gLight1z = sp38.z; + + src.x = 0.0f; + src.y = 0.0f; + src.z = 100.0f; + + Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); + + gLight1x = dest.x; + gLight1y = dest.y; + gLight1z = dest.z; + Matrix_Pop(&gCalcMatrix); + Matrix_RotateX(gCalcMatrix, M_DTOR * gLight2xRot, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, M_DTOR * gLight2yRot, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, M_DTOR * gLight2zRot, MTXF_APPLY); - Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); - gLight2x = sp38.x; - gLight2y = sp38.y; - gLight2z = sp38.z; + + Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); + + gLight2x = dest.x; + gLight2y = dest.y; + gLight2z = dest.z; } void Play_UpdateLevel(void) { @@ -6165,6 +6678,7 @@ void Play_UpdateLevel(void) { Training_SpawnEnemies(); } break; + case LEVEL_VERSUS: func_versus_800C26C8(); gVsItemSpawnTimer++; @@ -6181,6 +6695,7 @@ void Play_UpdateLevel(void) { gVsItemSpawnTimer = 0; } break; + case LEVEL_VENOM_2: if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gLevelPhase == 2)) { gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE; @@ -6195,6 +6710,7 @@ void Play_UpdateLevel(void) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; } break; + case LEVEL_VENOM_ANDROSS: Andross_8018BDD8(); gGroundHeight = -25000.0f; @@ -6207,6 +6723,7 @@ void Play_UpdateLevel(void) { } } break; + case LEVEL_METEO: Texture_Scroll(D_102FF08, 8, 8, 1); /* fallthrough */ @@ -6219,6 +6736,7 @@ void Play_UpdateLevel(void) { Math_SmoothStepToF(&gWarpZoneBgAlpha, 128.0f, 1.0f, 1.0f, 0.0f); } } + if ((gCurrentLevel == LEVEL_SECTOR_X) && (gLevelPhase == 0) && (gRingPassCount == 4)) { gRingPassCount++; gPlayer[0].state_1C8 = PLAYERSTATE_1C8_ENTER_WARP_ZONE; @@ -6229,15 +6747,18 @@ void Play_UpdateLevel(void) { gLeveLClearStatus[gCurrentLevel] = 1; } break; + case LEVEL_CORNERIA: func_hud_8008C104(D_CO_603EB38, D_CO_6028A60); if ((gGameFrameCount % 2) != 0) { Texture_Scroll(D_CO_600CBD8, 64, 32, 3); } break; + case LEVEL_AQUAS: func_hud_8008C104(D_AQ_603158C, D_AQ_602ACC0); break; + case LEVEL_SOLAR: Play_UpdateDynaFloor(); @@ -6287,18 +6808,24 @@ void Play_UpdateLevel(void) { } } } + shields = MIN(gPlayer[0].shields, 255); + Audio_SetHeatAlarmParams(shields, heightParam); + if (((gGameFrameCount % 8) == 0) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE)) { Solar_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -80.0f, gPlayer[0].trueZpos + (RAND_FLOAT(2000.0f) + -6000.0f), RAND_FLOAT(10.0f) + 20.0f); // check } + func_hud_8008C104(D_SO_60229A4, D_SO_6010198); + if (gPlayer[0].shields == 0) { gSoShieldsEmpty = 1; } break; + case LEVEL_ZONESS: Play_UpdateDynaFloor(); for (gPathTexScroll; gPathTexScroll >= 20.0f; gPathTexScroll -= 20.0f) { @@ -6307,7 +6834,9 @@ void Play_UpdateLevel(void) { if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT) { Texture_Scroll(D_ZO_602C2CC, 32, 32, 1); } + func_hud_8008C104(D_ZO_602C2CC, D_ZO_600D990); + if (Play_CheckDynaFloorCollision(&sp3C, &sp40, gPlayer[0].cam.eye.x, gPlayer[0].cam.eye.y, gPlayer[0].cam.eye.z - gPathProgress)) { gLight1R = 0; @@ -6336,6 +6865,7 @@ void Play_Update(void) { s32 i; Play_UpdateFillScreen(); + for (i = TEAM_ID_FALCO; i <= TEAM_ID_PEPPY; i++) { if (gTeamDamage[i] > 0) { gTeamDamage[i] -= 2; @@ -6345,17 +6875,21 @@ void Play_Update(void) { } } } + for (i = 0; i < gCamCount; i++) { gPlayer[i].num = gPlayerNum = i; Player_Update(&gPlayer[i]); } + Object_Update(); PlayerShot_UpdateAll(); BonusText_Update(); + for (i = 0; i < gCamCount; i++) { gPlayer[i].num = gPlayerNum = i; Camera_Update(&gPlayer[i]); } + gCameraShakeY = 0.0f; if (gCameraShake != 0) { f32 var_fv1; @@ -6400,30 +6934,36 @@ void Play_Main(void) { s32 pad2; s32 pad3; s32 i; - f32 sp34; + f32 fovYtarget; - switch (D_ctx_80177C70) { + switch (gFovYMode) { case 0: - sp34 = 45.0f; + fovYtarget = 45.0f; break; case 1: - sp34 = 45.0f; + fovYtarget = 45.0f; break; case 2: - sp34 = 55.0f; + fovYtarget = 55.0f; break; } - Math_SmoothStepToF(&gFovY, sp34, 0.1f, 5.0f, 0.0f); + + Math_SmoothStepToF(&gFovY, fovYtarget, 0.1f, 5.0f, 0.0f); + if (gChangeTo360) { gChangeTo360 = false; gLevelMode = LEVELMODE_ALL_RANGE; + if (gCurrentLevel != LEVEL_VENOM_ANDROSS) { MEM_ARRAY_ALLOCATE(gScenery360, 200); } + for (i = 0; i < 200; i++) { gScenery360[i].obj.status = OBJ_FREE; } + Play_ClearObjectData(); + if (gCurrentLevel == LEVEL_CORNERIA) { Play_Setup360_CO(); } else if (gCurrentLevel == LEVEL_SECTOR_Y) { @@ -6433,22 +6973,27 @@ void Play_Main(void) { } else if (gCurrentLevel == LEVEL_TRAINING) { Training_Setup360(); } + Play_SetupZPos360(&gPlayer[0].pos.z); Play_SetupZPos360(&gPlayer[0].trueZpos); + gPlayer[0].cam.eye.z += 15000.0f; gPlayer[0].cam.at.z += 15000.0f; gPlayer[0].zPath = gPlayer[0].zPathVel = gPathVelZ = gPathProgress = 0.0f; } + if (gPlayState != PLAY_PAUSE) { - PRINTF("play_time = %d\n"); + PRINTF("play_time = %d\n", gGameFrameCount); gGameFrameCount++; } + switch (gPlayState) { case PLAY_STANDBY: if (gNextGameStateTimer == 0) { gPlayState = PLAY_INIT; } break; + case PLAY_INIT: Play_Init(); sMusicVolume = gVolumeSettings[AUDIO_TYPE_MUSIC]; @@ -6456,24 +7001,30 @@ void Play_Main(void) { sSfxVolume = gVolumeSettings[AUDIO_TYPE_SFX]; gPlayState = PLAY_UPDATE; break; + case PLAY_UPDATE: if ((gLevelStartStatusScreenTimer != 0) || (gLevelClearScreenTimer != 0)) { gPauseEnabled = false; } else { gPauseEnabled = true; } + gDrawMode = DRAW_PLAY; + Play_Update(); + if ((gControllerPress[gMainController].button & START_BUTTON) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && gSaveFile.save.data.planet[sSaveSlotFromLevel[gCurrentLevel]].normalClear) { Audio_ClearVoice(); Audio_SetEnvSfxReverb(0); Play_ClearObjectData(); + for (i = 0; i < gCamCount; i++) { Audio_KillSfxBySource(gPlayer[i].sfxSource); Audio_StopPlayerNoise(i); } + gPlayState = PLAY_INIT; gDrawMode = gVersusMode = 0; gCamCount = 1; @@ -6481,9 +7032,11 @@ void Play_Main(void) { gCsFrameCount = gLevelClearScreenTimer = gLevelStartStatusScreenTimer = gRadioState = 0; D_ctx_8017782C = false; } + if (gVersusMode) { Versus_Main(); } + if ((gControllerPress[gMainController].button & START_BUTTON) && gPauseEnabled) { Audio_PlayPauseSfx(1); gPlayState = PLAY_PAUSE; @@ -6491,11 +7044,12 @@ void Play_Main(void) { D_ctx_80178484 = 100000; } break; + case PLAY_PAUSE: if (!gVersusMode) { if ((gControllerPress[gMainController].button & R_TRIG) && (gPlayer[0].form != FORM_BLUE_MARINE) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_STANDBY)) { - if (gShowCrosshairs[0] = 1 - gShowCrosshairs[0]) { + if (gShowReticles[0] = 1 - gShowReticles[0]) { AUDIO_PLAY_SFX(NA_SE_MAP_WINDOW_OPEN, gDefaultSfxSource, 4); } else { AUDIO_PLAY_SFX(NA_SE_MAP_WINDOW_CLOSE, gDefaultSfxSource, 4); @@ -6504,7 +7058,7 @@ void Play_Main(void) { } else { for (i = 0; i < 4; i++) { if ((gControllerPress[i].button & R_TRIG) && (gPlayer[i].form != FORM_ON_FOOT)) { - if (gShowCrosshairs[i] = 1 - gShowCrosshairs[i]) { + if (gShowReticles[i] = 1 - gShowReticles[i]) { Object_PlayerSfx(gPlayer[i].sfxSource, NA_SE_MAP_WINDOW_OPEN, i); } else { Object_PlayerSfx(gPlayer[i].sfxSource, NA_SE_MAP_WINDOW_CLOSE, i); @@ -6512,6 +7066,7 @@ void Play_Main(void) { } } } + if ((D_ctx_80177868 == 4) && (gControllerPress[gMainController].button & START_BUTTON) && gPauseEnabled) { Audio_PlayPauseSfx(0); gPlayState = PLAY_UPDATE; diff --git a/src/engine/fox_radio.c b/src/engine/fox_radio.c index 645ba22d..3a6200f6 100644 --- a/src/engine/fox_radio.c +++ b/src/engine/fox_radio.c @@ -769,7 +769,7 @@ void Radio_Draw(void) { } if (((gCurrentRadioPortrait != RCID_STATIC) && (gCurrentRadioPortrait != RCID_STATIC + 1)) && (gCurrentRadioPortrait != RCID_1000)) { - func_hud_8008AD94(); + HUD_RadioCharacterName_Draw(); } } diff --git a/src/engine/fox_tank.c b/src/engine/fox_tank.c index 8b604450..0dc3b8cd 100644 --- a/src/engine/fox_tank.c +++ b/src/engine/fox_tank.c @@ -179,12 +179,12 @@ void func_tank_80043B18(Player* player) { func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, 0.2f); } else { if (((gGameFrameCount % 2) == 0)) { - Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, - player->rot.y + sp38, 1.3f); + Titania_Effect368_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, + player->rot.y + sp38, 1.3f); } if (((gGameFrameCount % 4) == 0)) { - func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, player->trueZpos + sp3C.z, - 2.0f, 255, 15, 0); + Effect_Effect359_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, + player->trueZpos + sp3C.z, 2.0f, 255, 15, 0); } } } else { @@ -198,12 +198,12 @@ void func_tank_80043B18(Player* player) { } } else { if (((gGameFrameCount % 2) == 0)) { - Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, - player->rot.y + sp38, 1.0f); + Titania_Effect368_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, + player->rot.y + sp38, 1.0f); } if (((gGameFrameCount % 4) == 0) && (player->baseSpeed >= 5.0f)) { - func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, - player->trueZpos + sp3C.z, 2.0f, 255, 15, 0); + Effect_Effect359_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, + player->trueZpos + sp3C.z, 2.0f, 255, 15, 0); } } } @@ -216,12 +216,12 @@ void func_tank_80043B18(Player* player) { } } else { if (((gGameFrameCount % 2) == 0)) { - Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, - player->rot.y + sp38, 1.0f); + Titania_Effect368_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, + player->rot.y + sp38, 1.0f); } if (((gGameFrameCount % 4) == 0) && (player->baseSpeed >= 5.0f)) { - func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, - player->trueZpos + sp3C.z, 2.0f, 255, 15, 0); + Effect_Effect359_Spawn(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, + player->trueZpos + sp3C.z, 2.0f, 255, 15, 0); } } } @@ -285,7 +285,7 @@ void func_tank_800443DC(Player* player) { s32 i; for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { - if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_58) && + if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_TI_BRIDGE) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) { func_tank_800441C8(player, scenery->info.hitbox, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z, scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z); @@ -673,19 +673,21 @@ void func_tank_80045678(Player* player) { Math_SmoothStepToF(&player->vel.y, 0.0f, 0.1f, 2.0f, 0); } if ((gCamCount == 1) && ((gGameFrameCount % 2) == 0)) { - func_effect_8007A900(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.5f, 255, 16, 1); + Effect_Effect359_Spawn(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f, + player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.5f, 255, 16, 1); } } else { D_800C9F3C = 0; if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->rollState == 0)) { if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) { - func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0); + Effect_Effect359_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), + player->groundPos.y + 10.0f, player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, + 255, 15, 0); } if ((player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) { - func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f, - player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0); + Effect_Effect359_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), + player->groundPos.y + 10.0f, player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, + 255, 15, 0); } } } @@ -789,7 +791,7 @@ void func_tank_80046260(Player* player) { s32 i; for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { - if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_58) && + if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_TI_BRIDGE) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z) && (scenery->obj.pos.y < player->pos.y)) { func_tank_800460E0(player, scenery->info.hitbox, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z, scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z); @@ -844,14 +846,14 @@ void func_tank_8004641C(Player* player, s32 arg1, f32 arg2, f32 arg3, f32 arg4, if (Play_CheckPolyCollision(arg1, arg2, arg3, arg4, sp84, sp80, sp7C, &sp58, &sp4C)) { if (D_MA_801BE250[27] < arg3 + sp58.y) { D_MA_801BE250[27] = arg3 + sp58.y; - if (arg1 == OBJ_SCENERY_67) { + if (arg1 == OBJ_SCENERY_MA_WALL_3) { player->rollState = 0; D_800C9F04 = 1; } } D_MA_801BE250[28] = sp58.x; D_MA_801BE250[29] = sp58.z; - } else if ((arg1 == OBJ_SCENERY_67) && (D_MA_801BE250[27] == 0.0f) && + } else if ((arg1 == OBJ_SCENERY_MA_WALL_3) && (D_MA_801BE250[27] == 0.0f) && Play_CheckPolyCollision(arg1, arg2 + 20.0f, arg3, arg4, sp84, sp80, sp7C, &sp58, &sp4C)) { player->rollState = 9; player->rollTimer = 15; @@ -886,9 +888,9 @@ void func_tank_80046704(Player* player) { if (1) {} for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) { - if ((scenery->obj.id == OBJ_SCENERY_69) || (scenery->obj.id == OBJ_SCENERY_70) || - (scenery->obj.id == OBJ_SCENERY_71) || (scenery->obj.id == OBJ_SCENERY_72) || - (scenery->obj.id == OBJ_SCENERY_73) || (scenery->obj.id == OBJ_SCENERY_67)) { + if ((scenery->obj.id == OBJ_SCENERY_MA_TERRAIN_BUMP) || (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_1) || + (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_2) || (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_3) || + (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_4) || (scenery->obj.id == OBJ_SCENERY_MA_WALL_3)) { temp1 = scenery->obj.pos.x - player->pos.x; temp2 = scenery->obj.pos.z - player->trueZpos; @@ -896,7 +898,7 @@ void func_tank_80046704(Player* player) { func_tank_8004641C(player, scenery->obj.id, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z, scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z); } - } else if (scenery->obj.id == OBJ_SCENERY_74) { + } else if (scenery->obj.id == OBJ_SCENERY_MA_FLOOR_5) { if (((player->pos.x - 820.0f) <= scenery->obj.pos.x) && (scenery->obj.pos.x <= (player->pos.x + 820.0f)) && ((player->pos.y - 50.0f) <= scenery->obj.pos.y) && @@ -907,10 +909,10 @@ void func_tank_80046704(Player* player) { player->groundPos.y = D_MA_801BE250[27] - 3.0f; } } - if ((scenery->obj.id == OBJ_SCENERY_59) || (scenery->obj.id == OBJ_SCENERY_60) || - (scenery->obj.id == OBJ_SCENERY_61) || (scenery->obj.id == OBJ_SCENERY_63) || - (scenery->obj.id == OBJ_SCENERY_105) || (scenery->obj.id == OBJ_SCENERY_66) || - (scenery->obj.id == OBJ_SCENERY_67) || (scenery->obj.id == OBJ_SCENERY_68)) { + if ((scenery->obj.id == OBJ_SCENERY_MA_BUILDING_1) || (scenery->obj.id == OBJ_SCENERY_MA_BUILDING_2) || + (scenery->obj.id == OBJ_SCENERY_MA_TOWER) || (scenery->obj.id == OBJ_SCENERY_63) || + (scenery->obj.id == OBJ_SCENERY_MA_TRAIN_TRACK_13) || (scenery->obj.id == OBJ_SCENERY_MA_WALL_2) || + (scenery->obj.id == OBJ_SCENERY_MA_WALL_3) || (scenery->obj.id == OBJ_SCENERY_MA_WALL_4)) { s32 temp_v0; s32 sp94; @@ -934,9 +936,9 @@ void func_tank_80046704(Player* player) { player->pos.x += (D_800C9F4C[temp_v0] * 5.0f); break; case 3: - if ((scenery->obj.id == OBJ_SCENERY_59) || (scenery->obj.id == OBJ_SCENERY_60) || - (scenery->obj.id == OBJ_SCENERY_63) || (scenery->obj.id == OBJ_SCENERY_66) || - (scenery->obj.id == OBJ_SCENERY_68)) { + if ((scenery->obj.id == OBJ_SCENERY_MA_BUILDING_1) || + (scenery->obj.id == OBJ_SCENERY_MA_BUILDING_2) || (scenery->obj.id == OBJ_SCENERY_63) || + (scenery->obj.id == OBJ_SCENERY_MA_WALL_2) || (scenery->obj.id == OBJ_SCENERY_MA_WALL_4)) { Player_ApplyDamage(player, temp_v0, 5); } player->baseSpeed = -(D_800C9F00 * 1.5f); @@ -945,7 +947,7 @@ void func_tank_80046704(Player* player) { AUDIO_PLAY_SFX(NA_SE_TANK_WALL_HIT, player->sfxSource, 0); break; } - if (scenery->obj.id == OBJ_SCENERY_59) { + if (scenery->obj.id == OBJ_SCENERY_MA_BUILDING_1) { if (((player->pos.x - 230.0f) <= scenery->obj.pos.x) && (scenery->obj.pos.x <= (player->pos.x + 230.0f)) && ((80.0f <= player->pos.y - scenery->obj.pos.y)) && @@ -975,7 +977,7 @@ void func_tank_80046704(Player* player) { (scenery->obj.pos.z <= (player->trueZpos + 220.0f)) && (player->pos.y >= 200.0f)) { player->groundPos.y = scenery->obj.pos.y + 204.0f; } - } else if ((scenery->obj.id == OBJ_SCENERY_105) && Macbeth_801A3C20(player->trueZpos)) { + } else if ((scenery->obj.id == OBJ_SCENERY_MA_TRAIN_TRACK_13) && Macbeth_801A3C20(player->trueZpos)) { if (((player->pos.x - 200.0f) < D_MA_801BE250[21]) && (D_MA_801BE250[21] < (player->pos.x + 200.0f))) { player->groundPos.y = D_MA_801BE250[22] - 1.0f; @@ -1342,14 +1344,15 @@ void func_tank_800481F4(Player* player) { func_tank_800444BC(player); if (player->mercyTimer == 0) { for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { - if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_58) && - (scenery->obj.id != OBJ_SCENERY_105) && (scenery->obj.id != OBJ_SCENERY_59) && - (scenery->obj.id != OBJ_SCENERY_60) && (scenery->obj.id != OBJ_SCENERY_63) && - (scenery->obj.id != OBJ_SCENERY_66) && (scenery->obj.id != OBJ_SCENERY_67) && - (scenery->obj.id != OBJ_SCENERY_68) && (scenery->obj.id != OBJ_SCENERY_70) && - (scenery->obj.id != OBJ_SCENERY_72) && (scenery->obj.id != OBJ_SCENERY_71) && - (scenery->obj.id != OBJ_SCENERY_73) && (scenery->obj.id != OBJ_SCENERY_74) && - (scenery->obj.id != OBJ_SCENERY_69) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) { + if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_TI_BRIDGE) && + (scenery->obj.id != OBJ_SCENERY_MA_TRAIN_TRACK_13) && (scenery->obj.id != OBJ_SCENERY_MA_BUILDING_1) && + (scenery->obj.id != OBJ_SCENERY_MA_BUILDING_2) && (scenery->obj.id != OBJ_SCENERY_63) && + (scenery->obj.id != OBJ_SCENERY_MA_WALL_2) && (scenery->obj.id != OBJ_SCENERY_MA_WALL_3) && + (scenery->obj.id != OBJ_SCENERY_MA_WALL_4) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_1) && + (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_3) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_2) && + (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_4) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_5) && + (scenery->obj.id != OBJ_SCENERY_MA_TERRAIN_BUMP) && + ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) { var_fv1 = scenery->obj.rot.y; if (scenery->info.action == (ObjectFunc) SceneryRotateTowardsCamera) { var_fv1 = 0.0f; @@ -1429,7 +1432,7 @@ void func_tank_800481F4(Player* player) { Player_ApplyDamage(player, 0, 5); player->mercyTimer = 1; } - } else if ((OBJ_ACTOR_205 <= actor->obj.id) && (actor->obj.id <= OBJ_ACTOR_213)) { + } else if ((OBJ_ACTOR_MA_LOCOMOTIVE <= actor->obj.id) && (actor->obj.id <= OBJ_ACTOR_MA_TRAIN_CAR_7)) { if (func_tank_80046E40(player, actor->info.hitbox, &sp98, actor->fwork[25] + actor->obj.pos.x, actor->fwork[8] + actor->obj.pos.y + 25.0f, actor->obj.pos.z, actor->fwork[29], actor->fwork[26], actor->obj.rot.z, 0.0f, 0.0f, @@ -1463,12 +1466,12 @@ void func_tank_800481F4(Player* player) { actor->obj.rot.y, actor->obj.rot.z, 0.0f, 0.0f, 0.0f); if (temp_v0 != 0) { actor->dmgType = DMG_COLLISION; - if ((actor->obj.id == OBJ_ACTOR_225) || (actor->obj.id == OBJ_MISSILE_SEEK_TEAM)) { + if ((actor->obj.id == OBJ_ACTOR_TI_LANDMINE) || (actor->obj.id == OBJ_MISSILE_SEEK_TEAM)) { actor->dmgType = -1; } if (actor->info.damage) { Player_ApplyDamage(player, temp_v0, actor->info.damage); - if (actor->obj.id == OBJ_ACTOR_225) { + if (actor->obj.id == OBJ_ACTOR_TI_LANDMINE) { player->knockback.y = 0.0f; } } else { @@ -1487,11 +1490,11 @@ void func_tank_800481F4(Player* player) { if (temp_v0 != 0) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->destroy = 1; + sprite->destroy = true; player->hitTimer = 6; player->hitDirection = 0; } else if (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) { - sprite->destroy = 1; + sprite->destroy = true; } else { Player_ApplyDamage(player, temp_v0, sprite->info.damage); } diff --git a/src/engine/fox_versus.c b/src/engine/fox_versus.c index 28633126..0ea9aa97 100644 --- a/src/engine/fox_versus.c +++ b/src/engine/fox_versus.c @@ -246,7 +246,7 @@ void func_versus_800BD7C4(f32 xPos, f32 yPos, s32 arg2) { s32 i; for (i = 10; i != 1; i /= 10) { - if (xPos > 0 && (yPos > 0)) { + if ((xPos > 0) && (yPos > 0)) { TextureRect_IA8(&gMasterDisp, D_800D4B20[arg2 / i], 16, 8, xPos, yPos, 1.0f, 1.0f); } xPos += 9.0f; -- cgit v1.2.3