/* * File: fox_ma.c * System: Macbeth * Description: Level: Macbeth */ // #include "prevent_bss_reordering.h" #include "global.h" #include "assets/ast_macbeth.h" #include "assets/ast_landmaster.h" #include "assets/ast_enmy_planet.h" // #include "prevent_bss_reordering2.h" #include "fox_record.h" typedef struct { /* 0x00 */ f32 unk_00; /* 0x04 */ f32 unk_04; /* 0x08 */ f32 unk_08; /* 0x0C */ f32 unk_0C; /* 0x10 */ s16 unk_10; } UnkStruct_D_i5_801B8E50; // size = 0x14 typedef struct { /* 0x00 */ f32 unk_00; /* 0x04 */ s16 unk_04; /* 0x08 */ f32 unk_08; /* 0x0C */ f32 unk_0C; /* 0x10 */ s16 unk_10; } UnkStruct_D_i5_801BA1EC; // size = 0x14 void Macbeth_Effect357_Spawn1(f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, s16, s16, f32); bool Macbeth_801A0308(Actor*, f32, f32, u8); void Macbeth_MaShockBox_Spawn(f32, f32, f32, f32, f32, f32); void Macbeth_801A015C(Actor*); void Macbeth_8019D048(Actor*); void Macbeth_8019FC54(Actor*, s32*, s32*, s32, s32, f32, f32, s32*); void Macbeth_MaBoulder_Spawn(f32, f32, f32, f32, f32, f32, f32, s32, u8); void Macbeth_8019D910(Actor*, s32*, s32*, s32, f32, f32, s32*, s32*); bool Macbeth_MaTrainCar1_OverrideLimbDraw(s32, Gfx**, Vec3f*, Vec3f*, void*); void Macbeth_MaBoulder_HandleDamage(Actor*); void Macbeth_MaBombDrop_Spawn(f32, f32, f32, f32, f32, f32); void Macbeth_MaSpear_Spawn(f32, f32, f32, f32, f32, f32, s16); void Macbeth_Effect379_Spawn(f32, f32, f32, f32, f32, f32); void Macbeth_EffectClouds_Spawn(void); f32 D_MA_801BE250[40]; s16 D_MA_801BE2F0[9]; // #include "prevent_bss_reordering.h" char D_i5_801BE308[8]; s16 D_i5_801BE310; u8 D_i5_801BE312; u8 D_i5_801BE313; s16 D_i5_801BE314; s16 D_i5_801BE316; s16 D_i5_801BE318; s16 D_i5_801BE320[35]; f32 D_i5_801BE368[50]; Vec3f D_i5_801BE430[50]; Vec3f D_i5_801BE688[2]; Vec3f D_i5_801BE6A0[12]; s32 D_i5_801BE734[4]; UnkStruct_D_i5_801B8E50 D_i5_801B8E50[156] = { { 5174.4f, -2141.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { 3401.4f, -1828.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { 1627.8999f, -1515.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -145.0f, -1202.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -1933.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -3733.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -5533.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -7333.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -9133.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -10933.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -12733.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -14533.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -16333.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -18133.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -19921.6f, -889.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -21656.4f, -423.0f, 0.0f, 340.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -23390.7f, 40.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -25125.0f, 197.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -26925.0f, 197.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -28713.6f, 40.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -30447.3f, -424.0f, 0.0f, 20.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -32181.3f, -889.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -33971.1f, -1045.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -35771.1f, -1045.0f, 90.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -37571.1f, -1045.0f, 180.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -39371.1f, -1045.0f, 270.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -41171.1f, -1045.0f, 360.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -42971.1f, -1045.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -44760.0f, -889.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -46547.9f, -733.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -48347.5f, -733.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -50136.4f, -576.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -51872.1f, -111.0f, 450.0f, 340.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -53606.4f, 352.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -55395.4f, 509.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -57184.2f, 353.0f, 450.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -58957.5f, 40.0f, 450.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -60746.9f, -115.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -62548.2f, -114.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -64349.1f, -114.0f, 360.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -66149.3f, -115.0f, 270.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -67950.3f, -115.0f, 180.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -69751.2f, -115.0f, 90.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -71551.2f, -115.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -73351.0f, -116.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -75139.2f, -273.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -76912.4f, -587.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -78702.0f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -80502.2f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -82302.2f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -84102.0f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -85890.6f, -586.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -87679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -89479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -91279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -93079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -94879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -96680.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -98480.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -100280.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -102079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -103879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -105679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -107479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -109279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -111079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -112879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -114679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -116479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -118279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -120079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -121879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -123679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -125479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -127279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -129068.2f, -274.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -130841.2f, 38.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -132630.4f, 194.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -134430.4f, 194.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -136219.4f, 37.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -138009.0f, -119.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -139798.6f, -277.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -141587.6f, -433.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -143376.3f, -276.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -145149.0f, 35.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -146883.3f, 192.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -148683.3f, 192.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -150471.9f, 34.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -152244.8f, -278.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -154034.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -155834.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -157634.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -159434.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -161234.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -163034.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -164834.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -166634.2f, -434.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -168435.2f, -435.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -170223.8f, -278.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -171996.6f, 34.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -173785.4f, 191.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -175574.2f, 33.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -177364.0f, -123.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -179164.9f, -122.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -180954.4f, 32.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -182727.1f, 345.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -184515.8f, 501.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -186304.5f, 344.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -188077.7f, 30.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -189866.6f, -125.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -191667.3f, -125.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -193455.9f, 31.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -195245.1f, 187.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -197033.7f, 344.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -198823.2f, 500.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -200612.3f, 343.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -202385.6f, 30.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -204175.1f, -125.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -205964.3f, -282.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -207754.0f, -440.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -209542.5f, -283.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -211315.1f, 29.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -213104.5f, 185.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -214893.4f, 28.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -216683.2f, -128.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -218471.8f, 28.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -220261.3f, 184.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -222050.1f, 27.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -223839.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -225639.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -227439.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -229239.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -231039.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -232839.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -234639.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -236439.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -238239.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -240039.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -241839.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -243639.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -245439.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -247239.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -249039.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -250839.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -252639.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -254439.6f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -256240.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -258040.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -259840.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -261640.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -263440.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -265240.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -267040.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -268840.5f, -129.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -507035.0f, -319.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, }; UnkStruct_D_i5_801B8E50 D_i5_801B9A80[86] = { { 5174.4f, -2141.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { 3401.4f, -1828.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { 1627.8999f, -1515.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -145.0f, -1202.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -1933.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -3733.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -5533.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -7333.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -9133.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -10933.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -12733.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -14533.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -16333.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -18133.0f, -1046.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -19921.6f, -889.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -21656.4f, -423.0f, 0.0f, 340.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -23390.7f, 40.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -25125.0f, 197.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -26925.0f, 197.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -28713.6f, 40.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -30447.3f, -424.0f, 0.0f, 20.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -32181.3f, -889.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -33971.1f, -1045.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -35771.1f, -1045.0f, 90.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -37571.1f, -1045.0f, 180.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -39371.1f, -1045.0f, 270.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -41171.1f, -1045.0f, 360.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_9 }, { -42971.1f, -1045.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -44760.0f, -889.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -46547.9f, -733.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -48347.5f, -733.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -50136.4f, -576.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -51872.1f, -111.0f, 450.0f, 340.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -53606.4f, 352.0f, 450.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -55395.4f, 509.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -57184.2f, 353.0f, 450.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -58957.5f, 40.0f, 450.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -60746.9f, -115.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -62548.2f, -114.0f, 450.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -64349.1f, -114.0f, 360.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -66149.3f, -115.0f, 270.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -67950.3f, -115.0f, 180.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -69751.2f, -115.0f, 90.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_10 }, { -71551.2f, -115.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -73351.0f, -116.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -75139.2f, -273.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -76912.4f, -587.0f, 0.0f, 10.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -78702.0f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -80502.2f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -82302.2f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -84102.0f, -743.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_4 }, { -85890.6f, -586.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_5 }, { -87679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -89479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -91279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -93079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -94879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -96680.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -98480.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -100280.0f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -102079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -103879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -105679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -107479.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -109279.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -111079.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -112879.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 }, { -114679.9f, -431.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_SWITCH_TRACK }, { -116453.5f, -118.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_7 }, { -118188.5f, 346.0f, 0.0f, 340.0f, OBJ_SCENERY_MA_TRAIN_TRACK_7 }, { -119815.5f, 1105.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -121374.3f, 2005.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -122933.3f, 2905.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -124491.9f, 3806.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -126051.4f, 4707.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -127609.9f, 5607.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -129168.9f, 6507.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -130728.1f, 7408.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -132287.2f, 8308.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -133846.4f, 9208.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -135405.4f, 10109.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -136964.0f, 11009.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -138522.9f, 11909.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -140082.1f, 12810.0f, 0.0f, 330.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, { -507035.0f, -489.0f, 0.0f, 0.0f, OBJ_SCENERY_MA_TRAIN_TRACK_6 }, }; UnkStruct_D_i5_801B8E50 D_i5_801BA138[8] = { { -43605.8f, -1095.0f, 450.0f, -350.0f, 105 }, { -44786.7f, -884.0f, 450.0f, -350.0f, 105 }, { -50739.8f, -519.0f, 450.0f, -340.0f, 105 }, { -51871.2f, -110.0f, 450.0f, -340.0f, 105 }, { -84502.5f, 356.0f, 200.0f, -0.0f, 105 }, { -86080.9f, 352.0f, 200.0f, -0.0f, 105 }, { -87278.9f, 347.0f, 200.0f, -0.0f, 105 }, { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }, }; u8 D_i5_801BA1D8 = 0; f32 sMaTrainSpeedTarget = 0.0f; f32 D_i5_801BA1E0 = 10000000.0f; u8 D_i5_801BA1E4 = 0; u8 D_MA_801BA1E8 = 0; UnkStruct_D_i5_801BA1EC D_i5_801BA1EC[45] = { { -0.0f, 16, -2000.0f, -3500.0f, 0 }, { -3500.0f, 16, -2000.0f, -5500.0f, 0 }, { -6500.0f, 16, -3500.0f, -5500.0f, 0 }, { -7300.0f, 16, -3500.0f, -5500.0f, 0 }, { -9000.0f, 16, -3000.0f, -5500.0f, 0 }, { -12000.0f, 16, -3000.0f, -4000.0f, 0 }, { -13600.0f, 16, -3500.0f, -5500.0f, 13 }, { -15100.0f, 16, -3000.0f, -5500.0f, 12 }, { -16700.0f, 16, -2500.0f, -5500.0f, 11 }, { -17000.0f, 16, 1000.0f, -1000.0f, 0 }, { -20800.0f, 16, 2000.0f, 0.0f, 14 }, { -21000.0f, 16, 2000.0f, 0.0f, 102 }, { -29000.0f, 16, 1500.0f, 0.0f, 14 }, { -31500.0f, 16, -500.0f, -4000.0f, 0 }, { -33000.0f, 16, -1500.0f, -3500.0f, 0 }, { -34000.0f, 16, -1500.0f, -3500.0f, 103 }, { -41000.0f, 11, 3000.0f, -500.0f, 10 }, { -44300.0f, 11, 3000.0f, -500.0f, 102 }, { -49000.0f, 10, 2000.0f, 500.0f, 10 }, { -54000.0f, 8, 2500.0f, 500.0f, 0 }, { -57500.0f, 8, 2000.0f, 500.0f, 8 }, { -59000.0f, 8, 2000.0f, 500.0f, 103 }, { -63500.0f, 8, 500.0f, -1000.0f, 0 }, { -67000.0f, 7, 2000.0f, 500.0f, 0 }, { -69000.0f, 7, 1000.0f, -1000.0f, 0 }, { -71500.0f, 6, 2000.0f, 1000.0f, 0 }, { -73500.0f, 6, 2000.0f, 1000.0f, 0 }, { -74000.0f, 6, 2000.0f, -1500.0f, 0 }, { -79000.0f, 4, 4000.0f, -500.0f, 4 }, { -83000.0f, 4, 5500.0f, 3000.0f, 0 }, { -93000.0f, 3, 4000.0f, -500.0f, 0 }, { -95600.0f, 3, 1000.0f, 0.0f, 2 }, { -95700.0f, 3, 1500.0f, 500.0f, 1 }, { -95750.0f, 3, 2000.0f, 500.0f, 102 }, { -99000.0f, 2, 2500.0f, 1000.0f, 0 }, { -100000.0f, 2, 3000.0f, 1000.0f, 200 }, { -100100.0f, 2, 3000.0f, 1000.0f, 301 }, { -103000.0f, 2, 3000.0f, 1000.0f, 203 }, { -106000.0f, 2, 5000.0f, 3000.0f, 0 }, { -118000.0f, 2, 3000.0f, 1000.0f, 201 }, { -176000.0f, 2, 3000.0f, 1000.0f, 302 }, { -236000.0f, 2, 3000.0f, 1000.0f, 303 }, { -258000.0f, 3, 4000.0f, 3000.0f, 304 }, { -999999.0f, 5, 1000.0f, 500.0f, 0 }, { -1.0f, -1, -1.0f, -1.0f, -1 }, }; f32 D_i5_801BA570[5][10] = { { 450.0f, 350.0f, 250.0f, 150.0f, 50.0f, -50.0f, -150.0f, -250.0f, -350.0f, -450.0f }, { 50.0f, -50.0f, 150.0f, -150.0f, 250.0f, -250.0f, 350.0f, -350.0f, 450.0f, -450.0f }, { 50.0f, -50.0f, 250.0f, -250.0f, 150.0f, -150.0f, 350.0f, -350.0f, 450.0f, -450.0f }, { 400.0f, 360.0f, 290.0f, 200.0f, 70.0f, -70.0f, -200.0f, -290.0f, -360.0f, -400.0f }, { -200.0f, -100.0f, 0.0f, 100.0f, 200.0f, 400.0f, 300.0f, 200.0f, 100.0f, 0.0f }, }; f32 D_i5_801BA638[5][10] = { { 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1000.0f }, { 700.0f, 700.0f, 850.0f, 850.0f, 1000.0f, 1000.0f, 1150.0f, 1150.0f, 1300.0f, 1300.0f }, { 1000.0f, 1000.0f, 1000.0f, 1000.0f, 1500.0f, 1500.0f, 1500.0f, 1500.0f, 1500.0f, 1500.0f }, { 500.0f, 750.0f, 850.0f, 940.0f, 1000.0f, 1000.0f, 940.0f, 850.0f, 750.0f, 500.0f }, { 700.0f, 850.0f, 1000.0f, 1150.0f, 1300.0f, 1800.0f, 1950.0f, 2100.0f, 2250.0f, 2400.0f }, }; f32 D_i5_801BA700[] = { 610.0f, 0.0f }; // unused? void Macbeth_InitLevel(void) { s16 i; sMaTrainSpeedTarget = -15.0f; D_MA_801BE2F0[0] = 0; D_MA_801BE2F0[1] = 999; D_MA_801BE2F0[2] = 0; D_MA_801BE2F0[3] = 999; D_MA_801BE2F0[4] = -1; D_MA_801BE2F0[5] = 0; D_i5_801BA1E4 = 0; D_MA_801BE250[6] = 0.0f; D_MA_801BE250[16] = 0.0f; D_MA_801BE250[20] = 0.0f; D_MA_801BA1E8 = 98; D_i5_801BA1E0 = 1e7f; D_i5_801BE310 = 999; D_i5_801BE312 = 0; D_i5_801BE313 = 1; D_i5_801BA1D8 = 0; Graphics_ClearPrintBuffer(D_i5_801BE308, 0, 8); for (i = 0; i < 35; i++) { D_i5_801BE320[i] = 0; } for (i = 0; i < 50; i++) { D_i5_801BE368[i] = 0; } } /* 32 x 32 pixels texture rotation */ void Macbeth_Texture_RotateZ(u8* destTex, u8* srcTex, f32 angle) { s32 i; s32 j; s32 xDest; s32 yDest; Vec3f var_fs0; Vec3f dest; Vec3f src; Matrix_Push(&gCalcMatrix); destTex = SEGMENTED_TO_VIRTUAL(destTex); srcTex = SEGMENTED_TO_VIRTUAL(srcTex); Matrix_RotateZ(gCalcMatrix, M_DTOR * angle, MTXF_NEW); src.z = 0.0f; for (i = 0, var_fs0.y = 0.0f; i < 32; i++, var_fs0.y++) { for (j = 0, var_fs0.x = 0.0f; j < 32; j++, var_fs0.x++) { src.y = var_fs0.y - 16.0f; src.x = var_fs0.x - 16.0f; Matrix_MultVec3f(gCalcMatrix, &src, &dest); xDest = (s32) (dest.x + 16.0f); yDest = (s32) (dest.y + 16.0f); if ((xDest >= 0) && (xDest < 32) && (yDest >= 0) && (yDest < 32)) { destTex[xDest + (yDest << 5)] = srcTex[(i << 5) + j]; } } } Matrix_Pop(&gCalcMatrix); gSPInvalidateTexCache(gMasterDisp++, destTex); } void Macbeth_Texture_Scroll(u8* tex, s32 arg1, s32 arg2, s32 arg3, s32 arg4) { // LTODO: this is causing corruption, overflow. // Texture at D_MA_6023228 might be the culprit. u8* texPtr = SEGMENTED_TO_VIRTUAL(tex); s32 i; s32 j; u8 a; u8 b; for (i = arg3; i < arg3 + arg4; i++) { b = texPtr[i]; a = texPtr[i + arg1]; for (j = 1; j < arg2; j += 2) { texPtr[arg1 * (j - 1) + i] = texPtr[arg1 * (j + 1) + i]; texPtr[arg1 * j + i] = texPtr[arg1 * (j + 2) + i]; } texPtr[((arg2 - 2) * arg1) + i] = b; texPtr[((arg2 - 1) * arg1) + i] = a; } gSPInvalidateTexCache(gMasterDisp++, tex); } void Macbeth_Texture_Scroll2(u16* tex, s32 arg1, s32 arg2) { u16* texPtr = SEGMENTED_TO_VIRTUAL(tex); u16 a; s32 i; s32 j; for (i = 0; i < arg1; i++) { a = texPtr[(arg2 - 1) * arg1 + i]; for (j = arg2; j > 0; j--) { texPtr[j * arg1 + i] = texPtr[(j - 1) * arg1 + i]; } texPtr[i] = a; } gSPInvalidateTexCache(gMasterDisp++, tex); } void Macbeth_Train_Init(Actor* this) { this->state = 0; this->iwork[1] = 0; this->iwork[2] = 0; this->iwork[3] = 0; this->iwork[4] = 0; this->iwork[5] = D_i5_801BA1E4; this->iwork[7] = 0; this->iwork[8] = 0; this->iwork[9] = 0; this->iwork[10] = 0; switch (this->obj.id) { case OBJ_ACTOR_MA_LOCOMOTIVE: this->health = 50; D_i5_801BE314 = this->index; break; case OBJ_ACTOR_207: this->health = 250; D_i5_801BE316 = this->index; break; case OBJ_ACTOR_MA_TRAIN_CAR_2: this->health = 20; /* fallthrough */ case OBJ_ACTOR_MA_TRAIN_CAR_3: this->health = 20; break; case OBJ_ACTOR_MA_TRAIN_CAR_5: this->health = 20; break; case OBJ_ACTOR_MA_TRAIN_CAR_6: this->health = 200; break; case OBJ_ACTOR_MA_TRAIN_CAR_7: this->health = 80; break; case OBJ_ACTOR_MA_TRAIN_CAR_4: this->health = 160; default: break; } this->iwork[12] = 20; this->iwork[13] = 0; this->iwork[14] = 0; this->iwork[16] = 20; this->iwork[17] = 0; this->iwork[18] = 0; this->iwork[20] = 20; this->iwork[21] = 0; this->iwork[22] = 0; this->iwork[23] = 0; this->iwork[24] = 0; this->iwork[11] = this->health; this->iwork[15] = this->health; this->iwork[19] = this->health; this->fwork[1] = 0.0f; this->fwork[5] = 0.0f; this->fwork[6] = 0.0f; this->fwork[7] = 0.0f; this->fwork[8] = 0.0f; this->fwork[9] = 0.0f; this->fwork[10] = 0.0f; this->fwork[11] = 0.0f; this->fwork[12] = 0.0f; this->fwork[13] = 0.0f; this->fwork[14] = 0.0f; this->fwork[15] = 0.0f; this->fwork[16] = 0.0f; this->fwork[17] = 0.0f; this->fwork[18] = 0.0f; this->fwork[19] = 0.0f; this->fwork[20] = 0.0f; this->fwork[21] = 0.0f; this->fwork[22] = 0.0f; this->fwork[23] = 0.0f; this->fwork[24] = 0.0f; this->fwork[25] = 0.0f; this->fwork[26] = 0.0f; this->fwork[27] = 0.0f; this->fwork[28] = 0.0f; this->fwork[29] = 0.0f; D_i5_801BA1E4++; } void Macbeth_RotateTrainWheels(void) { // LTODO: ASAN accuses Heap overflow Macbeth_Texture_Scroll(D_MA_6023228, 16, 16, 0, 8); Macbeth_Texture_RotateZ(D_MA_6023388, D_Tex_800DB4B8, gGameFrameCount * -20.0f); } void Macbeth_8019A198(Actor* this) { if ((this->iwork[5] >= D_i5_801BA1E4) || (this->iwork[5] >= D_MA_801BE2F0[3])) { Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); } else { this->vel.z = sMaTrainSpeedTarget; if ((this->iwork[5] == D_MA_801BE2F0[3] - 1) || (this->iwork[5] == D_i5_801BA1E4 - 1)) { if (D_i5_801BE310 != this->iwork[5]) { if (this->vel.z > -6.0f) { Audio_SetSfxSpeedModulation(-6.0f); } else { Audio_SetSfxSpeedModulation(this->vel.z); } Audio_PlaySfxModulated(this->sfxSource, NA_SE_EN_FREIGHT_TRAIN); D_i5_801BE310 = this->iwork[5]; } D_i5_801BA1E0 = this->obj.pos.z; if (D_i5_801BE313 != 0) { if (this->vel.z > -6.0f) { Audio_SetSfxSpeedModulation(-6.0f); } else { Audio_SetSfxSpeedModulation(this->vel.z); } } } } } void Macbeth_8019A2F4(MaLocomotive* this) { f32 var_fa1 = 0.0f; f32 var_ft4 = 0.0f; u8 i; s32 j; for (i = D_MA_801BE2F0[0]; D_i5_801BA1EC[i].unk_00 != -1.0f; i++) { if (D_i5_801BA1EC[i].unk_00 < gPlayer[0].trueZpos) { j = i; if (i == 0) { j = 1; } D_MA_801BE2F0[0] = j; if (D_i5_801BA1E4 != D_i5_801BA1EC[j - 1].unk_04) { AUDIO_PLAY_SFX(NA_SE_OB_CONNECT_CUT, this->sfxSource, 0); } D_i5_801BA1E4 = D_i5_801BA1EC[j - 1].unk_04; var_fa1 = D_i5_801BA1EC[j - 1].unk_08; var_ft4 = D_i5_801BA1EC[j - 1].unk_0C; D_MA_801BE2F0[4] = D_i5_801BA1EC[j - 1].unk_10; if (D_i5_801BA1EC[j - 1].unk_10 >= 300) { D_i5_801BE320[18] = (D_i5_801BA1EC[j - 1].unk_10 - 300); } else if (D_i5_801BA1EC[j - 1].unk_10 == 200) { if (D_i5_801BE320[16] == 0) { D_i5_801BE320[16] = 1; } } else if (D_i5_801BA1EC[j - 1].unk_10 == 201) { D_i5_801BE320[17] = 1; } else if (D_i5_801BA1EC[j - 1].unk_10 == 202) { D_i5_801BE320[26] = 0; } else if (D_i5_801BA1EC[j - 1].unk_10 == 203) { D_i5_801BE320[26] = 1; } else if (D_i5_801BA1EC[j - 1].unk_10 >= 100) { D_MA_801BA1E8 = D_i5_801BA1EC[j - 1].unk_10; } break; } } if (D_i5_801BE320[16] != 0) { switch (D_i5_801BE320[19]) { case 0: var_fa1 = 1000.0f; var_ft4 = 700.0f; break; case 1: var_fa1 = -200.0f; var_ft4 = -250.0f; break; } } if (gPlayer[0].state != PLAYERSTATE_LEVEL_COMPLETE) { if (var_fa1 < (gPlayer[0].trueZpos - this->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416))) { Math_SmoothStepToF(&sMaTrainSpeedTarget, -6.0f, 0.1f, 0.2f, 0.01f); } if ((gPlayer[0].trueZpos - this->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416)) < var_ft4) { Math_SmoothStepToF(&sMaTrainSpeedTarget, -30.0f, 0.1f, 0.2f, 0.01f); } if ((D_i5_801BA1E4 < 5) && (gPlayer[0].trueZpos - this->obj.pos.z > 4000.0f)) { Math_SmoothStepToF(&sMaTrainSpeedTarget, 0.0f, 0.1f, 1.0f, 0.01f); } if (gPlayer[0].trueZpos - this->obj.pos.z > 25000.0f) { sMaTrainSpeedTarget = 0.0f; } if (gPlayer[0].trueZpos - this->obj.pos.z < -8000.0f) { sMaTrainSpeedTarget = -200.0f; } } } void Macbeth_8019A728(Actor* this) { u8 i; u32 j; for (i = this->iwork[2]; D_i5_801BA1EC[i].unk_00 != -1.0f; i++) { if (D_i5_801BA1EC[i].unk_00 < this->obj.pos.z) { j = i; if (i == 0) { j = 1; } this->iwork[2] = j; if ((D_i5_801BA1EC[j - 1].unk_10 == this->iwork[5]) && (this->iwork[1] == 0)) { if (this->obj.id == OBJ_ACTOR_MA_TRAIN_CAR_6) { this->timer_0BC = 30; Radio_PlayMessage(gMsg_ID_17476, RCID_BOSS_MACBETH); } this->iwork[1] = 1; } break; } } } void Macbeth_8019A830(Actor* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -20000.0f) { Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_8019A87C(Actor* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -2000.0f) { Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_8019A8C8(Actor* this, s16 arg1) { s32 i; Effect386_Spawn1(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 290.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 22.0f, 5); for (i = 0; i < 10; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z - 420.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), arg1, RAND_FLOAT(0.8f) + 0.3f); Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), arg1, RAND_FLOAT(0.8f) + 0.3f); Macbeth_Effect357_Spawn1(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + 420.0f + 100.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), arg1, RAND_FLOAT(0.8f) + 0.3f); } AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, this->sfxSource, 4); } void Macbeth_8019AF34(Actor* this) { s32 i; Effect386_Spawn1(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 290.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 22.0f, 5); for (i = 0; i < 10; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z - 420.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(30.0f) + 7.0f, RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 1, RAND_FLOAT(0.8f) + 0.3f); Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(45.0f), RAND_FLOAT(25.0f) + 7.0f, RAND_FLOAT_CENTERED(20.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 1, 2.0f * (RAND_FLOAT(0.8f) + 0.3f)); Macbeth_Effect357_Spawn1(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + 420.0f + 100.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(35.0f) + 7.0f, RAND_FLOAT_CENTERED(20.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 1, RAND_FLOAT(0.8f) + 0.3f); } AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, this->sfxSource, 4); } void Macbeth_8019B580(Actor* this, s32* arg1) { if (*arg1 > 10) { return; } if ((gGameFrameCount % 32U) == 0) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z - 420.0f + RAND_FLOAT(50.0f), 10.0f); } else if ((gGameFrameCount % 32U) == 8) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + RAND_FLOAT(50.0f), 10.0f); } else if ((gGameFrameCount % 32U) == 16) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), (this->obj.pos.z + 320.0f) + RAND_FLOAT(50.0f), 10.0f); } else if ((gGameFrameCount % 32U) == 24) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + RAND_FLOAT(50.0f), 10.0f); } if ((u16) (gGameFrameCount % 4U) == 0) { // fake? Effect_Effect390_Spawn(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 350.0f, this->obj.pos.z, this->vel.x, this->vel.y, this->vel.z, 0.2f, 10); } } void Macbeth_8019B8B0(Actor* this) { if ((gGameFrameCount % 4U) == 0) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z - 420.0f + RAND_FLOAT(50.0f), 20.0f); } else if ((gGameFrameCount % 4U) == 1) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), RAND_FLOAT(50.0f) + this->obj.pos.z, 20.0f); } else if ((gGameFrameCount % 4U) == 2) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), RAND_FLOAT(50.0f) + (this->obj.pos.z + 420.0f), 20.0f); } else if ((gGameFrameCount % 4U) == 3) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 280.0f + RAND_FLOAT_CENTERED(100.0f), RAND_FLOAT(50.0f) + this->obj.pos.z, 20.0f); } if ((gGameFrameCount % 4U) == 0) { Effect_Effect390_Spawn(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 350.0f, this->obj.pos.z, this->vel.x, this->vel.y, this->vel.z, 0.2f, 20); } } void Macbeth_8019BBEC(Actor* this) { if ((this->timer_0BC % 16U) == 0) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], RAND_FLOAT_CENTERED(100.0f) + (this->obj.pos.y + 100.0f), RAND_FLOAT(50.0f) + (this->obj.pos.z - 400.0f), 3.0f); } else if ((this->timer_0BC % 16U) == 4) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], RAND_FLOAT_CENTERED(100.0f) + (this->obj.pos.y + 100.0f), RAND_FLOAT(50.0f) + this->obj.pos.z, 3.0f); } else if ((this->timer_0BC % 16U) == 8) { func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], RAND_FLOAT_CENTERED(100.0f) + (this->obj.pos.y + 100.0f), RAND_FLOAT(50.0f) + (this->obj.pos.z + 450.0f), 3.0f); } else if ((this->timer_0BC % 16U) == 12) { Effect_Effect390_Spawn(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 100.0f, this->obj.pos.z, this->vel.x, this->vel.y, this->vel.z, 0.15f, 10); } } void Macbeth_8019BE50(Actor* this) { s16 i; Effect386_Spawn1(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 90.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 10.0f, 5); Effect386_Spawn1(this->obj.pos.x + this->fwork[23], this->obj.pos.y + 90.0f, this->obj.pos.z + 420.0f + 300.0f, 0.0f, 0.0f, 0.0f, 10.0f, 5); for (i = 0; i < 10; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[21], this->obj.pos.y + 80.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z - 420.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 0, RAND_FLOAT(0.8f) + 0.3f); Macbeth_Effect357_Spawn1( this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[25], this->obj.pos.y + 80.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(10.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 0, (RAND_FLOAT(0.8f) + 0.3f)); Macbeth_Effect357_Spawn1(this->obj.pos.x + RAND_FLOAT_CENTERED(200.0f) + this->fwork[23], this->obj.pos.y + 80.0f + RAND_FLOAT_CENTERED(100.0f), this->obj.pos.z + 420.0f + 100.0f + RAND_FLOAT(50.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 0, RAND_FLOAT(0.8f) + 0.3f); } Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_L); gHitCount++; } bool Macbeth_MaLocomotive_HandleDamage(MaLocomotive* this) { if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; if (this->dmgPart == 1) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; this->iwork[7] = 15; D_i5_801BE320[22] = 0; D_i5_801BE320[4] = 120; D_i5_801BE320[21] = 2; return true; } AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } return false; } void Macbeth_8019C5B8(Actor* this) { f32 var_ft4; Macbeth_801A0308(this, this->obj.pos.z + 520.0f, this->obj.rot.y, 0); var_ft4 = RAND_FLOAT_CENTERED(12.0f); if ((var_ft4 > -2.0f) && (var_ft4 < 2.0f)) { if (var_ft4 >= 0.0f) { var_ft4 = 2.5f; } else { var_ft4 = -2.5f; } } Macbeth_MaShockBox_Spawn(this->fwork[19], this->obj.pos.y + 300.0f, this->obj.pos.z + 520.0f, var_ft4, 10.0f, 0.0f); } void Macbeth_Boss_HitCountBonus(MaLocomotive* this) { s32 hitBonus; if (gBossFrameCount < 3840) { hitBonus = 10; } else if (gBossFrameCount < 5760) { hitBonus = 5; } else if (gBossFrameCount < 7680) { hitBonus = 2; } else if (gBossFrameCount < 9600) { hitBonus = 1; } else { hitBonus = 0; } if (hitBonus != 0) { BonusText_Display(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, hitBonus); } gHitCount += hitBonus + 1; D_ctx_80177850 = 15; } void Macbeth_MaLocomotive_Update(MaLocomotive* this) { if (this->vel.z < -3.0f) { Macbeth_RotateTrainWheels(); } D_i5_801BE368[4] = this->vwork[0].x + this->obj.pos.x; D_i5_801BE368[5] = this->vwork[0].y + this->obj.pos.y; D_i5_801BE368[6] = this->vwork[0].z + this->obj.pos.z; Macbeth_8019A2F4(this); Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019A830(this); switch (this->state) { s32 pad; case 0: D_i5_801BE320[25] = 1; if ((D_i5_801BE320[9] <= 0) && (D_i5_801BE320[10] <= 0) && (D_i5_801BE320[17] != 0) && (gPlayer[0].state != PLAYERSTATE_LEVEL_COMPLETE)) { D_i5_801BE320[30] = 0; this->timer_0BC = 150; this->timer_0BE = 200; D_i5_801BE320[19] = 1; this->state++; } break; case 1: if (this->timer_0BC == 1) { AUDIO_PLAY_SFX(NA_SE_OB_GATE_OPEN, this->sfxSource, 4); } if (this->timer_0BC <= 0) { Math_SmoothStepToF(&this->fwork[2], -60.0f, 0.4f, 10.0f, 0.01f); if (this->timer_0BE == 30) { Macbeth_8019C5B8(this); Radio_PlayMessage(gMsg_ID_17470, RCID_BOSS_MACBETH); } if ((this->fwork[2] < -58.0f) && ((Macbeth_MaLocomotive_HandleDamage(this) != 0) || (this->timer_0BE <= 0))) { this->timer_0BC = 200; D_i5_801BE320[19] = 0; this->state++; AUDIO_PLAY_SFX(NA_SE_OB_GATE_CLOSE, this->sfxSource, 4); } } break; case 2: Math_SmoothStepToF(&this->fwork[2], 0.0f, 0.4f, 30.0f, 0.01f); if ((this->timer_0BC <= 0) && (D_i5_801BE320[25] == 1)) { this->timer_0BC = 60; this->state++; AUDIO_PLAY_SFX(NA_SE_OB_GATE_OPEN, this->sfxSource, 4); } break; case 3: Math_SmoothStepToF(&this->fwork[2], -60.0f, 0.4f, 10.0f, 0.01f); if ((this->fwork[2] < -58.0f) && (Macbeth_MaLocomotive_HandleDamage(this) != 0)) { this->timer_0BC = 150; this->state--; D_i5_801BE320[30]++; if (D_i5_801BE320[30] >= 2) { D_i5_801BE320[30] = 0; D_i5_801BE320[25] = 0; } AUDIO_PLAY_SFX(NA_SE_OB_GATE_CLOSE, this->sfxSource, 4); } if (this->timer_0BC <= 0) { D_i5_801BE320[30]++; if (D_i5_801BE320[30] >= 2) { D_i5_801BE320[30] = 0; D_i5_801BE320[25] = 0; } this->timer_0BC = 100; this->state--; AUDIO_PLAY_SFX(NA_SE_OB_GATE_CLOSE, this->sfxSource, 4); } if (this->timer_0BC == 30) { Macbeth_8019C5B8(this); } break; case 4: Macbeth_8019AF34(this); this->health = 0; this->timer_0BC = 200; gCameraShake = 30; this->state++; break; case 5: if (this->timer_0BC == 198) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; } else if (this->timer_0BC == 197) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 0; } if (((this->timer_0BC < 150) || (this->timer_0BC > 170)) && (this->timer_0BC > 80)) { Macbeth_8019B8B0(this); } if (this->timer_0BC == 160) { gShowBossHealth = false; Radio_PlayMessage(gMsg_ID_17440, RCID_BOSS_MACBETH); Effect_Effect383_Spawn(this->obj.pos.x + this->fwork[25], this->obj.pos.y, this->obj.pos.z, 40.0f); Macbeth_Boss_HitCountBonus(this); this->vel.z = 0.0f; gCameraShake = 25; } if (this->timer_0BC == 100) { Object_Kill(&this->obj, this->sfxSource); if (gPlayer[0].state == PLAYERSTATE_ACTIVE) { gPlayer[0].state = PLAYERSTATE_LEVEL_COMPLETE; gPlayer[0].csState = 0; gMissionStatus = MISSION_COMPLETE; } this->state++; Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_TANK_SLIDE); Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_TANK_BURNER_HALF); } break; } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } if (D_i5_801BE320[4] > 0) { D_i5_801BE320[4]--; } this->fwork[3] = 0.0f; if (D_i5_801BE320[21] != 0) { D_i5_801BE320[22]++; if (D_i5_801BE320[22] >= 30) { if (D_i5_801BE320[4] == 0) { D_i5_801BE320[21] = 0; } D_i5_801BE320[22] = 0; } if ((gGameFrameCount % 2) == 0) { this->fwork[3] = 15.0f; } else { this->fwork[3] = -15.0f; } } D_i5_801BE320[20] = this->state; if (D_i5_801BE320[23] != 0) { D_i5_801BE320[23] = 0; this->state = 4; } if ((gPlayer[0].state == PLAYERSTATE_LEVEL_COMPLETE) && (gCsFrameCount > 630)) { Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_MaTrainCar4_Update(Actor* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019FC54(this, &this->iwork[10], &this->iwork[11], 1, 1, this->fwork[25], 0.0f, &this->iwork[13]); Macbeth_8019A728(this); if (this->iwork[1] != 0) { Macbeth_8019D048(this); } Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } this->state = 2; Macbeth_801A015C(this); Macbeth_8019A830(this); break; case 2: Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); Macbeth_801A015C(this); Macbeth_8019A87C(this); if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_8019D048(Actor* this) { switch (this->iwork[3]) { case 0: if (D_i5_801BE320[28] != 0) { D_i5_801BE320[28]--; } if (this->fwork[25] == 0.0f) { if (D_i5_801BE320[28] <= 0) { Radio_PlayMessage(gMsg_ID_17390, RCID_BOSS_MACBETH); D_i5_801BE320[28] = 100; } if (this->obj.pos.x <= gPlayer[0].pos.x) { this->iwork[4] = 1; } else { this->iwork[4] = -1; } this->iwork[3]++; } break; case 1: Math_SmoothStepToF(&this->fwork[4], this->iwork[4] * -60.0f, 0.5f, 2.0f, 1.0f); if ((this->fwork[4] < -30.0f) || (this->fwork[4] > 30.0f)) { Macbeth_MaBoulder_Spawn(this->obj.pos.x + this->fwork[25] + this->iwork[4] * 73.0f, this->obj.pos.y + this->fwork[8] + 330.0f, this->obj.pos.z, this->iwork[4] * 70.0f, this->vel.z, this->iwork[4] * -34.0f, 0.0f, 2, 5); Macbeth_MaBoulder_Spawn(this->obj.pos.x + this->fwork[25] + this->iwork[4] * 74.0f, this->obj.pos.y + this->fwork[8] + 330.0f, this->obj.pos.z - 350.0f, this->iwork[4] * 38.0f, this->vel.z, this->iwork[4] * -34.0f, 0.0f, 4, 6); Macbeth_MaBoulder_Spawn(this->obj.pos.x + this->fwork[25] + this->iwork[4] * 74.0f, this->obj.pos.y + this->fwork[8] + 330.0f, this->obj.pos.z + 350.0f, this->iwork[4] * 40.0f, this->vel.z, this->iwork[4] * -35.0f, 0.0f, 0, 7); Macbeth_MaBoulder_Spawn(this->obj.pos.x + this->fwork[25] + this->iwork[4] * 35.0f, this->obj.pos.y + this->fwork[8] + 290.0f, this->obj.pos.z - 175.0f, this->iwork[4] * 20.0f, this->vel.z, this->iwork[4] * -35.0f, 0.0f, 12, 4); Macbeth_MaBoulder_Spawn(this->obj.pos.x + this->fwork[25] + this->iwork[4] * 35.0f, this->obj.pos.y + this->fwork[8] + 290.0f, this->obj.pos.z + 175.0f, this->iwork[4] * 35.0f, this->vel.z, this->iwork[4] * -35.0f, 0.0f, 14, 5); this->iwork[3]++; this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035DD0); } break; case 2: Math_SmoothStepToF(&this->fwork[4], this->iwork[4] * -70.0f, 0.5f, 2.0f, 1.0f); this->iwork[3]++; break; case 3: Math_SmoothStepToF(&this->fwork[4], this->iwork[4] * -70.0f, 0.2f, 2.0f, 0.0f); if ((this->fwork[4] < -69.0f) || (this->fwork[4] > 69.0f)) { this->timer_0BC = 20; this->iwork[3]++; } break; case 4: if (this->timer_0BC == 0) { Math_SmoothStepToF(&this->fwork[4], 0.0f, 0.02f, 2.0f, 0.0f); } break; default: break; } } void Macbeth_MaBoulder_Setup(MaBoulder* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 zVel, f32 zRot, f32 yRot, s32 arg8, u8 arg9) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_MA_BOULDER; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; this->obj.rot.z = zRot; this->obj.rot.y = yRot; this->timer_0BC = arg8; this->timer_0BE = 20; this->fwork[0] = arg4; this->vel.z = zVel; this->work_046 = arg9; Object_SetInfo(&this->info, this->obj.id); } void Macbeth_MaBoulder_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 zVel, f32 zRot, f32 yRot, s32 arg7, u8 arg8) { s32 i; for (i = 0; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { Macbeth_MaBoulder_Setup(&gActors[i], xPos, yPos, zPos, arg3, zVel, zRot, yRot, arg7, arg8); break; } } } void Macbeth_MaTrainCar3_Update(MaTrainCar3* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019D910(this, &this->iwork[10], &this->iwork[11], 1, this->fwork[21], -420.0f, &this->iwork[12], &this->iwork[13]); Macbeth_8019D910(this, &this->iwork[14], &this->iwork[15], 2, this->fwork[25], 0.0f, &this->iwork[16], &this->iwork[17]); Macbeth_8019D910(this, &this->iwork[18], &this->iwork[19], 3, this->fwork[23], 420.0f, &this->iwork[20], &this->iwork[21]); Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } this->state = 2; Macbeth_801A015C(this); Macbeth_8019A830(this); break; case 2: Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0); Macbeth_801A015C(this); Macbeth_8019A830(this); if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_8019D910(Actor* this, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f32 arg5, s32* arg6, s32* arg7) { s32 var_v0; u8 i; switch (*arg1) { case 0: if (((this->dmgType != DMG_NONE) && (arg3 == this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5, this->vel.x, this->vel.y, this->vel.z, 0.15f, 20); this->iwork[arg3 + 6] = 15; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { (*arg1)++; } } else if ((this->dmgType != DMG_NONE) && (this->dmgPart == 0)) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } break; case 1: Effect386_Spawn1(this->obj.pos.x + arg4, this->obj.pos.y + 250.0f, this->obj.pos.z + arg5, 0.0f, 0.0f, 0.0f, 10.0f, 5); for (i = 0; i < 10; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5 + RAND_FLOAT(80.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 3, (RAND_FLOAT(0.8f) + 0.3f) * 2.0f); } AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); *arg7 = 1; *arg2 = 20; (*arg1)++; break; case 2: if (((this->dmgType != DMG_NONE) && (arg3 == this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5])) || ((this->obj.id == OBJ_ACTOR_MA_TRAIN_CAR_3) && (arg3 == 2))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5, this->vel.x, this->vel.y, this->vel.z, 0.15f, 20); this->iwork[arg3 + 6] = 20; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == (this->iwork[5])) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5])) || ((this->obj.id == OBJ_ACTOR_MA_TRAIN_CAR_3) && (arg3 == 2))) { gHitCount++; (*arg1)++; } } else if ((this->dmgType != DMG_NONE) && (this->dmgPart == 0)) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } break; case 3: Effect386_Spawn1(this->obj.pos.x + arg4, this->obj.pos.y + 250.0f, this->obj.pos.z + arg5, 0.0f, 0.0f, 0.0f, 10.0f, 5); if ((this->obj.id != OBJ_ACTOR_MA_TRAIN_CAR_3) || (arg3 != 2)) { for (i = 0; i < 15; i++) { Macbeth_Effect357_Spawn1(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5 + RAND_FLOAT(20.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 2, (RAND_FLOAT(0.8f) + 0.3f) * 1.5f); } } AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); *arg7 = 2; var_v0 = arg3; if (var_v0 == 3) { var_v0 = 4; } this->iwork[22] |= var_v0; switch (this->iwork[22]) { case 1: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035E68); break; case 2: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035ECC); break; case 3: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035F30); break; case 4: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035F94); break; case 5: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035FF8); break; case 6: this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_603605C); break; case 7: this->state = 1; this->timer_0BC = 60; this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_60359AC); break; } (*arg1)++; break; case 4: break; default: break; } } void Macbeth_MaTrainCar5_Update(MaTrainCar5* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019D910(this, &this->iwork[10], &this->iwork[11], 1, this->fwork[21], -420.0f, &this->iwork[12], &this->iwork[13]); Macbeth_8019D910(this, &this->iwork[14], &this->iwork[15], 2, this->fwork[25], 0.0f, &this->iwork[16], &this->iwork[17]); Macbeth_8019D910(this, &this->iwork[18], &this->iwork[19], 3, this->fwork[23], 420.0f, &this->iwork[20], &this->iwork[21]); Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } this->state = 2; Macbeth_801A015C(this); Macbeth_8019A830(this); break; case 2: Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); Macbeth_801A015C(this); Macbeth_8019A87C(this); if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } f32 D_i5_801BE240; f32 D_i5_801BE244; f32 D_i5_801BE248; f32 D_i5_801BE24C; void Macbeth_8019E624(Actor* this, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f32 arg5, s32* arg6) { switch (*arg1) { case 0: if (((this->dmgType != DMG_NONE) && (arg3 == this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5, this->vel.x, this->vel.y, this->vel.z, 0.15f, 10); this->iwork[7] = 15; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { (*arg1)++; } } else if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } Macbeth_8019B580(this, arg2); break; case 1: Macbeth_8019A8C8(this, 5); *arg6 = 1; *arg2 = 80; (*arg1)++; break; case 2: if (((this->dmgType != DMG_NONE) && (arg3 == this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5, this->vel.x, this->vel.y, this->vel.z, 0.2f, 10); this->iwork[7] = 15; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { gHitCount++; (*arg1)++; } } else { if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } } break; case 3: Macbeth_8019A8C8(this, 1); *arg6 = 2; this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_60359AC); (*arg1)++; this->state = 1; break; case 4: break; } } void Macbeth_MaTrainCar2_Update(Actor* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019E624(this, &this->iwork[10], &this->iwork[11], 1, this->fwork[25], 0.0f, &this->iwork[13]); Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } Macbeth_801A015C(this); Macbeth_8019A830(this); this->state = 2; break; case 2: Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); Macbeth_801A015C(this); Macbeth_8019A87C(this); if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_8019EBF8(Actor* this, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f32 arg5, s32* arg6) { switch (*arg1) { case 0: if (((this->dmgType != DMG_NONE) && (arg3 == this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg4, this->obj.pos.y + 200.0f, this->obj.pos.z + arg5, this->vel.x, this->vel.y, this->vel.z, 0.15f, 10); this->iwork[7] = 15; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { gHitCount++; (*arg1)++; } } else if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } Macbeth_8019B580(this, arg2); break; case 1: Macbeth_8019AF34(this); *arg6 = 2; this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_60359AC); (*arg1)++; break; case 2: this->state = 1; break; } } void Macbeth_MaTrainCar7_Update(Actor* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019EBF8(this, &this->iwork[10], &this->iwork[11], 1, this->fwork[25], 0.0f, &this->iwork[13]); Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; gCameraShake = 35; if ((gPlayer[0].trueZpos - this->obj.pos.z > -200.0f) && (gPlayer[0].trueZpos - this->obj.pos.z < 200.0f) && (gPlayer[0].pos.y - this->obj.pos.y > -300.0f) && (gPlayer[0].pos.y - this->obj.pos.y < 300.0f) && (gPlayer[0].pos.x - this->obj.pos.x > -800.0f) && (gPlayer[0].pos.x - this->obj.pos.x < 800.0f)) { gFillScreenRed = gFillScreenAlpha = 255; gFillScreenGreen = gFillScreenBlue = 0; Player_ApplyDamage(&gPlayer[0], 0, 60); } Macbeth_801A015C(this); Macbeth_8019A830(this); D_ctx_801779A8[gMainController] = 100.0f; this->state = 2; break; case 2: if (gCameraShake == 20) { D_MA_801BE2F0[1] = this->iwork[5]; } Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); Macbeth_801A015C(this); Macbeth_8019A87C(this); if (gCameraShake == 20) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_8019F164(MaTrainCar6* this) { static Vec3f D_i5_801BA708 = { 0.0f, 610.0f, 0.0f }; static Vec3f D_i5_801BA714 = { 0.0f, 0.0f, 65.0f }; Vec3f sp84; Vec3f sp78; Vec3f sp6C; Vec3f sp60; Vec3f sp54; Vec3f sp48; s16 i; s16 sp44 = 0; sp6C.x = gPlayer[0].pos.x - this->obj.pos.x + this->fwork[25]; sp6C.y = gPlayer[0].pos.y - 25.0f - this->obj.pos.y + this->fwork[8] + 25.0f; sp6C.z = gPlayer[0].trueZpos - 500.0f - this->obj.pos.z; for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.id == OBJ_ACTOR_MA_FALLING_BOULDER) && (gActors[i].obj.status == OBJ_ACTIVE)) { if ((this->obj.pos.z < (gActors[i].obj.pos.z + 3000.0f)) && ((gActors[i].obj.pos.z - this->obj.pos.z) < 5000.0f)) { sp6C.x = gActors[i].obj.pos.x - this->obj.pos.x + this->fwork[25]; sp6C.y = gActors[i].obj.pos.y - this->obj.pos.y + this->fwork[8] + 25.0f; sp6C.z = gActors[i].obj.pos.z + 300.0f - this->obj.pos.z; sp44 = 1; } break; } } if ((this->iwork[4] == 0) || (sp44 != 0)) { Matrix_RotateZ(gCalcMatrix, -this->obj.rot.z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -(this->obj.rot.x + this->fwork[29]) * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -(this->obj.rot.y + this->fwork[26]) * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &sp6C, &sp84); sp78.x = sp84.x - D_i5_801BA708.x; sp78.y = sp84.y - D_i5_801BA708.y; sp78.z = sp84.z - D_i5_801BA708.z; Math_SmoothStepToAngle(&this->fwork[4], Math_RadToDeg(Math_Atan2F(sp78.x, sp78.z)), 0.1f, 2.0f, 0.01f); Math_SmoothStepToAngle(&this->fwork[3], Math_RadToDeg(-Math_Atan2F(sp78.y, sqrtf(SQ(sp78.x) + SQ(sp78.z)))), 0.1f, 2.0f, 0.01f); if ((this->fwork[4] > 120.0f) && (this->fwork[4] < 180.0f)) { this->fwork[4] = 120.0f; } if ((this->fwork[4] < 240.0f) && (this->fwork[4] > 180.0f)) { this->fwork[4] = 240.0f; } if ((this->fwork[3] > 60.0f) && (this->fwork[3] < 180.0f)) { this->fwork[3] = 60.0f; } if ((this->fwork[3] < 300.0f) && (this->fwork[3] > 180.0f)) { this->fwork[3] = 300.0f; } } Math_SmoothStepToAngle(&this->fwork[2], this->fwork[4], 0.2f, 5.0f, 0.01f); Math_SmoothStepToAngle(&this->fwork[1], this->fwork[3], 0.2f, 5.0f, 0.01f); Matrix_RotateY(gCalcMatrix, (this->obj.rot.y + this->fwork[26]) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, (this->obj.rot.x + this->fwork[29]) * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &D_i5_801BA708, &sp84); sp60.x = sp84.x + this->obj.pos.x + this->fwork[25]; sp60.y = sp84.y + this->obj.pos.y + this->fwork[8] + 25.0f; sp60.z = sp84.z + this->obj.pos.z; sp54.x = this->fwork[1]; sp54.y = this->fwork[2]; sp54.z = 0.0f; sp48.x = this->obj.rot.x + this->fwork[29]; sp48.y = this->obj.rot.y + this->fwork[26]; sp48.z = this->obj.rot.z; switch (this->iwork[4]) { case 0: if (sp44 != 0) { sp60.x -= 60.0f; func_effect_8007EE68(OBJ_EFFECT_378, &sp60, &sp54, &sp48, &D_i5_801BA714, 1.0f); AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_SHOT, this->sfxSource, 4); this->iwork[4]++; } else if ((D_i5_801BE310 == this->iwork[5]) || ((gPlayer[0].pos.x - this->obj.pos.x > 300.0f) && (gPlayer[0].pos.x - this->obj.pos.x < 3000.0f)) || ((gPlayer[0].pos.x - this->obj.pos.x < -300.0f) && (gPlayer[0].pos.x - this->obj.pos.x > -3000.0f))) { if ((gPlayer[0].trueZpos - this->obj.pos.z < 5000.0f) && (gPlayer[0].trueZpos - this->obj.pos.z > 200.0f) && (this->timer_0BC == 0) && (this->health != 0)) { sp60.x -= 60.0f; func_effect_8007EE68(OBJ_EFFECT_378, &sp60, &sp54, &sp48, &D_i5_801BA714, 1.0f); AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_SHOT, this->sfxSource, 4); this->iwork[4]++; } } break; case 1: Math_SmoothStepToF(&this->fwork[0], -100.0f, 0.8f, 30.0f, 20.0f); if (this->fwork[0] <= -100.0f) { this->iwork[4]++; } break; case 2: Math_SmoothStepToF(&this->fwork[0], 0.0f, 0.6f, 30.0f, 0.2f); if (this->fwork[0] >= 0.0f) { if (sp44 == 0) { this->timer_0BC = 15; } this->iwork[4]++; } break; case 3: if ((this->timer_0BC == 0) && (this->health != 0)) { func_effect_8007EE68(OBJ_EFFECT_378, &sp60, &sp54, &sp48, &D_i5_801BA714, 1.0f); AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_SHOT, this->sfxSource, 4); this->iwork[4]++; } break; case 4: Math_SmoothStepToF(&this->fwork[0], -100.0f, 0.8f, 30.0f, 20.0f); if (this->fwork[0] <= -100.0f) { this->iwork[4]++; } break; case 5: Math_SmoothStepToF(&this->fwork[0], 0.0f, 0.6f, 30.0f, 0.2f); if (this->fwork[0] >= 0.0f) { if (sp44 == 0) { this->timer_0BC = 15; } this->iwork[4]++; } break; case 6: if ((this->timer_0BC == 0) && (this->health != 0)) { sp60.x += 60.0f; func_effect_8007EE68(OBJ_EFFECT_378, &sp60, &sp54, &sp48, &D_i5_801BA714, 1.0f); AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_SHOT, this->sfxSource, 4); this->iwork[4]++; } break; case 7: Math_SmoothStepToF(&this->fwork[0], -100.0f, 0.8f, 30.0f, 20.0f); if (this->fwork[0] <= -100.0f) { this->iwork[4]++; } break; case 8: Math_SmoothStepToF(&this->fwork[0], 0.0f, 0.6f, 30.0f, 0.2f); if (this->fwork[0] >= 0.0f) { if (sp44 == 0) { this->timer_0BC = (u32) (RAND_FLOAT(100.0f) + 50.0f); } this->iwork[4] = 0; } break; default: break; } } void Macbeth_8019FC54(Actor* this, s32* arg1, s32* arg2, s32 arg3, s32 arg4, f32 arg5, f32 arg6, s32* arg7) { switch (*arg1) { case 0: if (((this->dmgType != DMG_NONE) && (this->dmgPart >= arg3) && (arg4 >= this->dmgPart)) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); this->dmgType = DMG_NONE; Effect_Effect390_Spawn(this->obj.pos.x + arg5, this->obj.pos.y + 200.0f, this->obj.pos.z + arg6, this->vel.x, this->vel.y, this->vel.z, 0.15f, 10); this->iwork[7] = 15; *arg2 -= this->damage; if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == this->iwork[5]) && (this->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == this->iwork[5]) && (D_MA_801BE2F0[3] < this->iwork[5]))) { gHitCount++; if ((this->obj.id == OBJ_ACTOR_MA_TRAIN_CAR_4) && (this->iwork[3] < 2)) { gHitCount += 5; } (*arg1)++; } } else if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } Macbeth_8019B580(this, arg2); break; case 1: Macbeth_8019A8C8(this, 6); if (this->obj.id == OBJ_ACTOR_MA_TRAIN_CAR_6) { Effect386_Spawn1(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 360.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 20.0f, 20); Effect386_Spawn1(this->obj.pos.x + this->fwork[25], this->obj.pos.y + 660.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 20.0f, 20); } *arg7 = 2; this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_60359AC); (*arg1)++; this->state = 1; break; case 2: break; } } void Macbeth_MaTrainCar6_Update(MaTrainCar6* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019FC54(this, &this->iwork[10], &this->iwork[11], 1, 3, this->fwork[25], 0.0f, &this->iwork[13]); Macbeth_8019A728(this); if (this->iwork[1] != 0) { Macbeth_8019F164(this); } Macbeth_8019A830(this); break; case 1: if (this->iwork[5] < D_MA_801BE2F0[3]) { D_MA_801BE2F0[3] = this->iwork[5]; } this->state = 2; Macbeth_801A015C(this); Macbeth_8019A830(this); break; case 2: Macbeth_8019BBEC(this); if (this->timer_0BC == 0) { this->timer_0BC = 60; } Math_SmoothStepToF(&this->vel.z, 0.0f, 0.02f, 10.0f, 0.01f); Macbeth_801A015C(this); Macbeth_8019A87C(this); if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->timer_0BC = 20; Macbeth_8019BE50(this); this->state = 3; } break; case 3: Macbeth_801A015C(this); Math_SmoothStepToF(&this->scale, 0.0f, 0.02f, 10.0f, 0.01f); if (this->timer_0BC <= 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_801A015C(Actor* this) { if (!Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0)) { this->obj.pos.x = this->fwork[19]; this->obj.pos.y = this->fwork[5]; if (!Macbeth_801A0308(this, this->obj.pos.z - 420.0f, this->fwork[22], 1)) { this->fwork[21] = this->fwork[19] - this->obj.pos.x; this->fwork[22] = this->fwork[20]; this->fwork[6] = this->fwork[5] - this->obj.pos.y; this->fwork[27] = this->fwork[9]; if (!Macbeth_801A0308(this, this->obj.pos.z + 420.0f, this->fwork[24], 2)) { this->fwork[23] = this->fwork[19] - this->obj.pos.x; this->fwork[24] = this->fwork[20]; this->fwork[7] = this->fwork[5] - this->obj.pos.y; this->fwork[28] = this->fwork[9]; if (this->fwork[19] - this->obj.pos.x < this->fwork[21]) { this->fwork[25] = this->fwork[23] + ((this->fwork[21] - this->fwork[23]) / 2); } else { this->fwork[25] = this->fwork[21] + ((this->fwork[23] - this->fwork[21]) / 2); } if (this->fwork[7] < this->fwork[6]) { this->fwork[8] = this->fwork[7] + ((this->fwork[6] - this->fwork[7]) / 2); } else { this->fwork[8] = this->fwork[6] + ((this->fwork[7] - this->fwork[6]) / 2); } this->fwork[26] = (this->fwork[22] + this->fwork[24]) / 2; this->fwork[29] = (this->fwork[27] + this->fwork[28]) / 2; } } } } bool Macbeth_801A0308(Actor* this, f32 arg1, f32 arg2, u8 arg3) { s16 var_a0; s16 sp4C; f32 temp_fv0; f32 sp44; f32 sp40; f32 sp3C; f32 sp38; f32 sp34; f32 sp30; f32 sp2C; f32 sp28; f32 sp24; switch (D_MA_801BE2F0[5]) { case 0: for (var_a0 = this->fwork[arg3 + 16]; D_i5_801B8E50[var_a0].unk_10 != 0; var_a0++) { if (D_i5_801B8E50[var_a0].unk_00 < arg1) { if (var_a0 == 0) { var_a0 = 1; } sp3C = D_i5_801B8E50[var_a0 - 1].unk_00; sp44 = D_i5_801B8E50[var_a0 - 1].unk_04; sp40 = D_i5_801B8E50[var_a0 - 1].unk_08; sp38 = D_i5_801B8E50[var_a0 - 1].unk_0C; sp4C = D_i5_801B8E50[var_a0 - 1].unk_10; sp2C = D_i5_801B8E50[var_a0].unk_00; sp34 = D_i5_801B8E50[var_a0].unk_04; sp30 = D_i5_801B8E50[var_a0].unk_08; sp28 = D_i5_801B8E50[var_a0].unk_0C; if (sp38 >= 180.0f) { sp38 -= 360.0f; } if (sp28 >= 180.0f) { sp28 -= 360.0f; } if (D_i5_801B8E50[var_a0 - 1].unk_10 == OBJ_SCENERY_MA_SWITCH_TRACK) { sp38 = 0.0f; } if (D_i5_801B8E50[var_a0].unk_10 == OBJ_SCENERY_MA_SWITCH_TRACK) { sp28 = 0.0f; } this->fwork[arg3 + 16] = var_a0; break; } } if (D_i5_801B8E50[var_a0].unk_10 == 0) { this->fwork[arg3 + 16] = 1.0f; } break; case 1: for (var_a0 = this->fwork[arg3 + 16]; D_i5_801B9A80[var_a0].unk_10 != 0; var_a0++) { if (D_i5_801B9A80[var_a0].unk_00 < arg1) { if (var_a0 == 0) { var_a0 = 1; } sp3C = D_i5_801B9A80[var_a0 - 1].unk_00; sp44 = D_i5_801B9A80[var_a0 - 1].unk_04; sp40 = D_i5_801B9A80[var_a0 - 1].unk_08; sp38 = D_i5_801B9A80[var_a0 - 1].unk_0C; sp4C = D_i5_801B9A80[var_a0 - 1].unk_10; sp2C = D_i5_801B9A80[var_a0].unk_00; sp34 = D_i5_801B9A80[var_a0].unk_04; sp30 = D_i5_801B9A80[var_a0].unk_08; sp28 = D_i5_801B9A80[var_a0].unk_0C; if (sp38 >= 180.0f) { sp38 -= 360.0f; } if (sp28 >= 180.0f) { sp28 -= 360.0f; } if (D_i5_801B8E50[var_a0 - 1].unk_10 == OBJ_SCENERY_MA_SWITCH_TRACK) { sp38 = 0.0f; } if (D_i5_801B8E50[var_a0].unk_10 == OBJ_SCENERY_MA_SWITCH_TRACK) { sp28 = 0.0f; } this->fwork[arg3 + 16] = var_a0; break; } } if (D_i5_801B9A80[var_a0].unk_10 == 0) { this->fwork[arg3 + 16] = 1.0f; } break; } sp24 = 1.0f - ((sp2C - arg1) / (sp2C - sp3C)); if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_5) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_7) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_8)) { if ((this->iwork[5] < (s32) D_i5_801BA1E4) && (this->iwork[5] < D_MA_801BE2F0[3])) { this->vel.z *= 0.98f; } temp_fv0 = fabsf((sp2C - sp3C) / 3.0f); if (sp24 < 0.3333333f) { if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { this->fwork[19] = (((sp34 - sp44) * sp24) + sp44) - (52.160667f * (1.0f - (((sp3C - temp_fv0) - arg1) / ((sp3C - temp_fv0) - sp3C)))); } else { this->fwork[19] = ((sp34 - sp44) * sp24) + sp44 + (52.160667f * (1.0f - (((sp3C - temp_fv0) - arg1) / ((sp3C - temp_fv0) - sp3C)))); } } else if (sp24 < 0.666666f) { if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { this->fwork[19] = (((sp34 - sp44) * sp24) + sp44) - 52.160667f; } else { this->fwork[19] = ((sp34 - sp44) * sp24) + sp44 + 52.160667f; } } else if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { this->fwork[19] = (((sp34 - sp44) * sp24) + sp44) - (52.160667f * (1.0f - (1.0f - ((sp2C - arg1) / (sp2C - (sp3C - (temp_fv0 * 2))))))); } else { this->fwork[19] = ((sp34 - sp44) * sp24) + sp44 + (52.160667f * (1.0f - (1.0f - ((sp2C - arg1) / (sp2C - (sp3C - (temp_fv0 * 2))))))); } } else { if (sp4C == OBJ_SCENERY_MA_SWITCH_TRACK) { if ((this->iwork[5] < (s32) D_i5_801BA1E4) && (this->iwork[5] < D_MA_801BE2F0[3])) { this->vel.z *= 0.94f; } } this->fwork[19] = ((sp34 - sp44) * sp24) + sp44; } this->fwork[5] = ((sp30 - sp40) * sp24) + sp40; if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_9) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_11)) { Math_SmoothStepToF(&this->fwork[9], 3.0f, 0.05f, 1.0f, 0.001f); } else if ((sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_10) || (sp4C == OBJ_SCENERY_MA_TRAIN_TRACK_12)) { Math_SmoothStepToF(&this->fwork[9], -3.0f, 0.05f, 1.0f, 0.001f); } else { Math_SmoothStepToF(&this->fwork[9], 0.0f, 0.05f, 1.0f, 0.0f); } this->fwork[20] = ((sp28 - sp38) * sp24) + sp38; return false; } bool Macbeth_801A0A74(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { if ((limbIndex == 5) || (limbIndex == 6)) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); } else { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } if ((limbIndex == 2) || (limbIndex == 3)) { *dList = NULL; } return false; } bool Macbeth_801A0B00(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { if (limbIndex == 3) { *dList = NULL; } return false; } bool Macbeth_801A0B20(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { Actor* actor = (Actor*) thisx; if ((limbIndex == 3) || (limbIndex == 7)) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); } else { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } if (limbIndex == 1) { pos->z += actor->fwork[0]; } if (limbIndex == 5) { rot->x += actor->fwork[1]; rot->y += actor->fwork[2]; } return false; } void Macbeth_MaSwitchTrack_Update(MaSwitchTrack* this) { switch (this->state) { case 0: this->vel.y = 0.0f; this->vel.x = 0.0f; if (D_i5_801BE312 != 0) { this->state = 1; this->timer_4C = 20; } break; case 1: if (this->timer_4C == 1) { AUDIO_PLAY_SFX(NA_SE_TANK_BURNER_HALF, gPlayer[0].sfxSource, 0); } if (this->timer_4C <= 0) { Math_SmoothStepToF(&this->vel.x, 1751.0f, 0.2f, 80.0f, 1.0f); if (this->vel.x >= 1750.0) { AUDIO_PLAY_SFX(NA_SE_OB_POINT_SWITCH, this->sfxSource, 0); Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_TANK_BURNER_HALF); this->timer_4C = 5; this->state = 2; } } break; case 2: Math_SmoothStepToF(&this->vel.y, -11.0f, 0.1f, 2.5f, 0.01f); if (this->vel.y <= -10.0f) { this->state = 3; } break; case 3: break; } if (this->timer_4C != 0) { this->vel.z = 2.0f + RAND_FLOAT(1.0f); } else { this->vel.z = 1.0f + RAND_FLOAT(1.0f); } } bool Macbeth_801A0DD8(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { Scenery* this = (Scenery*) thisx; if (limbIndex == 5) { rot->y += this->vel.y; } if ((limbIndex == 1) || (limbIndex == 2)) { pos->z -= this->vel.x; } return false; } void Macbeth_801A0E2C(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; s32 pad; switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp24, &D_i5_801BE688[0]); break; case 2: Matrix_MultVec3f(gCalcMatrix, &sp24, &D_i5_801BE688[1]); break; } } bool Macbeth_MaLocomotive_OverrideLimbDraw(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { MaLocomotive* this = (MaLocomotive*) thisx; RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN); if ((limbIndex == 3) || (limbIndex == 6) || (limbIndex == 9)) { gSPTexture(gMasterDisp++, 3000, 3000, 0, G_TX_RENDERTILE, G_ON); gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN); } if ((limbIndex == 5) || (limbIndex == 9)) { if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if ((this->iwork[7] > 0) && (limbIndex == 5)) { this->iwork[7]--; } rot->x += this->fwork[2]; if (limbIndex == 5) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, D_i5_801BE368[20], D_i5_801BE368[21], D_i5_801BE368[22], 255); gSPDisplayList(gMasterDisp++, D_MA_6010470); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } } switch (limbIndex) { case 1: rot->x += this->fwork[3] / 2; break; case 2: rot->x -= this->fwork[3] / 2; break; } return false; } void Macbeth_MaLocomotive_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f src = { 0.0f, 0.0f, 0.0f }; MaLocomotive* this = (MaLocomotive*) thisx; if (limbIndex == 4) { Matrix_MultVec3f(gCalcMatrix, &src, this->vwork); } } // Actors 205, 206, 208, 209, 210, 211, 212, 213 void Macbeth_Train_Draw(Actor* this) { Vec3f frameTable[50]; s32 id; if (gPlayer[0].state == PLAYERSTATE_ACTIVE) { if (((gPlayer[0].trueZpos - this->obj.pos.z) > 7000.0f) || ((gPlayer[0].trueZpos - this->obj.pos.z) < -1000.0f)) { return; } } else { if (((gPlayer[0].trueZpos - this->obj.pos.z) > 7000.0f) || ((gPlayer[0].trueZpos - this->obj.pos.z) < -5000.0f)) { return; } } Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, this->fwork[25], this->fwork[8] + 25.0f, 0.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[26] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->fwork[29] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->obj.id != OBJ_ACTOR_MA_TRAIN_CAR_1) && (this->obj.id != OBJ_ACTOR_MA_LOCOMOTIVE)) { if (((gPlayer[0].trueZpos - this->obj.pos.z) > 3000.0f) && (D_i5_801BE310 != this->iwork[5])) { gSPDisplayList(gMasterDisp++, D_MA_6027BF0); gSPDisplayList(gMasterDisp++, D_MA_601BE90); } else { Matrix_Scale(gGfxMatrix, this->scale, this->scale, this->scale, MTXF_APPLY); Animation_GetFrameData(&D_MA_602EA0C, 0, frameTable); Animation_DrawSkeleton(1, D_MA_602EBB8, frameTable, Macbeth_801A0A74, NULL, this, &gIdentityMatrix); } } switch (this->obj.id) { case OBJ_ACTOR_MA_TRAIN_CAR_6: if (this->iwork[13] == 0) { if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } Animation_GetFrameData(&D_MA_6027320, 0, frameTable); Animation_DrawSkeleton(1, D_MA_602742C, frameTable, Macbeth_801A0B20, NULL, this, &gIdentityMatrix); } break; case OBJ_ACTOR_MA_TRAIN_CAR_4: if (this->iwork[13] == 0) { Animation_GetFrameData(&D_MA_6027A04, 0, frameTable); Animation_DrawSkeleton(1, D_MA_6027AF0, frameTable, Macbeth_801A0B00, NULL, this, &gIdentityMatrix); Matrix_Translate(gGfxMatrix, 0.0f, 205.0f, 0.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, this->fwork[4] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } if (this->iwork[3] >= 3) { gSPDisplayList(gMasterDisp++, D_MA_6027EB0); } else { gSPDisplayList(gMasterDisp++, D_MA_60288A0); } } break; case OBJ_ACTOR_MA_TRAIN_CAR_3: if (this->iwork[17] != 2) { Matrix_Translate(gGfxMatrix, 0.0f, 5.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->iwork[8] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[8] > 0) { this->iwork[8]--; } gSPDisplayList(gMasterDisp++, D_MA_6029890); RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } break; case OBJ_ACTOR_MA_TRAIN_CAR_5: if (this->iwork[17] != 2) { Matrix_Translate(gGfxMatrix, 0.0f, -15.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->iwork[8] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[8] > 0) { this->iwork[8]--; } if (this->iwork[17] == 0) { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6004440); } else { RCP_SetupDL(&gMasterDisp, SETUPDL_57); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6022200); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } break; case OBJ_ACTOR_MA_TRAIN_CAR_7: if (this->iwork[13] < 2) { Matrix_Translate(gGfxMatrix, 0.0f, -5.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL(&gMasterDisp, SETUPDL_57); if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } gSPDisplayList(gMasterDisp++, D_MA_6024670); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } break; case OBJ_ACTOR_MA_TRAIN_CAR_2: if (this->iwork[13] < 2) { if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } if (this->iwork[13] == 0) { Matrix_Translate(gGfxMatrix, 0.0f, -5.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_60269E0); } else { Matrix_Translate(gGfxMatrix, 0.0f, -5.0f, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_6017720); } gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); } break; case OBJ_ACTOR_MA_TRAIN_CAR_1: Animation_GetFrameData(&D_MA_601EAB0, 0, frameTable); Animation_DrawSkeleton(1, D_MA_601EBBC, frameTable, Macbeth_MaTrainCar1_OverrideLimbDraw, NULL, this, &gIdentityMatrix); break; case OBJ_ACTOR_MA_LOCOMOTIVE: Matrix_Translate(gGfxMatrix, this->fwork[3], 0.0f, 0.0f, MTXF_APPLY); if (D_i5_801BE320[21] == 0) { Animation_GetFrameData(&D_MA_6010220, 0, frameTable); } else if (D_i5_801BE320[21] == 1) { Animation_GetFrameData(&D_MA_600FEC4, D_i5_801BE320[22], frameTable); } else { Animation_GetFrameData(&D_MA_6010144, D_i5_801BE320[22], frameTable); } Animation_DrawSkeleton(1, D_MA_601042C, frameTable, Macbeth_MaLocomotive_OverrideLimbDraw, Macbeth_MaLocomotive_PostLimbDraw, this, &gIdentityMatrix); if (gPlayer[0].state == PLAYERSTATE_LEVEL_COMPLETE) { RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN); gSPDisplayList(gMasterDisp++, D_MA_6003370); } break; } Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, this->fwork[21], this->fwork[6] + 65.0f, -420.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[22] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->fwork[27] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); Matrix_Scale(gGfxMatrix, this->scale, this->scale, this->scale, MTXF_APPLY); if ((gPlayer[0].trueZpos - this->obj.pos.z) > 3000.0f) { gSPDisplayList(gMasterDisp++, D_MA_6027D40); } else if (this->vel.z > -2.0f) { gSPDisplayList(gMasterDisp++, D_MA_60227F0); } else { gSPDisplayList(gMasterDisp++, D_MA_60239D0); } Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, this->fwork[23], this->fwork[7] + 65.0f, 420.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[24] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->fwork[28] * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, this->scale, this->scale, this->scale, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL(&gMasterDisp, SETUPDL_29); if ((gPlayer[0].trueZpos - this->obj.pos.z) > 3000.0f) { gSPDisplayList(gMasterDisp++, D_MA_6027D40); } else if (this->vel.z > -2.0f) { gSPDisplayList(gMasterDisp++, D_MA_60227F0); } else { gSPDisplayList(gMasterDisp++, D_MA_60239D0); } Matrix_Pop(&gGfxMatrix); id = this->obj.id; if ((id == OBJ_ACTOR_MA_TRAIN_CAR_3) || (id == OBJ_ACTOR_MA_TRAIN_CAR_5)) { if (this->iwork[13] != 2) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, this->fwork[21], this->fwork[6] + 10.0f, -420.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[26] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->fwork[29] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } if (this->iwork[13] == 0) { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6004440); } else { RCP_SetupDL(&gMasterDisp, SETUPDL_57); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6022200); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); Matrix_Pop(&gGfxMatrix); } if (this->iwork[21] != 2) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, this->fwork[23], this->fwork[7] + 10.0f, 420.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[26] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, this->fwork[29] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); if ((this->iwork[9] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[9] > 0) { this->iwork[9]--; } if (this->iwork[21] == 0) { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6004440); } else { RCP_SetupDL(&gMasterDisp, SETUPDL_57); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_MA_6022200); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); Matrix_Pop(&gGfxMatrix); } } } void Macbeth_TrainTrack_Draw(Scenery* this) { Vec3f frameTable[50]; RCP_SetupDL(&gMasterDisp, SETUPDL_57); switch (this->obj.id) { case OBJ_SCENERY_MA_TRAIN_TRACK_3: case OBJ_SCENERY_MA_TRAIN_TRACK_6: if ((gPlayer[0].state != PLAYERSTATE_LEVEL_COMPLETE) && ((gPlayer[0].trueZpos - this->obj.pos.z) < -2500.0f)) { Object_Kill(&this->obj, this->sfxSource); } gSPDisplayList(gMasterDisp++, D_MA_6026860); break; case OBJ_SCENERY_MA_TRAIN_TRACK_4: case OBJ_SCENERY_MA_TRAIN_TRACK_7: if ((gPlayer[0].state != PLAYERSTATE_LEVEL_COMPLETE) && ((gPlayer[0].trueZpos - this->obj.pos.z) < -2500.0f)) { Object_Kill(&this->obj, this->sfxSource); } gSPDisplayList(gMasterDisp++, D_MA_602FBF0); break; case OBJ_SCENERY_MA_TRAIN_TRACK_5: case OBJ_SCENERY_MA_TRAIN_TRACK_8: gSPDisplayList(gMasterDisp++, D_MA_6022610); break; case OBJ_SCENERY_MA_TRAIN_TRACK_9: case OBJ_SCENERY_MA_TRAIN_TRACK_11: gSPDisplayList(gMasterDisp++, D_MA_60309D0); break; case OBJ_SCENERY_MA_TRAIN_TRACK_10: case OBJ_SCENERY_MA_TRAIN_TRACK_12: gSPDisplayList(gMasterDisp++, D_MA_6030750); break; case OBJ_SCENERY_MA_TRAIN_TRACK_13: RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPDisplayList(gMasterDisp++, D_MA_602D380); break; case OBJ_SCENERY_MA_SWITCH_TRACK: Matrix_Push(&gGfxMatrix); Animation_GetFrameData(&D_MA_6025CA0, 0, frameTable); Animation_DrawSkeleton(1, D_MA_6025DAC, frameTable, Macbeth_801A0DD8, Macbeth_801A0E2C, this, &gIdentityMatrix); Matrix_Pop(&gGfxMatrix); if ((this->state == 1) && (this->timer_4C <= 0)) { Matrix_Push(&gGfxMatrix); RCP_SetupDL_49(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255); gDPSetEnvColor(gMasterDisp++, 255, 48, 0, 255); Matrix_Translate(gGfxMatrix, D_i5_801BE688[0].x, D_i5_801BE688[0].y + 50.0f, D_i5_801BE688[0].z + 100.0f, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, (D_PI / 2), MTXF_APPLY); Matrix_Scale(gGfxMatrix, this->vel.z, this->vel.z / 2, this->vel.z, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, aOrbDL); Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, D_i5_801BE688[1].x, D_i5_801BE688[1].y + 50.0f, D_i5_801BE688[1].z + 100.0f, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, (D_PI / 2), MTXF_APPLY); Matrix_Scale(gGfxMatrix, this->vel.z, this->vel.z / 2, this->vel.z, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, aOrbDL); RCP_SetupDL(&gMasterDisp, SETUPDL_29); Matrix_Pop(&gGfxMatrix); } else if (this->state == 2) { Matrix_Push(&gGfxMatrix); RCP_SetupDL_49(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255); gDPSetEnvColor(gMasterDisp++, 255, 48, 0, 255); Matrix_Translate(gGfxMatrix, D_i5_801BE688[1].x - 50.0f, D_i5_801BE688[1].y + 50.0f, D_i5_801BE688[1].z + 50.0f, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, (D_PI / 2), MTXF_APPLY); Matrix_Scale(gGfxMatrix, this->vel.z, this->vel.z / 2, this->vel.z, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, aOrbDL); RCP_SetupDL(&gMasterDisp, SETUPDL_29); Matrix_Pop(&gGfxMatrix); } if (D_MA_801BE2F0[5] != 0) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -1800.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_601C170); Matrix_Pop(&gGfxMatrix); } else { Matrix_Push(&gGfxMatrix); Matrix_RotateY(gGfxMatrix, -(D_PI / 18), MTXF_APPLY); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -1800.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_601C170); Matrix_Pop(&gGfxMatrix); } break; case OBJ_SCENERY_MA_TRAIN_TRACK_1: gSPDisplayList(gMasterDisp++, D_MA_60014A0); break; case OBJ_SCENERY_MA_TRAIN_TRACK_2: gSPDisplayList(gMasterDisp++, D_MA_6001180); break; } RCP_SetupDL(&gMasterDisp, SETUPDL_29); } void Macbeth_MaTower_Draw(Scenery* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_57); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, aMaTowerBottomDL); gSPDisplayList(gMasterDisp++, aMaTowerTopDL); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } // Scenery 77 to 82, and 84 to 91 void Macbeth_IndicatorSign_Draw(Scenery* this) { if (gPlayer[0].state == PLAYERSTATE_LEVEL_COMPLETE) { Object_Kill(&this->obj, this->sfxSource); } RCP_SetupDL(&gMasterDisp, SETUPDL_57); switch (this->obj.id) { case OBJ_SCENERY_MA_INDICATOR_SIGN: gSPDisplayList(gMasterDisp++, aMaIndicatorSignDL); break; case OBJ_SCENERY_MA_DISTANCE_SIGN_1: gSPDisplayList(gMasterDisp++, aMaDistanceSign1DL); break; case OBJ_SCENERY_MA_DISTANCE_SIGN_2: gSPDisplayList(gMasterDisp++, aMaDistanceSign2DL); break; case OBJ_SCENERY_MA_DISTANCE_SIGN_3: gSPDisplayList(gMasterDisp++, aMaDistanceSign3DL); break; case OBJ_SCENERY_MA_DISTANCE_SIGN_4: gSPDisplayList(gMasterDisp++, aMaDistanceSign4DL); break; case OBJ_SCENERY_MA_DISTANCE_SIGN_5: gSPDisplayList(gMasterDisp++, aMaDistanceSign5DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_1: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch1DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_2: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch2DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_3: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch3DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_4: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch4DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_5: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch5DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_6: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch6DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_7: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch7DL); break; case OBJ_SCENERY_MA_RAILROAD_SWITCH_8: gSPDisplayList(gMasterDisp++, aMaRailroadSwitch8DL); break; } RCP_SetupDL(&gMasterDisp, SETUPDL_29); } void Macbeth_MaTrainStopBlock_Update(MaTrainStopBlock* this) { s16 i; switch (this->state) { case 0: if ((D_i5_801BE312 != 0) && (gActors[D_i5_801BE314].obj.pos.z - 900.0f < this->obj.pos.z)) { this->state = 1; } break; case 1: Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_M); gControllerRumbleFlags[gMainController] = 1; gControllerRumbleTimers[gMainController] = 15; for (i = 0; i < 6; i++) { func_effect_8007D2C8(this->obj.pos.x + D_i5_801BE6A0[i].x, this->obj.pos.y + D_i5_801BE6A0[i].y, this->obj.pos.z + D_i5_801BE6A0[i].z, 18.0f); Macbeth_Effect357_Spawn1( this->obj.pos.x + D_i5_801BE6A0[i].x, this->obj.pos.y + D_i5_801BE6A0[i].y, this->obj.pos.z + D_i5_801BE6A0[i].z, RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT(30.0f) + 30.0f, RAND_FLOAT(-50.0f), this->obj.rot.x + D_i5_801BE6A0[i + 6].x, this->obj.rot.y + D_i5_801BE6A0[i + 6].y, this->obj.rot.z + D_i5_801BE6A0[i + 6].z, RAND_FLOAT_CENTERED(5.0f), RAND_FLOAT_CENTERED(5.0f), RAND_FLOAT_CENTERED(5.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), i + 12, 1.0f); } Object_Kill(&this->obj, this->sfxSource); break; } } void Macbeth_MaTrainStopBlock_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f src = { 0.0f, 0.0f, 0.0f }; switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[0]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[6]); break; case 2: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[1]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[7]); break; case 3: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[2]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[8]); break; case 4: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[3]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[9]); break; case 5: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[4]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[10]); break; case 11: Matrix_MultVec3f(gCalcMatrix, &src, &D_i5_801BE6A0[5]); Matrix_GetYRPAngles(gCalcMatrix, &D_i5_801BE6A0[11]); break; default: break; } } void Macbeth_MaTrainStopBlock_Draw(MaTrainStopBlock* this) { Vec3f frameTable[50]; RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); Animation_GetFrameData(&D_MA_600C4D0, 0, frameTable); Animation_DrawSkeleton(1, D_MA_600C65C, frameTable, NULL, Macbeth_MaTrainStopBlock_PostLimbDraw, this, &gIdentityMatrix); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } bool Macbeth_801A3300(Player* player, f32 arg1, f32 arg2) { s16 var_v1 = D_MA_801BE250[6]; s16 temp_a0; f32 temp_ft4; f32 temp_fa0; f32 sp40; f32 temp_fv0_2; f32 sp38; f32 sp34; f32 sp30; f32 sp2C; s32 pad; while (true) { if (D_i5_801B8E50[var_v1].unk_10 == 0) { return true; } if (D_i5_801B8E50[var_v1].unk_00 < arg1) { if (var_v1 == 0) { return true; } temp_ft4 = D_i5_801B8E50[var_v1 - 1].unk_00; temp_fa0 = D_i5_801B8E50[var_v1 - 1].unk_04; sp40 = D_i5_801B8E50[var_v1 - 1].unk_08; temp_a0 = D_i5_801B8E50[var_v1 - 1].unk_10; sp30 = D_i5_801B8E50[var_v1].unk_00; sp38 = D_i5_801B8E50[var_v1].unk_04; sp34 = D_i5_801B8E50[var_v1].unk_08; if (var_v1 != D_MA_801BE250[6]) { D_MA_801BE250[7] = arg2; switch (D_i5_801B8E50[var_v1 - 1].unk_10) { case OBJ_SCENERY_MA_TRAIN_TRACK_3: case OBJ_SCENERY_MA_TRAIN_TRACK_9: case OBJ_SCENERY_MA_TRAIN_TRACK_10: D_MA_801BE250[8] = 0.0f; break; case OBJ_SCENERY_MA_TRAIN_TRACK_4: D_MA_801BE250[8] = -10.0f; break; case OBJ_SCENERY_MA_TRAIN_TRACK_5: D_MA_801BE250[8] = 10.0f; break; } D_MA_801BE250[6] = var_v1; } break; } else { var_v1++; } } sp2C = 1.0f - ((sp30 - arg1) / (sp30 - temp_ft4)); if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_5) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_8)) { temp_fv0_2 = fabsf((sp30 - temp_ft4) / 3.0f); if (sp2C < 0.3333333f) { if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[9] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - (52.160667f * (1.0f - (((temp_ft4 - temp_fv0_2) - arg1) / ((temp_ft4 - temp_fv0_2) - temp_ft4)))); } else { D_MA_801BE250[9] = ((sp38 - temp_fa0) * sp2C) + temp_fa0 + (52.160667f * (1.0f - (((temp_ft4 - temp_fv0_2) - arg1) / ((temp_ft4 - temp_fv0_2) - temp_ft4)))); } } else if (sp2C < 0.666666f) { if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[9] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - 52.160667f; } else { D_MA_801BE250[9] = (((sp38 - temp_fa0) * sp2C) + temp_fa0 + 52.160667f); } } else if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[9] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - (52.160667f * (1.0f - (1.0f - ((sp30 - arg1) / (sp30 - (temp_ft4 - (temp_fv0_2 * 2))))))); } else { D_MA_801BE250[9] = ((sp38 - temp_fa0) * sp2C) + temp_fa0 + (52.160667f * (1.0f - (1.0f - ((sp30 - arg1) / (sp30 - (temp_ft4 - (temp_fv0_2 * 2))))))); } } else { D_MA_801BE250[9] = ((sp38 - temp_fa0) * sp2C) + temp_fa0; } D_MA_801BE250[2] = (((sp34 - sp40) * sp2C) + sp40); if ((temp_a0 == 100) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_11)) { Math_SmoothStepToF(&D_MA_801BE250[3], 3.0f, 0.05f, 1.0f, 0.0f); } else if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_10) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_12)) { Math_SmoothStepToF(&D_MA_801BE250[3], -3.0f, 0.05f, 1.0f, 0.0f); } else { Math_SmoothStepToF(&D_MA_801BE250[3], 0.0f, 0.05f, 1.0f, 0.0f); } D_MA_801BE250[4] = (D_MA_801BE250[8] * sp2C) + D_MA_801BE250[7]; return false; } bool Macbeth_801A3790(Player* player, f32 arg1, f32 arg2) { s16 var_v1 = D_MA_801BE250[16]; s16 temp_a0; f32 temp_ft4; f32 temp_fa0; f32 sp40; f32 temp_fv0_2; f32 sp38; f32 sp34; f32 sp30; f32 sp2C; s32 pad; while (true) { if (D_i5_801B9A80[var_v1].unk_10 == 0) { return true; } if (D_i5_801B9A80[var_v1].unk_00 < arg1) { if (var_v1 == 0) { return true; } temp_ft4 = D_i5_801B9A80[var_v1 - 1].unk_00; temp_fa0 = D_i5_801B9A80[var_v1 - 1].unk_04; sp40 = D_i5_801B9A80[var_v1 - 1].unk_08; temp_a0 = D_i5_801B9A80[var_v1 - 1].unk_10; sp30 = D_i5_801B9A80[var_v1].unk_00; sp38 = D_i5_801B9A80[var_v1].unk_04; sp34 = D_i5_801B9A80[var_v1].unk_08; if (var_v1 != D_MA_801BE250[16]) { D_MA_801BE250[17] = arg2; switch (D_i5_801B9A80[var_v1 - 1].unk_10) { case OBJ_SCENERY_MA_TRAIN_TRACK_6: case OBJ_SCENERY_MA_TRAIN_TRACK_9: case OBJ_SCENERY_MA_TRAIN_TRACK_10: D_MA_801BE250[18] = 0.0f; break; case OBJ_SCENERY_MA_TRAIN_TRACK_7: D_MA_801BE250[18] = -10.0f; break; case OBJ_SCENERY_MA_TRAIN_TRACK_8: D_MA_801BE250[18] = 10.0f; break; } D_MA_801BE250[16] = var_v1; } break; } else { var_v1++; } } sp2C = 1.0f - ((sp30 - arg1) / (sp30 - temp_ft4)); if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_5) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_8)) { temp_fv0_2 = fabsf((sp30 - temp_ft4) / 3.0f); if (sp2C < 0.3333333f) { if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[19] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - (52.160667f * (1.0f - (((temp_ft4 - temp_fv0_2) - arg1) / ((temp_ft4 - temp_fv0_2) - temp_ft4)))); } else { D_MA_801BE250[19] = ((sp38 - temp_fa0) * sp2C) + temp_fa0 + (52.160667f * (1.0f - (((temp_ft4 - temp_fv0_2) - arg1) / ((temp_ft4 - temp_fv0_2) - temp_ft4)))); } } else if (sp2C < 0.666666f) { if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[19] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - 52.160667f; } else { D_MA_801BE250[19] = (((sp38 - temp_fa0) * sp2C) + temp_fa0 + 52.160667f); } } else if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_4) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_7)) { D_MA_801BE250[19] = (((sp38 - temp_fa0) * sp2C) + temp_fa0) - (52.160667f * (1.0f - (1.0f - ((sp30 - arg1) / (sp30 - (temp_ft4 - (temp_fv0_2 * 2))))))); } else { D_MA_801BE250[19] = ((sp38 - temp_fa0) * sp2C) + temp_fa0 + (52.160667f * (1.0f - (1.0f - ((sp30 - arg1) / (sp30 - (temp_ft4 - (temp_fv0_2 * 2))))))); } } else { D_MA_801BE250[19] = ((sp38 - temp_fa0) * sp2C) + temp_fa0; } D_MA_801BE250[12] = (((sp34 - sp40) * sp2C) + sp40); if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_9) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_11)) { Math_SmoothStepToF(&D_MA_801BE250[13], 2.0f, 0.05f, 1.0f, 0.0f); } else if ((temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_10) || (temp_a0 == OBJ_SCENERY_MA_TRAIN_TRACK_12)) { Math_SmoothStepToF(&D_MA_801BE250[13], -2.0f, 0.05f, 1.0f, 0.0f); } else { Math_SmoothStepToF(&D_MA_801BE250[13], 0.0f, 0.05f, 1.0f, 0.0f); } D_MA_801BE250[14] = (D_MA_801BE250[18] * sp2C) + D_MA_801BE250[17]; return false; } bool Macbeth_801A3C20(f32 arg0) { s16 var_a0; f32 sp40; f32 sp3C; f32 sp38; f32 sp34; f32 sp30; f32 sp2C; f32 temp_fv0_2; for (var_a0 = D_MA_801BE250[20]; D_i5_801BA138[var_a0].unk_10 != 0; var_a0++) { if ((arg0 < D_i5_801BA138[var_a0].unk_00) && ((D_i5_801BA138[var_a0].unk_00 - 1200) < arg0)) { D_MA_801BE250[20] = var_a0; D_MA_801BE250[22] = D_i5_801BA138[var_a0].unk_08; sp38 = D_i5_801BA138[var_a0].unk_00; sp40 = D_i5_801BA138[var_a0].unk_04; sp3C = D_i5_801BA138[var_a0].unk_08; sp2C = sp38 - (COS_DEG(D_i5_801BA138[var_a0].unk_0C) * 1200.0f); sp34 = SIN_DEG(D_i5_801BA138[var_a0].unk_0C) * 1200.0f + sp40; sp30 = D_i5_801BA138[var_a0].unk_08; break; } } if (D_i5_801BA138[var_a0].unk_10 == 0) { return false; } temp_fv0_2 = 1.0f - ((sp2C - arg0) / (sp2C - sp38)); D_MA_801BE250[21] = (((sp34 - sp40) * temp_fv0_2) + sp40); D_MA_801BE250[22] = (((sp30 - sp3C) * temp_fv0_2) + sp3C); if (sp30 < sp3C) { Math_SmoothStepToF(&D_MA_801BE250[23], -10.0f, 0.05f, 1.0f, 0); } else if (sp3C < sp30) { Math_SmoothStepToF(&D_MA_801BE250[23], 10.0f, 0.05f, 1.0f, 0); } else { Math_SmoothStepToF(&D_MA_801BE250[23], 0.0f, 0.05f, 1.0f, 0); } return true; } void Macbeth_MaMaRailroadSwitch_Init(MaRailroadSwitch* this) { this->state = 0; this->work_046 = D_i5_801BA1D8; D_i5_801BA1D8++; } void Macbeth_MaRailroadSwitch_Update(MaRailroadSwitch* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: if ((this->dmgType != DMG_NONE) && (this->dmgType != DMG_COLLISION)) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_OB_MA_SWITCH_ON, this->sfxSource, 0); this->state = 1; } break; case 1: Math_SmoothStepToF(&this->fwork[1], -181.0f, 0.6f, 20.0f, 0.0f); if (this->fwork[1] <= -180.0f) { AUDIO_PLAY_SFX(NA_SE_OB_MA_SWITCH_UP, this->sfxSource, 0); this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_603648C); this->iwork[0] = 2; this->state = 2; } break; case 2: if (this->iwork[0] <= 0) { Math_SmoothStepToF(&this->fwork[2], 41.0f, 0.6f, 8.0f, 0.0f); if (this->fwork[2] >= 40.0f) { this->state = 3; D_i5_801BE308[this->work_046] = 1; } } else { this->iwork[0]--; } break; case 3: break; } if (this->dmgType != DMG_NONE) { AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); this->dmgType = DMG_NONE; } Math_SmoothStepToF(&this->fwork[0], 30.0f, 0.4f, 10.0f, 0.0f); Math_SmoothStepToF(&this->fwork[4], 30.0f, 0.4f, 10.0f, 0.0f); if (this->fwork[0] < 31.0f) { if (this->state >= 3) { AUDIO_PLAY_SFX(NA_SE_OB_MA_SWITCH_GRN, this->sfxSource, 0); } else { AUDIO_PLAY_SFX(NA_SE_OB_MA_SWITCH_RED, this->sfxSource, 0); } this->fwork[0] = 255.0f; this->fwork[4] = 170.0f; } } bool Macbeth_MaRailroadSwitch_OverrideLimbDraw(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { MaRailroadSwitch* actor = (MaRailroadSwitch*) thisx; RCP_SetupDL(&gMasterDisp, SETUPDL_29); gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); if (limbIndex == 2) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); if (actor->state >= 2) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, actor->fwork[0], actor->fwork[4], 255); } } if ((limbIndex == 1) || (limbIndex == 3)) { *dList = NULL; } return false; } void Macbeth_MaRailroadSwitch_Draw(MaRailroadSwitch* this) { Vec3f frameTable[50]; Matrix_Push(&gGfxMatrix); Animation_GetFrameData(&D_MA_602FEB4, 0, frameTable); Animation_DrawSkeleton(1, D_MA_602FFA0, frameTable, Macbeth_MaRailroadSwitch_OverrideLimbDraw, NULL, this, &gIdentityMatrix); Matrix_Pop(&gGfxMatrix); RCP_SetupDL(&gMasterDisp, SETUPDL_29); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, this->fwork[2] + 204.0f, 0.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[1] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_602FFC0); Matrix_Pop(&gGfxMatrix); RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, this->fwork[0], 0, 0, 255); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, this->fwork[2] + 204.0f, 0.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, this->fwork[1] * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_602F380); gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); Matrix_Pop(&gGfxMatrix); } void Macbeth_MaBoulder_Init(MaBoulder* this) { this->gravity = 0; this->work_04A = this->work_046; this->health = 60; if (this->fwork[0] < 0.0f) { this->work_048 = 0; } else { this->work_048 = 1; } } void Macbeth_MaBoulder_Update(MaBoulder* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: if (this->timer_0BC == 0) { Math_SmoothStepToF(&this->vel.x, this->fwork[0], 0.5f, 3.0f, 0.0f); Math_SmoothStepToF(&this->gravity, 5.0f, 0.08f, 1.0f, 0.0f); if (this->obj.pos.y < 80.0f) { if (this->work_046 != 0) { AUDIO_PLAY_SFX(NA_SE_OB_ROCK_BOUND, this->sfxSource, 0); this->obj.pos.y = 80.0f; if (this->vel.y < 0) { this->vel.y = -this->vel.y * (this->work_046 * 0.07f); } this->fwork[0] /= 1.2f + RAND_FLOAT(1.0f) / 2.0f; this->work_046--; this->vel.z /= 1.5f; if (this->work_046 == 0) { this->timer_0BE = RAND_INT(30.0f); } } else { if (this->timer_0BE <= 0) { this->fwork[0] = 0.0f; this->vel.x = 0.0f; } this->vel.y = 0.0f; this->vel.z = 0.0f; } } if (this->work_048 != 0) { this->obj.rot.z -= 0.5f * this->vel.x; } else { this->obj.rot.z -= 0.5f * this->vel.x; } if (this->work_046 != this->work_04A) { this->obj.rot.x = this->obj.rot.x + (0.1f * this->vel.z); } } if (this->work_046 == 7) { if (this->work_048 != 0) { this->obj.rot.z -= 1.0f; } else { this->obj.rot.z += 1.0f; } } Macbeth_MaBoulder_HandleDamage(this); break; case 1: Macbeth_MaBoulder_HandleDamage(this); break; case 2: func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 10.0f); Object_Kill(&this->obj, this->sfxSource); break; } } void Macbeth_MaBoulder_HandleDamage(MaBoulder* this) { if (this->dmgType != DMG_NONE) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_M, this->sfxSource, 0); this->timer_0C6 = 15; this->health -= this->damage; if (this->health <= 0) { Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_M); gHitCount++; this->state = 2; } this->dmgType = DMG_NONE; } } void Macbeth_MaBoulder_Draw(MaBoulder* this) { if (this->state < 2) { if (this->scale != 1.0f) { Matrix_Scale(gGfxMatrix, this->scale, this->scale, this->scale, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); } gSPDisplayList(gMasterDisp++, aMaBoulderDL); } } void Macbeth_MaRailwaySignal_Init(MaRailwaySignal* this) { this->fwork[1] = 10.0f; this->fwork[6] = -100.0f; D_i5_801BE318 = this->index; } void Macbeth_MaRailwaySignal_Update(MaRailwaySignal* this) { s32 pad[2]; s32 i; ObjectInit* objInit; u8 var_s0 = 0; u8 j; if ((gPlayer[0].trueZpos - this->obj.pos.z) < -700.0f) { if (D_MA_801BE2F0[5] == 0) { Radio_PlayMessage(gMsg_ID_17170, RCID_PEPPY); } Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: for (j = 0; j < 8; j++) { if (D_i5_801BE308[j] != 0) { var_s0++; } } if (var_s0 >= 8) { Radio_PlayMessage(gMsg_ID_17150, RCID_PEPPY); this->state = 1; } break; case 1: if ((gPlayer[0].trueZpos - this->obj.pos.z) < 2000.0f) { this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6036520); this->state = 2; } break; case 2: Math_SmoothStepToF(&this->fwork[2], -76.0f, 0.2f, 10.0f, 0.01f); Math_SmoothStepToF(&this->fwork[3], 76.0f, 0.2f, 10.0f, 0.01f); Math_SmoothStepToF(&this->fwork[6], 0.0f, 0.2f, 4.0f, 0.00001f); if (this->fwork[3] >= 75.0f) { this->state = 3; } break; case 3: Math_SmoothStepToF(&this->fwork[5], -75.0f, 0.2f, 10.0f, 0.00001f); Math_SmoothStepToF(&this->fwork[6], 1.0f, 0.2f, 4.0f, 0.01f); if (this->fwork[6] >= 0.0f) { this->state = 4; } break; case 4: Math_SmoothStepToF(&this->fwork[7], 31.0f, 0.2f, 2.0f, 0.01f); if (this->fwork[7] >= 30.0f) { this->state = 5; } break; case 5: if ((this->dmgType != DMG_NONE) && (this->dmgPart == 3)) { this->dmgType = DMG_NONE; D_MA_801BE2F0[5] = 1; gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]); for (i = gObjectLoadIndex - 5, objInit = &gLevelObjects[i]; i < gObjectLoadIndex + 50; i++, objInit++) { Object_Load(objInit, 40000.0f, -2000.0f, 40000.0f, -2000.0f); } gObjectLoadIndex = i; gTeamLowHealthMsgTimer = -1; gPlayer[0].state = PLAYERSTATE_LEVEL_COMPLETE; gPlayer[0].csState = 0; gMissionStatus = MISSION_ACCOMPLISHED; this->timer_0BC = 5; this->state = 6; Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_TANK_SLIDE); Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_TANK_BURNER_HALF); } break; case 6: if (this->timer_0BC == 1) { AUDIO_PLAY_SFX(NA_SE_OB_HEAVY_SWITCH, this->sfxSource, 0); } if (this->timer_0BC == 0) { Math_SmoothStepToF(&this->fwork[7], -41.0f, 0.2f, 5.0f, 0.01f); if (this->fwork[7] <= -40.0f) { this->fwork[1] = 150.0f; Radio_PlayMessage(gMsg_ID_17160, RCID_PEPPY); this->timer_0BC = 30; this->state = 7; } } break; case 7: break; default: break; } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } Math_SmoothStepToF(&this->fwork[0], 30, 0.4f, this->fwork[1], 0.0f); Math_SmoothStepToF(&this->fwork[4], 30, 0.4f, this->fwork[1], 0.0f); if (this->fwork[0] < 31.0f) { this->fwork[0] = 255.0f; this->fwork[4] = 170.0f; } } bool Macbeth_MaRailwaySignal_OverrideLimbDraw2(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { MaRailwaySignal* this = (MaRailwaySignal*) thisx; RCP_SetupDL(&gMasterDisp, SETUPDL_29); gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); if ((limbIndex == 9) || (limbIndex == 10)) { RCP_SetupDL(&gMasterDisp, SETUPDL_57); } if ((limbIndex > 0) && (limbIndex < 9)) { RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); if (D_i5_801BE308[limbIndex - 1] != 0) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, this->fwork[0], this->fwork[4], 255); } else { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, this->fwork[0], 0, 0, 255); } } if ((limbIndex == 1) || (limbIndex == 3) || (limbIndex == 5) || (limbIndex == 7) || (limbIndex == 9)) { pos->x = this->fwork[2] + pos->x; pos->y = this->fwork[5] + pos->y; } if ((limbIndex == 2) || (limbIndex == 4) || (limbIndex == 6) || (limbIndex == 8) || (limbIndex == 10)) { pos->x = this->fwork[3] + pos->x; pos->y = this->fwork[5] + pos->y; } return false; } bool Macbeth_MaRailwaySignal_OverrideLimbDraw1(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { MaRailwaySignal* this = (MaRailwaySignal*) thisx; pos->y = this->fwork[6] + pos->y; if (limbIndex == 1) { rot->x = this->fwork[7] + rot->x; } return false; } void Macbeth_MaRailwaySignal_Draw(MaRailwaySignal* this) { Vec3f frameTable[50]; Matrix_Push(&gGfxMatrix); // Lever Animation_GetFrameData(&D_MA_602F2E0, 0, frameTable); Animation_DrawSkeleton(1, D_MA_602F36C, frameTable, Macbeth_MaRailwaySignal_OverrideLimbDraw1, NULL, this, &gIdentityMatrix); Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Animation_GetFrameData(&D_MA_602F098, 0, frameTable); // Base Animation_DrawSkeleton(1, D_MA_602F264, frameTable, Macbeth_MaRailwaySignal_OverrideLimbDraw2, NULL, this, &gIdentityMatrix); Matrix_Pop(&gGfxMatrix); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } s32 Macbeth_801A55D4(s32 arg0, Vec3f* arg1, Vec3f* arg2, s32 arg3) { Scenery* scenery; Actor* actor; s32 i; for (scenery = &gScenery[0], i = 0; i < ARRAY_COUNT(gScenery); i++, scenery++) { if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_MA_WALL_4) && (fabsf(arg1->x - scenery->obj.pos.x) < 2000.0f) && (fabsf(arg1->z - scenery->obj.pos.z) < 2000.0f) && (Object_CheckHitboxCollision(arg1, scenery->info.hitbox, &scenery->obj, 0.0f, 0.0f, 0.0f) != 0)) { return i + 10; } } for (actor = &gActors[0], i = 0; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status >= OBJ_ACTIVE) && (fabsf(arg1->x - actor->obj.pos.x) < 1000.0f) && (fabsf(arg1->z - actor->obj.pos.z) < 1500.0f) && (arg0 != i) && (actor->info.unk_16 != 2) && (actor->timer_0C2 == 0) && (Object_CheckSingleHitbox(arg1, actor->info.hitbox, &actor->obj.pos) != 0)) { actor->dmgType = DMG_BEAM; actor->dmgPart = -1; actor->hitPos.x = arg1->x; actor->hitPos.y = arg1->y; actor->hitPos.z = arg1->z; return 1; } } return 0; } void Macbeth_Effect378_Update(Effect378* this) { u8 i; Vec3f sp50; Vec3f sp44; Vec3f sp38; if ((gPlayer[0].trueZpos - this->obj.pos.z) < -2000.0f) { Object_Kill(&this->obj, this->sfxSource); } this->obj.rot.x = 0.0f; this->obj.rot.y = 0.0f; this->obj.rot.z = 0.0f; if (this->timer_50 == 96) { for (i = 0; i < 2; i++) { Effect_Effect362_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 6.0f); } } if ((fabsf(gPlayer[0].trueZpos - this->obj.pos.z) < 50.0f) && (fabsf(gPlayer[0].pos.x - this->obj.pos.x) < 30.0f) && (fabsf(gPlayer[0].pos.y - this->obj.pos.y) < 30.0f)) { if ((gPlayer[0].barrelRollAlpha != 0) || (gPlayer[0].meteoWarpTimer != 0)) { sp50.x = 0.0f; sp50.y = 0.0f; sp50.z = 100.0f; Matrix_MultVec3f(gCalcMatrix, &sp50, &sp44); this->vel.x = sp44.x; this->vel.y = sp44.y; this->vel.z = sp44.z; AUDIO_PLAY_SFX(NA_SE_ROLLING_REFLECT, this->sfxSource, 4); } if ((gPlayer[0].barrelRollAlpha == 0) && (gPlayer[0].mercyTimer == 0)) { Player_ApplyDamage(&gPlayer[0], 0, this->info.damage); gPlayer[0].knockback.x = 20.0f; if (this->vel.x < 0.0f) { gPlayer[0].knockback.x *= -1.0f; } Object_Kill(&this->obj, this->sfxSource); } } if (this->obj.pos.y < gGroundHeight) { Macbeth_MaBombDrop_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 999.9f, -10.0f, 5.0f); Object_Kill(&this->obj, this->sfxSource); if (gGroundSurface != SURFACE_WATER) { this->obj.pos.y = gGroundHeight; } } sp38.x = this->vel.x; sp38.y = this->vel.y; sp38.z = this->vel.z; if (Macbeth_801A55D4(1000, &this->obj.pos, &sp38, 0) != 0) { Macbeth_MaBombDrop_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 999.9f, -10.0f, 5.0f); Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_Effect378_Draw(Effect378* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_60); gSPDisplayList(gMasterDisp++, D_MA_601A840); RCP_SetupDL(&gMasterDisp, SETUPDL_64); } void Macbeth_Effect380_Update(Effect380* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -2000.0f) { Object_Kill(&this->obj, this->sfxSource); } this->obj.rot.x = 20.0f; if (this->scale2 < 10.0f) { this->obj.rot.y = 180.0f; } else { this->obj.rot.y = 0.0f; } this->obj.rot.z = 0.0f; if ((fabsf(gPlayer[0].trueZpos - this->obj.pos.z) < 100.0f) && (fabsf(gPlayer[0].pos.x - this->obj.pos.x) < 100.0f) && (fabsf(gPlayer[0].pos.y - this->obj.pos.y) < 30.0f) && (gPlayer[0].mercyTimer == 0)) { Player_ApplyDamage(gPlayer, 0, this->info.damage); gPlayer[0].knockback.x = 20.0f; if (this->vel.x < 0.0f) { gPlayer[0].knockback.x *= -1.0f; } gPlayer[0].knockback.y = 20.0f; if (this->vel.y < 0.0f) { gPlayer[0].knockback.y *= -1.0f; } Object_Kill(&this->obj, this->sfxSource); } if (this->obj.pos.y < (gGroundHeight - 100.0f)) { Object_Kill(&this->obj, this->sfxSource); } if (this->unk_44 < 235) { this->unk_44 += 20; } } void Macbeth_Effect380_Draw(Effect380* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 112, 255, 243, this->unk_44); gDPSetEnvColor(gMasterDisp++, 255, 255, 255, this->unk_44); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_6012A60); RCP_SetupDL(&gMasterDisp, SETUPDL_64); } void Macbeth_LockBars_Init(Actor* this) { this->fwork[0] = this->obj.pos.x; this->fwork[1] = this->obj.pos.y; this->fwork[2] = this->obj.rot.z; this->obj.rot.z = 0.0f; } void Macbeth_MaHorizontalLockBar_Update(MaHorizontalLockBar* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } if ((D_i5_801BA1E0 - this->obj.pos.z) < -800.0f) { if (this->iwork[0] == 0) { AUDIO_PLAY_SFX(NA_SE_OB_SIDE_GATE_CLOSE, this->sfxSource, 0); this->iwork[0]++; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[0] + (this->fwork[2] * 400.0f), 0.1f, 4.0f, 0.01f); } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } } void Macbeth_MaHorizontalLockBar_Draw(MaHorizontalLockBar* this) { gSPDisplayList(gMasterDisp++, aMaHorizontalLockBarDL); } void Macbeth_801A5FC4(s32 arg0) { } void Macbeth_MaVerticalLockBar_Update(MaVerticalLockBar* this) { if (gPlayer[0].trueZpos - this->obj.pos.z < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } if (gPlayer[0].trueZpos - this->obj.pos.z < this->fwork[2]) { if (this->iwork[0] == 0) { AUDIO_PLAY_SFX(NA_SE_OB_POST_UP, this->sfxSource, 0); this->iwork[0]++; } Math_SmoothStepToF(&this->obj.pos.y, this->fwork[1] + 356.0f, 0.4f, 20.0f, 0.01f); } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } } void Macbeth_MaVerticalLockBar_Draw(MaVerticalLockBar* this) { gSPDisplayList(gMasterDisp++, aMaVerticalLockBarDL); } void Macbeth_MaBarrier_Init(MaBarrier* this) { this->health = 30; } void Macbeth_MaBarrier_Update(MaBarrier* this) { s16 i; if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: if (this->dmgType != DMG_NONE) { Effect_Effect390_Spawn(this->obj.pos.x, this->obj.pos.y + 100.0f, this->obj.pos.z, this->vel.x, this->vel.y, this->vel.z, 0.15f, 20); AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); this->health -= this->damage; this->timer_0C6 = 15; if ((gPlayer[0].trueZpos - 20.0f) < this->obj.pos.z) { this->health = 0; } if (this->health <= 0) { AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 0); Effect386_Spawn1(this->obj.pos.x, this->obj.pos.y + 100.0f, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 14.0f, 5); for (i = 0; i < 20; i++) { Macbeth_Effect357_Spawn1( RAND_FLOAT_CENTERED(500.0f) + this->obj.pos.x, this->obj.pos.y + 100.0f, RAND_FLOAT(150.0f) + this->obj.pos.z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 4, (RAND_FLOAT(0.8f) + 0.3f) * 1.5f); } this->timer_0BC = 20; this->state = 1; } this->dmgType = DMG_NONE; } break; case 1: Math_SmoothStepToF(&this->obj.rot.x, -90.0f, 0.5f, 5.0f, 0.01f); if (this->timer_0BC == 0) { Object_Kill(&this->obj, this->sfxSource); } break; } } void Macbeth_MaBarrier_Draw(MaBarrier* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_57); if ((this->timer_0C6 % 2) != 0) { RCP_SetupDL(&gMasterDisp, SETUPDL_58); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } gSPDisplayList(gMasterDisp++, aMaBarrierDL); RCP_SetupDL(&gMasterDisp, SETUPDL_29); } void Macbeth_MaProximityLight_Init(MaProximityLight* this) { this->vel.x = this->obj.pos.x; this->vel.y = this->obj.pos.y; this->vel.z = this->obj.rot.z; this->obj.rot.z = 0.0f; } void Macbeth_MaProximityLight_Draw(MaProximityLight* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < this->vel.z) { if (gPlayState != PLAY_PAUSE) { Math_SmoothStepToF(&this->vel.x, 30, 0.5f, 30.0f, 0.0f); if (this->vel.x < 31.0f) { this->vel.x = 255.0f; } } RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, this->vel.x, 0, 0, 255); } gSPDisplayList(gMasterDisp++, aMaProximityLightSidesDL); RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPDisplayList(gMasterDisp++, aMaProximityLightTopDL); } void Macbeth_801A67BC(s32 arg0) { } void Macbeth_MaFallingBoulder_Update(MaFallingBoulder* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -300.0f) { Object_Kill(&this->obj, this->sfxSource); } if ((this->dmgType != DMG_NONE) && (this->dmgPart == -1)) { this->dmgType = DMG_NONE; if (this->obj.pos.x <= gPlayer[0].pos.x) { this->iwork[4] = 1; } else { this->iwork[4] = -1; } Macbeth_MaBoulder_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, (RAND_FLOAT(2.0f) + 20.0f) * (s32) this->iwork[4], 0.0f, (s32) this->iwork[4] * -34.0f, 0.0f, 2, 3); Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_MaFallingBoulder_Draw(MaFallingBoulder* this) { /* Unimplemented */ } void Macbeth_801A68F8(Actor207* this, s16 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7) { gTexturedLines[arg1].mode = 3; gTexturedLines[arg1].posAA.x = arg2; gTexturedLines[arg1].posAA.y = arg3; gTexturedLines[arg1].xyScale = 5.0f; gTexturedLines[arg1].prim.r = gTexturedLines[arg1].prim.g = gTexturedLines[arg1].prim.b = gTexturedLines[arg1].prim.a = 255; gTexturedLines[arg1].timer = 3; gTexturedLines[arg1].posAA.z = arg4; gTexturedLines[arg1].posBB.x = arg5; gTexturedLines[arg1].posBB.y = arg6; gTexturedLines[arg1].posBB.z = arg7; } void Macbeth_801A6984(Actor207* this) { s16 var_s3 = 0; Vec3f test; f32 temp_fs3; s32 var_s4; f32 temp_fs2_2; f32 temp_fs3_2; f32 temp_fs4; f32 spA8; f32 var_fs5; f32 spA0; f32 sp9C; f32 temp; s32 pad1; s32 pad2; s32 i; f32 sp88; f32 sp84; f32 sp80; if ((gPlayer[0].trueZpos - this->obj.pos.z) > 7000.0f) { return; } test.x = this->obj.pos.x - D_i5_801BE368[4]; test.y = this->obj.pos.y - D_i5_801BE368[5]; test.z = this->obj.pos.z - D_i5_801BE368[6]; temp_fs3 = VEC3F_MAG(&test); Math_Atan2F(test.x, test.z); Math_Atan2F(test.y, sqrtf(SQ(test.x) + SQ(test.z))); var_s4 = (s32) (temp_fs3 / 40.0f); if (var_s4 == 0) { var_s4 = 1; } spA8 = (180.0f / var_s4) + 1.0f; var_fs5 = this->obj.pos.x; spA0 = this->obj.pos.y; sp9C = this->obj.pos.z; sp88 = (D_i5_801BE368[4] - this->obj.pos.x) / var_s4; sp84 = (D_i5_801BE368[5] - this->obj.pos.y) / var_s4; sp80 = (D_i5_801BE368[6] - this->obj.pos.z) / var_s4; for (i = 0; i < var_s4; i++) { if (D_i5_801BE320[1] == 0) { Math_SmoothStepToF(&D_i5_801BE368[7], 0.0f, 0.01f, 0.05f, 0.01f); } else { Math_SmoothStepToF(&D_i5_801BE368[7], 100.0f, 0.01f, 0.01f, 0.01f); } temp = SIN_DEG(i * spA8) * (-(D_i5_801BE368[7] * 3.0f) * (1.0f - ((f32) i / var_s4))); temp_fs2_2 = this->obj.pos.x + (sp88 * i); temp_fs3_2 = this->obj.pos.y + (sp84 * i) + temp; temp_fs4 = this->obj.pos.z + (sp80 * i); Macbeth_801A68F8(this, var_s3++, var_fs5, spA0, sp9C, temp_fs2_2, temp_fs3_2, temp_fs4); var_fs5 = temp_fs2_2; spA0 = temp_fs3_2; sp9C = temp_fs4; } // LTODO: ASAN accuses Heap overflow Macbeth_Texture_Scroll2(D_MA_6012C98, 4, 8); } void Macbeth_801A6C78(Actor207* this) { // FAKE if (1) {} Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 30.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 200.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -30.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -200.0f) { D_i5_801BE320[0] = 0; } break; } switch (D_i5_801BE320[1]) { case 0: D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if ((((gPlayer[0].trueZpos - this->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) || (D_i5_801BE368[3] > 8000.0f)) { D_i5_801BE320[1] = 1; } break; case 1: D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], -4.0f, 0.1f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if (D_i5_801BE368[3] < -300.0f) { D_i5_801BE320[1] = 0; } break; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[19] + D_i5_801BE368[1], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, (this->fwork[5] + 600.0f) + D_i5_801BE368[3], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, 1200.0f + D_i5_801BE368[6], 0.2f, 30.0f, 0.01f); } void Macbeth_801A6FB4(Actor207* this) { // FAKE if (1) {} Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 20.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 200.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -20.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -200.0f) { D_i5_801BE320[0] = 0; } break; } switch (D_i5_801BE320[1]) { case 0: D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if ((((gPlayer[0].trueZpos - this->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) || (D_i5_801BE368[3] > 8000.0f)) { D_i5_801BE320[1] = 1; } break; case 1: D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], -4.0f, 0.1f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if (D_i5_801BE368[3] < 0.0f) { D_i5_801BE320[1] = 0; } break; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[19] + D_i5_801BE368[1], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, (this->fwork[5] + 600.0f) + D_i5_801BE368[3], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, 1200.0f + D_i5_801BE368[6], 0.2f, 30.0f, 0.01f); } void Macbeth_801A72DC(Actor207* this) { Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 5.0f, 0.1f, RAND_FLOAT(1.0f) + 0.3f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 100.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -5.0f, 0.1f, RAND_FLOAT(1.0f) + 0.3f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -100.0f) { D_i5_801BE320[0] = 0; } break; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[19] + D_i5_801BE368[1], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, this->fwork[5] + 600.0f, 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, 1200.0f + D_i5_801BE368[6], 0.2f, 30.0f, 0.01f); } void Macbeth_801A74C4(Actor207* this) { Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 22.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 200.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -22.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -200.0f) { D_i5_801BE320[0] = 0; } break; } switch (D_i5_801BE320[1]) { case 0: D_i5_801BE320[5] = 1; D_i5_801BE320[7] = 1; Math_SmoothStepToF(&D_i5_801BE368[2], 10.0f, 0.4f, 10.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if ((((gPlayer[0].trueZpos - this->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) || (D_i5_801BE368[3] > 8000.0f)) { D_i5_801BE320[1] = 1; } break; case 1: D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], -20.0f, 0.3f, 8.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if (D_i5_801BE368[3] < -200.0f) { D_i5_801BE320[1] = 0; } break; } switch (D_i5_801BE320[12]) { case 0: Math_SmoothStepToF(&this->obj.rot.z, 45.0f, 0.4f, 10.0f, 1.0f); if (this->obj.rot.z >= 45.0f) { D_i5_801BE320[12] = 1; } break; case 1: Math_SmoothStepToF(&this->obj.rot.z, -45.0f, 0.4f, 10.0f, 1.0f); if (this->obj.rot.z <= -45.0f) { D_i5_801BE320[12] = 0; } break; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[19] + D_i5_801BE368[1], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, (this->fwork[5] + 600.0f) + D_i5_801BE368[3], 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, 1200.0f + D_i5_801BE368[6], 0.2f, 30.0f, 0.01f); } void Macbeth_801A78B0(Actor207* this) { Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 10.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 200.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -10.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -200.0f) { D_i5_801BE320[0] = 0; } break; } Math_SmoothStepToF(&this->obj.pos.x, this->fwork[19] + D_i5_801BE368[1], 0.1f, 10.0f, 0.01f); } void Macbeth_801A7A30(Actor207* this) { Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); switch (D_i5_801BE320[0]) { case 0: Math_SmoothStepToF(&D_i5_801BE368[0], 30.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] > 10.0f) { D_i5_801BE320[0] = 1; } break; case 1: Math_SmoothStepToF(&D_i5_801BE368[0], -30.0f, 0.1f, RAND_FLOAT(1.0f) + 1.0f, 0.01f); D_i5_801BE368[1] += D_i5_801BE368[0]; if (D_i5_801BE368[1] < -10.0f) { D_i5_801BE320[0] = 0; } break; } switch (D_i5_801BE320[1]) { case 0: D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if (D_i5_801BE368[3] > 500.0f) { D_i5_801BE320[1] = 1; } break; case 1: D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; Math_SmoothStepToF(&D_i5_801BE368[2], -4.0f, 0.1f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; if (D_i5_801BE368[3] < 350.0f) { D_i5_801BE320[1] = 0; } break; } this->obj.pos.x = this->fwork[19] + D_i5_801BE368[1]; this->obj.pos.y = this->fwork[5] + D_i5_801BE368[3]; this->obj.pos.z = 1200.0f + D_i5_801BE368[6]; } void Macbeth_Actor207_FacePlayer(Actor207* this) { f32 xDist; f32 yDist; f32 xRot; f32 yRot; f32 EuclDist; xDist = gPlayer[0].pos.x - this->obj.pos.x; yDist = (gPlayer[0].trueZpos - 130.0f) - this->obj.pos.z; EuclDist = sqrtf(SQ(xDist) + SQ(yDist)); yRot = Math_Atan2F(xDist, yDist); xRot = -Math_Atan2F(gPlayer[0].pos.y - this->obj.pos.y, EuclDist); Math_SmoothStepToAngle(&this->obj.rot.y, Math_RadToDeg(yRot), 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, Math_RadToDeg(xRot), 0.1f, 20.0f, 0.01f); } void Macbeth_Actor207_Init(Actor207* this) { u8 i; Macbeth_Train_Init(this); // clang-format off for (i = 0; i < 35; i++) { D_i5_801BE320[i] = 0; } for (i = 0; i < 50; i++) { D_i5_801BE368[i] = 0.0f; } // clang-format on D_i5_801BE320[29] = 250; D_i5_801BE320[9] = 200; D_i5_801BE320[10] = 250; this->info.hitbox = SEGMENTED_TO_VIRTUAL(gNoHitbox); D_i5_801BE320[14] = 0; D_i5_801BE320[15] = 0; gBossFrameCount = 0; } Vec3f D_i5_801BA744 = { 0.0f, 0.0f, 0.0f }; Vec3f D_i5_801BA750 = { 0.0f, 0.0f, 30.0f }; void Macbeth_Actor207_Update(Actor207* this) { s32 pad; f32 temp; f32 sp374; f32 var_fv0; s32 temp_a3; Vec3f sp360; Vec3f sp354; Vec3f sp348; Vec3f sp33C; Vec3f sp330; s32 var_s0; Vec3f spD4[50]; s32 pad2; s32 var_v0; s32 var_v1; s16 spC6; u8 i; #ifdef AVOID_UB sp374 = 0.0f; #endif switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); this->obj.pos.y += 250.0f; D_i5_801BE320[3] = 0; Macbeth_8019A830(this); Macbeth_8019A728(this); if (this->iwork[1] != 0) { AUDIO_PLAY_BGM(NA_BGM_BOSS_MA); this->state = 1; } Macbeth_801A6984(this); break; case 1: Macbeth_8019A198(this); Macbeth_801A015C(this); this->obj.pos.y += 250.0f; D_i5_801BE320[3]++; if (D_i5_801BE320[3] >= 20) { this->timer_0BC = 20; this->state = 2; } Macbeth_8019A830(this); Macbeth_801A6984(this); break; case 2: Macbeth_8019A198(this); Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); if (this->timer_0BC == 0) { Math_SmoothStepToF(&this->obj.pos.y, this->fwork[5] + 500.0f, 0.5f, 5.0f, 5.0f); D_i5_801BE320[5] = 1; D_i5_801BE320[7] = 1; if ((this->fwork[5] + 500.0f) <= this->obj.pos.y) { Radio_PlayMessage(gMsg_ID_17430, RCID_BOSS_MACBETH); this->info.hitbox = SEGMENTED_TO_VIRTUAL(aMaActor207Hitbox); this->state = 3; } } Macbeth_8019A830(this); Macbeth_801A6984(this); break; case 3: Macbeth_8019A198(this); if (this->timer_0BC == 0) { this->obj.pos.z -= 2.0f; if (D_i5_801BE320[3] < 70) { D_i5_801BE320[3] = (s16) (D_i5_801BE320[3] + 1); } if (D_i5_801BE320[3] == 30) { D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; } Math_SmoothStepToF(&this->obj.pos.y, this->fwork[5] + 1600.0f, 0.2f, 30.0f, 10.0f); if ((this->fwork[5] + 1600.0f) <= this->obj.pos.y) { D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; this->timer_0C0 = 1500; this->state = 4; } } Macbeth_8019A830(this); Macbeth_801A6984(this); break; case 4: Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); Macbeth_8019A198(this); D_i5_801BE320[3]++; if (D_i5_801BE320[3] >= 60) { D_i5_801BE320[3] = 0; } Macbeth_801A6C78(this); Macbeth_801A6984(this); Macbeth_Actor207_FacePlayer(this); if ((D_i5_801BE320[16] != 0) && (gPlayer[0].state == PLAYERSTATE_ACTIVE)) { var_v1 = 0xFF; if (D_i5_801BE320[18] == 2) { var_v1 = 3; } else if (D_i5_801BE320[18] == 3) { var_v1 = 0; } else if (D_i5_801BE320[18] == 4) { D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 2; D_i5_801BE320[31] = 30; this->iwork[7] = 0; this->iwork[8] = 0; this->iwork[9] = 0; Radio_PlayMessage(gMsg_ID_17475, RCID_BOSS_MACBETH); this->state = 18; break; } if ((var_v1 & gGameFrameCount) == 0) { if ((D_i5_801BE320[9] > 0) || (D_i5_801BE320[10] > 0)) { if (this->timer_0C0 == 0) { this->timer_0C0 = 1500; Radio_PlayMessage(gMsg_ID_17460, RCID_BOSS_MACBETH); } if (((D_i5_801BE320[9] > 0) && (Rand_ZeroOne() > 0.5f)) || (D_i5_801BE320[10] <= 0) || ((D_i5_801BE320[9] > 0) && (D_i5_801BE320[26] == 0))) { if (D_i5_801BE320[9] > 0) { D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; D_i5_801BE320[5] = 1; D_i5_801BE320[7] = 1; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 5; D_i5_801BE320[31] = 30; this->timer_0BC = 100; AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_CHARGE0, this->sfxSource, 4); this->state = 12; } } else if ((D_i5_801BE320[26] != 0) && (D_i5_801BE320[10] > 0)) { D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 2; D_i5_801BE320[31] = 30; this->state = 5; } } else if ((D_i5_801BE320[20] != 3) && (D_i5_801BE320[25] == 0)) { if ((Rand_ZeroOne() > 0.5f) && (D_i5_801BE320[26] != 0)) { D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 7; D_i5_801BE320[31] = 30; this->timer_0BC = 100; this->state = 15; } else { D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 4; D_i5_801BE320[31] = 30; this->timer_0BC = 20; this->state = 11; } } } } break; case 5: Macbeth_8019A198(this); Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - 1500.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, (this->fwork[5] + 600.0f + (gPlayer[0].trueZpos - this->obj.pos.z) * 0.25f) + 10.0f, 0.1f, 10.0f, 0.01f); if (((this->fwork[5] + 600.0f + (gPlayer[0].trueZpos - this->obj.pos.z) * 0.25f) <= this->obj.pos.y) && (this->obj.pos.z < (gPlayer[0].trueZpos - 1300.0f))) { this->timer_0BC = 0; this->state = 6; } Macbeth_Actor207_FacePlayer(this); Macbeth_801A6984(this); break; case 6: Macbeth_8019A198(this); if (this->timer_0BC <= 0) { this->state = 7; } D_i5_801BE368[9] = gPlayer[0].pos.x; Macbeth_Actor207_FacePlayer(this); Macbeth_801A6984(this); break; case 7: if ((gPlayer[0].trueZpos - this->obj.pos.z) < 1200.0f) { if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_601D188) - 1)) { D_i5_801BE320[3] = (s16) (D_i5_801BE320[3] + 1); if ((D_i5_801BE320[3] == 26) && (D_i5_801BE320[10] > 0)) { this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6036818); AUDIO_PLAY_SFX(NA_SE_EN_CATCH, this->sfxSource, 4); } } else { this->info.hitbox = SEGMENTED_TO_VIRTUAL(gNoHitbox); if ((gPlayer[0].pos.y + 1200.0f) < this->obj.pos.y) { this->info.hitbox = SEGMENTED_TO_VIRTUAL(aMaActor207Hitbox); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; this->state = 4; } } } switch (D_i5_801BE320[18]) { case 0: case 1: var_fv0 = 500.0f; break; case 2: var_fv0 = 350.0f; break; case 3: var_fv0 = 200.0f; break; default: var_fv0 = 100.0f; break; } if (var_fv0 < (gPlayer[0].trueZpos - this->obj.pos.z)) { Macbeth_Actor207_FacePlayer(this); D_i5_801BE368[9] = gPlayer[0].pos.x; } Math_SmoothStepToF(&this->obj.pos.x, D_i5_801BE368[9], 0.2f, 30.0f, 0.01f); if (D_i5_801BE320[3] < 29) { Math_SmoothStepToF(&this->obj.pos.y, gPlayer[0].pos.y + 250.0f, 0.3f, 45.0f, 0.01f); } else { Math_SmoothStepToF(&this->obj.pos.y, gPlayer[0].pos.y + 1210.0f, 0.1f, 20.0f, 0.01f); } Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - 100.0f, 0.3f, 60.0f, 0.01f); Math_SmoothStepToF(&this->obj.rot.x, 0.0f, 0.2f, 20.0f, 0.01f); Macbeth_801A6984(this); break; case 8: Macbeth_8019A198(this); if (((gGameFrameCount % 16) == 0)) { AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_RAGE, this->sfxSource, 4); } Macbeth_801A74C4(this); Macbeth_801A6984(this); if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6017714) - 1)) { D_i5_801BE320[3] = (s16) (D_i5_801BE320[3] + 1); } else { D_i5_801BE320[3] = 0; } if (D_i5_801BE320[4] <= 0) { D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; this->obj.rot.x -= 360.0f; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; this->state = 4; break; } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->iwork[9] = 15; D_i5_801BE320[29] -= this->damage; if (D_i5_801BE320[29] <= 0) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 1); gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; AUDIO_PLAY_SFX(NA_SE_EN_DOWN_IMPACT, this->sfxSource, 4); Radio_PlayMessage(gMsg_ID_17450, RCID_BOSS_MACBETH); func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 10.0f); Macbeth_Effect357_Spawn1(this->vwork[2].x, this->vwork[2].y, this->vwork[2].z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, -2.0f, RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 11, 1.0f); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; this->state = 9; break; } D_i5_801BE368[12] = 30.0f; D_i5_801BE368[13] = 30.0f; if (D_i5_801BE320[29] > 0) { if (D_i5_801BE320[29] > 100) { AUDIO_PLAY_SFX(NA_SE_OB_DAMAGE_M, this->sfxSource, 4); } else { AUDIO_PLAY_SFX(NA_SE_EN_KNOCK_DOWN, this->sfxSource, 4); } } } if ((gGameFrameCount % 2) == 0) { this->obj.pos.x += D_i5_801BE368[12]; this->obj.pos.y += D_i5_801BE368[13]; } else { this->obj.pos.x -= D_i5_801BE368[12]; this->obj.pos.y -= D_i5_801BE368[13]; } if (D_i5_801BE368[12] > 0.0f) { D_i5_801BE368[12] -= 1.0f; } if (D_i5_801BE368[13] > 0.0f) { D_i5_801BE368[13] -= 1.0f; } Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); if ((gGameFrameCount % 32) == 0) { D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[6] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[8] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[5] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[7] = 1; } } break; case 9: if (D_i5_801BE368[6] < this->obj.pos.z) { D_i5_801BE320[1] = 1; Macbeth_801A6984(this); } if ((this->obj.pos.z - D_i5_801BE368[6]) < 500) { Math_SmoothStepToF(&this->obj.pos.x, D_i5_801BE368[4], 0.1f, 10.0f, 1.0f); Math_SmoothStepToF(&this->obj.pos.y, D_i5_801BE368[5] - 100.0f, 0.1f, 15.0f, 10.0f); } else { Math_SmoothStepToF(&this->obj.pos.y, D_i5_801BE368[5] + 600.0f, 0.1f, 20.0f, 10.0f); } Math_SmoothStepToF(&this->obj.pos.z, D_i5_801BE368[6] - 100.0f, 0.2f, 5.0f - gActors[D_i5_801BE314].vel.z, 1.0f); this->obj.rot.x += 10.0f; this->obj.rot.z += 10.0f; if ((gGameFrameCount % 8) == 0) { func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 10.0f); Effect_Effect387_Spawn(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 5.0f, 8); } if ((this->obj.pos.z <= D_i5_801BE368[6]) && (this->obj.pos.y <= D_i5_801BE368[5])) { D_i5_801BE320[23] = 1; gTeamLowHealthMsgTimer = -1; this->state = 10; this->timer_0BC = 50; } break; case 10: Object_Kill(&this->obj, this->sfxSource); break; case 11: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); Macbeth_8019A198(this); Macbeth_801A6FB4(this); Macbeth_801A6984(this); if (this->timer_0BC == 0) { if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6016B2C) - 1)) { D_i5_801BE320[3]++; } else { D_i5_801BE320[3] = 0; } switch (D_i5_801BE320[18]) { case 0: case 1: var_v0 = 16 - 1; var_s0 = 10; break; case 2: var_v0 = 16 - 1; var_s0 = 20; break; case 3: var_v0 = 8 - 1; var_s0 = 20; break; default: var_v0 = 4 - 1; var_s0 = 10; break; } if ((var_v0 & gGameFrameCount) == 0) { Macbeth_MaBombDrop_Spawn(this->obj.pos.x, this->obj.pos.y - 90.0f, this->obj.pos.z - 50.0f, D_i5_801BE368[0] * 0.8f, -10.0f, 8.0f); D_i5_801BE320[11]++; if (D_i5_801BE320[11] >= var_s0) { this->info.hitbox = SEGMENTED_TO_VIRTUAL(aMaActor207Hitbox); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; D_i5_801BE320[11] = 0; this->state = 4; D_i5_801BE320[25] = 1; } } } if ((gGameFrameCount % 32) == 0) { D_i5_801BE320[6] = 0; D_i5_801BE320[8] = 0; D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[6] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[8] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[5] = 1; } if (Rand_ZeroOne() >= 0.5f) { D_i5_801BE320[7] = 1; } } break; case 12: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_60163F0) - 1)) { D_i5_801BE320[3]++; } else { D_i5_801BE320[3] = 0; } Macbeth_8019A198(this); Macbeth_801A72DC(this); Macbeth_801A6984(this); if (D_i5_801BE320[9] <= 0) { Audio_KillSfxBySourceAndId(this->sfxSource, NA_SE_EN_MABOSS_CHARGE0); this->state = 14; this->vel.y = -20.0f; } D_i5_801BE368[14] = this->vwork[0].x; D_i5_801BE368[15] = this->vwork[0].y; D_i5_801BE368[16] = this->vwork[0].z; if (this->timer_0BC > 15) { for (i = 0; i < 2; i++) { D_i5_801BE368[23] = 3.0f; Macbeth_Effect379_Spawn(this->vwork[2].x + RAND_FLOAT_CENTERED(400.0f), this->vwork[2].y + RAND_FLOAT_CENTERED(400.0f), this->vwork[2].z + 50.0f, this->vwork[2].x - 200.0f, this->vwork[2].y, this->vwork[2].z); D_i5_801BE368[23] = 4.0f; Macbeth_Effect379_Spawn(this->vwork[4].x + RAND_FLOAT_CENTERED(400.0f), this->vwork[4].y + RAND_FLOAT_CENTERED(400.0f), this->vwork[4].z + 50.0f, this->vwork[4].x + 200.0f, this->vwork[4].y, this->vwork[4].z); } } if (this->timer_0BC == 0) { Audio_KillSfxBySourceAndId(this->sfxSource, NA_SE_EN_MABOSS_CHARGE0); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 6; D_i5_801BE320[31] = 30; this->timer_0BC = 70; this->state = 13; } break; case 13: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6016040) - 1)) { D_i5_801BE320[3]++; } Macbeth_8019A198(this); Macbeth_801A72DC(this); Macbeth_801A6984(this); D_i5_801BE320[5] = 0; D_i5_801BE320[7] = 0; if (this->timer_0BC == 60) { AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_SHOT0, this->sfxSource, 4); D_i5_801BE320[24] = 0; spC6 = RAND_INT(5.0f); for (i = 0; i < 10; i++) { Macbeth_MaSpear_Spawn(this->vwork[0].x, this->vwork[0].y + 100.0f, this->vwork[0].z, RAND_FLOAT_CENTERED(35.0f), RAND_FLOAT(80) + 90.0f, RAND_RANGE(-72.0f, 8.0f), spC6); } for (i = 0; i < 20; i++) { Macbeth_Effect357_Spawn1( this->vwork[0].x, this->vwork[0].y + 50.0f + RAND_FLOAT(50.0f), this->vwork[0].z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(5.0f), this->vel.z + 2.0f, RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(25.0f) + 30.f), 10, RAND_FLOAT(1.0f)); } this->timer_0BC = 80; this->state = 14; this->vel.y = -20.0f; } break; case 14: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6016040) - 1)) { D_i5_801BE320[3]++; } Macbeth_8019A198(this); this->vel.y += 1.0f; Macbeth_801A6984(this); D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; if (this->timer_0BC == 0) { this->vel.y = 0.0f; this->info.hitbox = SEGMENTED_TO_VIRTUAL(aMaActor207Hitbox); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; this->state = 4; } break; case 15: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - 700.0f, 0.2f, 15.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, gPlayer[0].pos.y + 400.0f, 0.2f, 10.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f); if (D_i5_801BE320[3] < 15) { D_i5_801BE320[3]++; } Macbeth_8019A198(this); Macbeth_801A6984(this); if (this->timer_0BC < 100) { if (this->timer_0BC == 98) { AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_PLATECHARGE, this->sfxSource, 4); } Matrix_RotateY(gCalcMatrix, RAND_FLOAT(2.0f) * (M_DTOR * 180.0f), MTXF_NEW); sp360.x = 0.0f; sp360.y = RAND_FLOAT(100.0f); sp360.z = RAND_FLOAT(200.0f) + 100.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp360, &sp354); D_i5_801BE368[23] = 1.0f; Macbeth_Effect379_Spawn(this->vwork[2].x + sp354.x - 50.0f, this->vwork[2].y + sp354.y + 100.0f, this->vwork[2].z + sp354.z, this->vwork[2].x, this->vwork[2].y, this->vwork[2].z); D_i5_801BE368[23] = 2.0f; Macbeth_Effect379_Spawn(this->vwork[4].x + sp354.x + 50.0f, this->vwork[4].y + sp354.y + 100.0f, this->vwork[4].z + sp354.z, this->vwork[4].x, this->vwork[4].y, this->vwork[4].z); } if (this->timer_0BC == 0) { switch (D_i5_801BE320[18]) { case 0: case 1: D_i5_801BE320[27] = 150; break; case 2: D_i5_801BE320[27] = 200; break; case 3: D_i5_801BE320[27] = 250; break; default: D_i5_801BE320[27] = 300; break; } this->timer_0BC = D_i5_801BE320[27]; this->state = 16; Audio_KillSfxBySourceAndId(this->sfxSource, NA_SE_EN_MABOSS_PLATECHARGE); } break; case 16: Math_SmoothStepToAngle(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - 250.0f, 0.1f, 15.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, 250.0f, 0.1f, 10.0f, 0.01f); if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6015C24) - 1)) { D_i5_801BE320[3]++; } Macbeth_8019A198(this); Macbeth_801A6984(this); if (this->timer_0BC < (D_i5_801BE320[27] - 40)) { if ((this->timer_0BC + 42) == D_i5_801BE320[27]) { this->sfxSource[0] = this->vwork[2].x; AUDIO_PLAY_SFX(NA_SE_EN_RNG_BEAM_SHOT, this->sfxSource, 4); this->sfxSource[0] = this->vwork[4].x; AUDIO_PLAY_SFX(NA_SE_EN_RNG_BEAM_SHOT, this->sfxSource, 4); this->sfxSource[0] = this->obj.pos.x; } if (((gGameFrameCount % 2) == 0) && (D_i5_801BE320[15] == 0)) { this->vwork[6].x = this->vwork[2].x + 80.0f; this->vwork[6].y = 0.0f; this->vwork[6].z = gPlayer[0].trueZpos + 50.0f; this->vwork[7].x = this->vwork[4].x - 80.0f; this->vwork[7].y = 0.0f; this->vwork[7].z = gPlayer[0].trueZpos + 50.0f; this->vwork[6].z += this->vel.z; this->vwork[7].z += this->vel.z; sp348.x = this->vwork[6].x - this->vwork[2].x; sp348.y = this->vwork[6].y - this->vwork[2].y + 25.0f; sp348.z = this->vwork[6].z - this->vwork[2].z; Matrix_RotateZ(gCalcMatrix, -this->vwork[3].z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -this->vwork[3].x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -this->vwork[3].y * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &sp348, &sp354); D_i5_801BE368[14] = Math_RadToDeg(Math_Atan2F(sp354.x, sp354.z)); temp = sqrtf(SQ(sp354.x) + SQ(sp354.z)); D_i5_801BE368[13] = Math_RadToDeg(-Math_Atan2F(sp354.y, temp)); Matrix_RotateY(gCalcMatrix, this->vwork[3].y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->vwork[3].x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->vwork[3].z * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &D_i5_801BA744, &sp354); sp348.x = this->vwork[2].x + sp354.x; sp348.y = this->vwork[2].y + sp354.y + 25.0f; sp348.z = this->vwork[2].z + sp354.z; sp33C.x = D_i5_801BE368[13]; sp33C.y = D_i5_801BE368[14]; sp33C.z = 0.0f; sp330.x = this->vwork[3].x; sp330.y = this->vwork[3].y; sp330.z = this->vwork[3].z; func_effect_8007EE68(OBJ_EFFECT_380, &sp348, &sp33C, &sp330, &D_i5_801BA750, 5.0f); sp348.x = this->vwork[7].x - this->vwork[4].x; sp348.y = this->vwork[7].y - this->vwork[4].y + 25.0f; sp348.z = this->vwork[7].z - this->vwork[4].z; Matrix_RotateZ(gCalcMatrix, -this->vwork[5].z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -this->vwork[5].x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -this->vwork[5].y * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &sp348, &sp354); D_i5_801BE368[14] = Math_RadToDeg(Math_Atan2F(sp354.x, sp354.z)); temp = sqrtf(SQ(sp354.x) + SQ(sp354.z)); D_i5_801BE368[13] = Math_RadToDeg(-Math_Atan2F(sp354.y, temp)); Matrix_RotateY(gCalcMatrix, this->vwork[5].y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->vwork[5].x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->vwork[5].z * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &D_i5_801BA744, &sp354); sp348.x = this->vwork[4].x + sp354.x; sp348.y = this->vwork[4].y + sp354.y + 25.0f; sp348.z = this->vwork[4].z + sp354.z; sp33C.x = D_i5_801BE368[13]; sp33C.y = D_i5_801BE368[14]; sp33C.z = 0.0f; sp330.x = this->vwork[5].x; sp330.y = this->vwork[5].y; sp330.z = this->vwork[5].z; func_effect_8007EE68(OBJ_EFFECT_380, &sp348, &sp33C, &sp330, &D_i5_801BA750, 10.0f); } } if (this->timer_0BC < (D_i5_801BE320[27] - 50)) { Macbeth_801A78B0(this); } if (this->timer_0BC == 0) { Audio_KillSfxBySourceAndId(this->sfxSource, NA_SE_EN_RNG_BEAM_SHOT); this->info.hitbox = SEGMENTED_TO_VIRTUAL(aMaActor207Hitbox); D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; this->state = 4; D_i5_801BE320[25] = 1; } break; case 18: Macbeth_8019A198(this); Macbeth_801A0308(this, this->obj.pos.z, this->obj.rot.y, 0); Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - 1200.0f, 0.1f, 35.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, this->fwork[5] + 600.0f + D_i5_801BE368[3], 0.1f, 20.0f, 10.0f); if (D_i5_801BE368[3] < ((gPlayer[0].trueZpos - this->obj.pos.z) / 5.0f)) { Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f); D_i5_801BE368[3] += D_i5_801BE368[2]; } else if (((this->fwork[5] + 600.0f) + D_i5_801BE368[3]) <= this->obj.pos.y) { this->timer_0BC = 0; this->state = 19; } Macbeth_Actor207_FacePlayer(this); Macbeth_801A6984(this); break; case 19: this->vel.z = gPlayer[0].vel.z; Macbeth_Actor207_FacePlayer(this); D_i5_801BE368[4] += D_i5_801BE368[32]; D_i5_801BE368[5] += D_i5_801BE368[33]; D_i5_801BE368[6] += D_i5_801BE368[34]; if (D_i5_801BE320[1] < 200) { D_i5_801BE320[1]++; } Math_SmoothStepToF(&D_i5_801BE368[32], this->obj.pos.x + RAND_FLOAT(500.0f), 0.2f, 20.0f, 0.01f); Math_SmoothStepToF(&D_i5_801BE368[33], this->obj.pos.y + RAND_FLOAT(100.0f), 0.2f, 10.0f, 0.01f); Math_SmoothStepToF(&D_i5_801BE368[34], this->obj.pos.y + RAND_FLOAT(500.0f), 0.2f, 20.0f, 0.01f); if (this->dmgType != DMG_NONE) { gPlayer[0].shields = 0; } if ((gGameFrameCount % 16) == 0) { func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 10.0f); } D_i5_801BE368[9] = gPlayer[0].pos.x; Math_SmoothStepToF(&this->obj.pos.x, D_i5_801BE368[9], 0.2f, 35.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.y, gPlayer[0].pos.y, 0.3f, 15.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos, 0.3f, 20.0f, 0.01f); Math_SmoothStepToF(&this->obj.rot.x, 60.0f, 0.2f, 20.0f, 0.01f); Macbeth_801A6984(this); break; case 20: Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f); Macbeth_8019A198(this); this->vel.z = gActors[D_i5_801BE314].vel.z; D_i5_801BE320[3]++; if (D_i5_801BE320[3] >= 60) { D_i5_801BE320[3] = 0; } Macbeth_801A7A30(this); Macbeth_801A6984(this); Math_SmoothStepToF(&this->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f); if (this->obj.pos.z < -135200.0f) { BonusText_Display(this->obj.pos.x, this->obj.pos.y + sp374, this->obj.pos.z, 50); if (1) {} gHitCount += 51; D_ctx_80177850 = 15; func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 20.0f); Macbeth_Effect357_Spawn1(this->vwork[2].x, this->vwork[2].y, this->vwork[2].z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, 2.0f, RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 11, 1.0f); gControllerRumbleFlags[gMainController] = 1; gControllerRumbleTimers[gMainController] = 15; AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, this->sfxSource, 4); this->state = 21; } break; case 21: Object_Kill(&this->obj, this->sfxSource); break; default: break; } if ((this->dmgType != DMG_NONE) && (this->state >= 2)) { this->dmgType = DMG_NONE; if ((this->dmgPart == 0) && (D_i5_801BE320[9] > 0) && ((gPlayer[0].trueZpos - this->obj.pos.z) > 200.0f)) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); this->iwork[7] = 15; D_i5_801BE320[9] -= this->damage; Macbeth_Effect357_Spawn1(this->obj.pos.x, this->obj.pos.y + 80, this->obj.pos.z + 50.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(5.0f), RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 3, RAND_FLOAT(1.0f)); if (D_i5_801BE320[9] <= 0) { AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 50.0f, 5.0f); for (i = 0; i < 2; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 50.0f, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(5.0f), RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 3, RAND_FLOAT(1.0f)); } Macbeth_Effect357_Spawn1(this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 50.0f, RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(15.0f), -2.0f, RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 8, 1.0f); } } else if ((this->dmgPart == 1) && (D_i5_801BE320[10] > 0) && ((gPlayer[0].trueZpos - this->obj.pos.z) > 200.0f)) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); this->iwork[8] = 16; D_i5_801BE320[10] -= this->damage; Macbeth_Effect357_Spawn1(this->obj.pos.x, this->obj.pos.y - 30.0f, this->obj.pos.z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 3, RAND_FLOAT(1.0f)); if (D_i5_801BE320[10] <= 0) { AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_M, this->sfxSource, 4); func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y - 30.0f, this->obj.pos.z, 6.0f); for (i = 0; i < 10; i++) { Macbeth_Effect357_Spawn1( this->obj.pos.x, this->obj.pos.y - 30.0f, this->obj.pos.z, RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(7.0f) + 7.0f, RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(30.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 3, RAND_FLOAT(1.0f)); } Macbeth_Effect357_Spawn1(this->obj.pos.x, this->obj.pos.y - 30.0f, this->obj.pos.z + 50.0f, RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(15.0f), -2.0f, RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT(360.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), (s32) (RAND_FLOAT(50.0f) + 70.0f), 9, 1.0f); } } else { AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } } if (D_i5_801BE320[4] != 0) { if ((this->state != 8) && (this->state != 10) && (this->state != 9)) { D_i5_801BE320[5] = 1; D_i5_801BE320[7] = 1; D_i5_801BE320[6] = 1; D_i5_801BE320[8] = 1; D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 3; D_i5_801BE320[31] = 30; D_i5_801BE368[12] = 0.0f; D_i5_801BE368[13] = 0.0f; this->state = 8; } } if ((D_i5_801BE320[16] != 0) && (gPlayer[0].state != PLAYERSTATE_LEVEL_COMPLETE)) { if (gBossFrameCount == 0) { Radio_PlayMessage(gMsg_ID_2225, RCID_SLIPPY); } else if (gBossFrameCount > 155) { gShowBossHealth = true; gBossHealthBar = (s32) ((D_i5_801BE320[29] / 250.f) * 85.0f); gBossHealthBar += (s32) ((D_i5_801BE320[9] / 200.f) * 85.0f); gBossHealthBar += (s32) ((D_i5_801BE320[10] / 250.f) * 85.0f); } gBossFrameCount++; } if (this->iwork[7] > 0) { this->iwork[7]--; } if (this->iwork[8] > 0) { this->iwork[8]--; } if (this->iwork[9] > 0) { this->iwork[9]--; } D_i5_801BE368[14] = this->vwork[0].x; D_i5_801BE368[15] = this->vwork[0].y; D_i5_801BE368[16] = this->vwork[0].z; D_i5_801BE368[24] = this->vwork[2].x; D_i5_801BE368[25] = this->vwork[2].y; D_i5_801BE368[26] = this->vwork[2].z; D_i5_801BE368[27] = this->vwork[4].x; D_i5_801BE368[28] = this->vwork[4].y; D_i5_801BE368[29] = this->vwork[4].z; D_i5_801BE368[19] = this->vel.z; D_i5_801BE368[30] = RAND_FLOAT(1.0f); D_i5_801BE368[31] = RAND_FLOAT(1.0f); if (D_i5_801BE368[30] < 0.5f) { D_i5_801BE368[30] = 0.6f; } if (D_i5_801BE368[31] < 0.8f) { D_i5_801BE368[31] = 0.8f; } Math_SmoothStepToF(&D_i5_801BE368[20], 0.0f, 0.4f, 25.0f, 0.1f); Math_SmoothStepToF(&D_i5_801BE368[21], 0.0f, 0.4f, 20.0f, 0.1f); Math_SmoothStepToF(&D_i5_801BE368[22], 0.0f, 0.2f, 20.0f, 0.1f); if ((D_i5_801BE368[20] <= 1.0f) && (D_i5_801BE368[21] <= 1.0f)) { D_i5_801BE368[20] = 255.0f; D_i5_801BE368[21] = 160.0f; D_i5_801BE368[22] = 16.0f; } if ((gPlayer[0].state == PLAYERSTATE_LEVEL_COMPLETE) && (this->state < 20)) { D_i5_801BE320[3] = 0; D_i5_801BE320[2] = 1; D_i5_801BE320[31] = 30; this->state = 20; } switch (D_i5_801BE320[2]) { case 1: temp_a3 = Animation_GetFrameData(&D_MA_600CD18, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.2f, 100.0f, 0.01f); break; case 2: temp_a3 = Animation_GetFrameData(&D_MA_601D188, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.15f, 100.0f, 0.01f); break; case 3: temp_a3 = Animation_GetFrameData(&D_MA_6017714, D_i5_801BE320[3], spD4); if (D_i5_801BE320[31] != 0) { Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.1f, 100.0f, 0.01f); } else { Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 1.0f, 100.0f, 0.01f); } break; case 4: temp_a3 = Animation_GetFrameData(&D_MA_6016B2C, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.2f, 50.0f, 0.01f); break; case 5: temp_a3 = Animation_GetFrameData(&D_MA_60163F0, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.2f, 100.0f, 0.01f); break; case 6: temp_a3 = Animation_GetFrameData(&D_MA_6016040, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.1f, 50.0f, 0.01f); break; case 7: temp_a3 = Animation_GetFrameData(&D_MA_6015C24, D_i5_801BE320[3], spD4); Math_SmoothStepToVec3fArray(spD4, D_i5_801BE430, 1, temp_a3, 0.1f, 50.0f, 0.01f); break; } if (D_i5_801BE320[31] != 0) { D_i5_801BE320[31]--; } } bool Macbeth_Actor207_OverrideLimbDraw(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { Actor* this = (Actor*) thisx; s16 sp62; RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); switch (limbIndex) { case 2: case 3: case 4: case 25: case 26: case 27: if (this->state == 9) { *dList = NULL; return false; } default: break; } switch (limbIndex) { case 1: case 4: case 7: case 10: case 11: case 12: case 13: case 17: case 19: case 20: case 26: case 27: case 29: case 30: gSPTexture(gMasterDisp++, 3000, 3000, 0, G_TX_RENDERTILE, G_ON); gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN); break; case 8: RCP_SetupDL(&gMasterDisp, SETUPDL_34); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, D_i5_801BE368[20], D_i5_801BE368[21], D_i5_801BE368[22], 255); break; case 2: case 3: case 5: case 6: if (limbIndex == 2) { sp62 = 5; } else if (limbIndex == 3) { sp62 = 6; } else if (limbIndex == 5) { sp62 = 7; } else if (limbIndex == 6) { sp62 = 8; } if (D_i5_801BE320[sp62] == 0) { *dList = NULL; } else { RCP_SetupDL_49(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 180, 200, 255, 255); gDPSetEnvColor(gMasterDisp++, 16, 32, 255, 255); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); Matrix_Push(&gCalcMatrix); Matrix_Mult(gGfxMatrix, gCalcMatrix, MTXF_APPLY); Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, D_i5_801BE368[31], D_i5_801BE368[30], D_i5_801BE368[31], MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, *dList); Matrix_Pop(&gGfxMatrix); Matrix_Pop(&gCalcMatrix); return true; } break; default: break; } switch (limbIndex) { case 14: if ((this->iwork[7] % 2) != 0) { RCP_SetupDL(&gMasterDisp, SETUPDL_28); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (D_i5_801BE320[9] <= 0) { *dList = NULL; } break; case 9: case 10: case 11: case 12: case 18: case 19: case 20: if ((this->iwork[8] % 2) != 0) { RCP_SetupDL(&gMasterDisp, SETUPDL_28); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (D_i5_801BE320[10] <= 0) { *dList = NULL; } break; default: break; } if ((this->iwork[9] % 2) != 0) { RCP_SetupDL(&gMasterDisp, SETUPDL_28); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } return false; } void Macbeth_Actor207_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp2C = { 0.0f, 0.0f, 0.0f }; Actor207* this = (Actor207*) thisx; switch (limbIndex) { case 14: Matrix_MultVec3f(gCalcMatrix, &sp2C, &this->vwork[0]); Matrix_GetYRPAngles(gCalcMatrix, &this->vwork[1]); break; case 4: Matrix_MultVec3f(gCalcMatrix, &sp2C, &this->vwork[2]); Matrix_GetYRPAngles(gCalcMatrix, &this->vwork[3]); break; case 7: Matrix_MultVec3f(gCalcMatrix, &sp2C, &this->vwork[4]); Matrix_GetYRPAngles(gCalcMatrix, &this->vwork[5]); break; } } void Macbeth_Actor207_Draw(Actor207* this) { if (gPlayer[0].state == PLAYERSTATE_ACTIVE) { if (((gPlayer[0].trueZpos - this->obj.pos.z) > 7000.0f) || ((gPlayer[0].trueZpos - this->obj.pos.z) < -1000.0f)) { return; } } else { if (((gPlayer[0].trueZpos - this->obj.pos.z) > 7000.0f) || ((gPlayer[0].trueZpos - this->obj.pos.z) < -5000.0f)) { return; } } if (D_i5_801BE320[2] == 0) { Matrix_Translate(gCalcMatrix, this->fwork[25], 0.0f, 0.0f, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, this->fwork[26] * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, this->fwork[29] * M_DTOR, MTXF_APPLY); Animation_GetFrameData(&D_MA_601EA28, D_i5_801BE320[3], D_i5_801BE430); } Animation_DrawSkeleton(3, D_MA_600D1E4, D_i5_801BE430, Macbeth_Actor207_OverrideLimbDraw, Macbeth_Actor207_PostLimbDraw, this, gCalcMatrix); } void Macbeth_801AC42C(s32 arg0) { } void Macbeth_MaTrainCar1_Update(MaTrainCar1* this) { switch (this->state) { case 0: Macbeth_8019A198(this); Macbeth_801A015C(this); Macbeth_8019A728(this); if (this->iwork[1] != 0) { Radio_PlayMessage(gMsg_ID_17420, RCID_BOSS_MACBETH); AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_HATCH, this->sfxSource, 4); this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035A94); this->state++; } Macbeth_8019A830(this); break; case 1: Macbeth_8019A198(this); Macbeth_801A015C(this); Math_SmoothStepToF(&D_i5_801BE368[8], 160.0f, 0.1f, 3.0f, 0.01f); Macbeth_8019A830(this); break; } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, this->sfxSource, 4); } } bool Macbeth_MaTrainCar1_OverrideLimbDraw(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { RCP_SetupDL(&gMasterDisp, SETUPDL_29); gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN); if ((limbIndex == 1) || (limbIndex == 3)) { gSPTexture(gMasterDisp++, 3000, 3000, 0, G_TX_RENDERTILE, G_ON); gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN); } if ((limbIndex == 1) || (limbIndex == 6)) { pos->z -= D_i5_801BE368[8]; } else if ((limbIndex == 3) || (limbIndex == 7)) { pos->z += D_i5_801BE368[8]; } return false; } // unused void Macbeth_801AC6B4(ActorCutscene* this) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_CUTSCENE; this->obj.pos.x = 0.0f; this->obj.pos.y = 3000.0f; this->obj.pos.z = 0.0f; this->obj.rot.y = 180.0f; Object_SetInfo(&this->info, this->obj.id); AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, this->sfxSource, 0); this->animFrame = ACTOR_CS_GREAT_FOX; } f32 D_i5_801BA768 = 0.0f; void Macbeth_LevelStart(Player* player) { f32 sp4C; f32 sp48; f32 sp44; ObjectInit* objInit; s32 i; f32 zeroVar = 0.0f; sp4C = 0.0f; sp48 = 0.0f; sp44 = 0.0f; Player_UpdatePath(player); switch (player->csState) { case 0: gLevelObjects = SEGMENTED_TO_VIRTUAL(D_MA_6035678); for (i = 0, objInit = gLevelObjects; objInit->id != OBJ_INVALID; i++, objInit++) { Object_Load(objInit, 4000.0f, -4000.0f, 4000.0f, -4000.0f); } gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]); for (i = 0, objInit = gLevelObjects; i < 40; i++, objInit++) { Object_Load(objInit, 4000.0f, -4000.0f, 4000.0f, -4000.0f); } gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; player->zPath -= 800.0f; player->csState = 1; D_i5_801BE24C = 8.0f; D_i5_801BA768 = 0.0f; break; case 1: gCsFrameCount = 0; player->gravity = 0.0f; player->pos.x = 0.0f; player->pos.y = -3.0f; player->vel.z = -15.0f; player->cam.eye.x = gCsCamEyeX = -518.0f; player->cam.eye.y = gCsCamEyeY = 3882.5f; player->cam.eye.z = gCsCamEyeZ = 200.0f; player->cam.at.x = gCsCamAtX = -910.0f; player->cam.at.y = gCsCamAtY = 42.0f; player->cam.at.z = gCsCamAtZ = -800.0f; player->hideShadow = true; player->csState = 2; gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; gFillScreenAlpha = 255; Macbeth_EffectClouds_Spawn(); /* fallthrough */ case 2: if (gCsFrameCount < 30) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; gFillScreenAlpha = 255; } if ((gCsFrameCount < 60) && ((gCsFrameCount % 16U) == 0)) { Macbeth_EffectClouds_Spawn(); } else if ((gCsFrameCount < 100) && ((gCsFrameCount % 32) == 0)) { Macbeth_EffectClouds_Spawn(); } if (gCsFrameCount > 50) { gCsCamEyeX = zeroVar; gCsCamEyeY = 92.5f; gCsCamEyeZ = 200.0f; gCsCamAtX = zeroVar; gCsCamAtY = 42.0f; gCsCamAtZ = -800.0f; D_ctx_80177A48[0] = 0.1f; D_ctx_80177A48[1] = 0.1f; D_ctx_80177A48[2] = 0.1f; if (gCsFrameCount < 80) { sp4C = 5.0f; sp48 = 8.0f; sp44 = 30.0f; } else { sp4C = 5.0f; if (D_i5_801BE24C < 35.0f) { D_i5_801BE24C += 0.2f; } sp48 = zeroVar + D_i5_801BE24C; sp44 = 30.0f; } if (gCsFrameCount == 260) { player->csState = 3; player->csTimer = 10; } } break; case 3: AUDIO_PLAY_BGM(NA_BGM_STAGE_MA); gLevelStartStatusScreenTimer = 50; player->state = PLAYERSTATE_ACTIVE; player->csState = player->csTimer = player->csEventTimer = player->hideShadow = 0; player->gravity = 3.0f; player->unk_014 = 0.0f; D_ctx_8017782C = true; Play_InitEnvironment(); D_ctx_8017782C = false; gObjectLoadIndex = 40; player->csState = 4; break; case 4: default: break; } player->trueZpos = player->pos.z += player->vel.z; Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], sp4C, 0); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[1], sp48, 0); Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[2], sp44, 0); Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], sp4C, 0); Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[1], sp48, 0); Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[2], sp44, 0); player->pathHeight = 0.0f; player->rockPhase += player->vel.z * 5.0f; player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f; Lib_Texture_Scroll(D_landmaster_3002E80, 32, 32, 0); if ((gCsFrameCount > 150) && ((-player->trueZpos - player->zPath) > 200.0f)) { if (D_i5_801BA768 < 11.5f) { D_i5_801BA768 += 0.2f; } player->zPath += D_i5_801BA768; } } void Macbeth_EffectClouds_Setup(EffectClouds* this) { Effect_Initialize(this); this->obj.status = OBJ_INIT; this->obj.pos.x = gPlayer[0].cam.eye.x + RAND_FLOAT_CENTERED(600.0f); this->obj.pos.y = gPlayer[0].cam.eye.y - 1000.0f; this->obj.pos.z = gPlayer[0].trueZpos - 2000.0f; this->obj.id = OBJ_EFFECT_CLOUDS; this->timer_50 = 80; this->unk_46 = 144; this->vel.x = 10.0f; this->vel.z = 40.0f; this->vel.y = 8.0f; this->scale2 = RAND_FLOAT(15.0f) + 10.0f; if (Rand_ZeroOne() < 0.5f) { this->obj.rot.z = 180.0f; } Object_SetInfo(&this->info, this->obj.id); } void Macbeth_EffectClouds_Spawn(void) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { Macbeth_EffectClouds_Setup(&gEffects[i]); break; } } } void Macbeth_801ACFBC(void) { ObjectInit* objInit; gLevelObjects = SEGMENTED_TO_VIRTUAL(D_MA_60357CC); for (objInit = gLevelObjects; objInit->id != OBJ_INVALID; objInit++) { Object_Load(objInit, 4000.0f, -4000.0f, 4000.0f, -4000.0f); } } void Macbeth_801AD080(void) { ObjectInit* objInit; gLevelObjects = SEGMENTED_TO_VIRTUAL(D_MA_6035920); for (objInit = gLevelObjects; objInit->id != OBJ_INVALID; objInit++) { Object_Load(objInit, 4000.0f, -4000.0f, 4000.0f, -4000.0f); } } void Macbeth_801AD144(PlayerShot* shot) { s32 i; s32 j; Actor* actor; f32 temp_fs2; Vec3f test; f32* var_s1; Vec3f sp8C; Vec3f sp80; s32 temp_ft3; s32 temp_s6; temp_fs2 = shot->scale * 40.0f; actor = &gActors[0]; for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0) && (actor->obj.id >= OBJ_ACTOR_MA_LOCOMOTIVE) && (actor->obj.id <= OBJ_ACTOR_MA_TRAIN_CAR_7)) { temp_s6 = gGameFrameCount % 8U; var_s1 = &actor->info.hitbox[0]; temp_ft3 = var_s1[0]; var_s1++; if (temp_ft3 != 0) { for (j = 0; j < temp_ft3; j++, var_s1 += 6) { if (var_s1[0] == 200000.0f) { Matrix_RotateZ(gCalcMatrix, -var_s1[3] * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -var_s1[1] * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -var_s1[2] * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -actor->obj.rot.z * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -actor->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY); var_s1 += 4; } else { Matrix_RotateZ(gCalcMatrix, -actor->obj.rot.z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -actor->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY); } if ((j == temp_s6) && (var_s1[1] > -100.0f) && (var_s1[3] > -100.0f)) { sp8C.x = shot->obj.pos.x - actor->obj.pos.x; sp8C.y = shot->obj.pos.y - actor->obj.pos.y; sp8C.z = shot->obj.pos.z - actor->obj.pos.z; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp8C, &sp80); test.x = (var_s1[4] + actor->obj.pos.x) - (actor->obj.pos.x + sp80.x); test.y = (var_s1[2] + actor->obj.pos.y) - (actor->obj.pos.y + sp80.y); test.z = (var_s1[0] + actor->obj.pos.z) - (actor->obj.pos.z + sp80.z); if ((gLevelMode == LEVELMODE_ON_RAILS) && (test.z < 0.0f)) { test.z *= 0.6f; } if (VEC3F_MAG(&test) < temp_fs2) { actor->dmgPart = j; actor->dmgType = -1; if ((gPlayer[0].trueZpos - actor->obj.pos.z) < 5000.0f) { actor->damage = 20; } else { actor->damage = 1; } if (actor->obj.id == OBJ_ACTOR_207) { actor->damage = 4; } } } } } } } } void Macbeth_Effect357_Setup(Effect357* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 xRot, f32 yRot, f32 zRot, f32 argA, f32 argB, f32 argC, s16 argD, s16 argE, f32 scale2) { Effect_Initialize(this); this->obj.status = OBJ_ACTIVE; this->obj.id = OBJ_EFFECT_357; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; this->obj.rot.x = xRot; this->obj.rot.y = yRot; this->obj.rot.z = zRot; this->vel.x = xVel; this->vel.y = yVel; this->vel.z = zVel; this->scale2 = scale2; this->timer_50 = argD; this->unk_60.x = argA; this->unk_60.y = argB; this->unk_60.z = argC; this->unk_44 = argE; Object_SetInfo(&this->info, this->obj.id); } void Macbeth_Effect357_Spawn1(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 xRot, f32 yRot, f32 zRot, f32 arg9, f32 argA, f32 argB, s16 argC, s16 argD, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Macbeth_Effect357_Setup(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, xRot, yRot, zRot, arg9, argA, argB, argC, argD, scale2); break; } } } void Macbeth_801AD6E8(void) { } void Macbeth_MaBombDrop_Update(MaBombDrop* this) { Vec3f sp4C = { 0.0f, -10.0f, 0.0f }; if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: if ((this->timer_0BC == 0) && ((this->vel.y -= 0.5f, (Object_CheckCollision(this->index, &this->obj.pos, &sp4C, 1) != 0)) || (this->obj.pos.y < (gGroundHeight + 10.0f)) || (this->iwork[0] != 0))) { this->vel.x = 0.0f; this->vel.y = 0.0f; this->vel.z = 0.0f; if (this->obj.pos.y < (gGroundHeight + 10.0f)) { this->obj.pos.y = gGroundHeight; } this->state = 1; this->timer_0BC = 200; this->work_046 = 192; this->scale = 2.5f; this->fwork[0] = 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); 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)) { 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); } gControllerRumbleFlags[gMainController] = 1; gControllerRumbleTimers[gMainController] = 10; } break; case 1: this->scale += ((20.0f - this->scale) * 0.1f); if (this->scale > 19.0f) { this->fwork[0] -= 0.3f; this->work_046 -= 20; if (this->work_046 < 0) { 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 ((gPlayer[0].pos.y - this->obj.pos.y > -5.0f) && (gPlayer[0].pos.y - this->obj.pos.y < (this->scale * 35.0f)) && (gPlayer[0].mercyTimer == 0)) { Player_ApplyDamage(&gPlayer[0], 0, this->info.damage); } } break; } } void Macbeth_MaBombDrop_Draw(MaBombDrop* this) { switch (this->state) { case 0: Graphics_SetScaleMtx(this->scale); RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPDisplayList(gMasterDisp++, D_ENMY_PLANET_4008CE0); RCP_SetupDL(&gMasterDisp, SETUPDL_64); break; case 1: // @port Skip interpolation FrameInterpolation_ShouldInterpolateFrame(false); Matrix_Scale(gGfxMatrix, this->fwork[0], this->scale, 2.5f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL_40(); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_ENMY_PLANET_4008F70); // @port renable interpolation FrameInterpolation_ShouldInterpolateFrame(true); RCP_SetupDL(&gMasterDisp, SETUPDL_64); break; } } void Macbeth_MaBombDrop_Setup(MaBombDrop* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_MA_BOMBDROP; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; if (xVel == 999.9f) { this->iwork[0] = 1; this->vel.x = 0.0f; } else { this->vel.x = xVel; this->iwork[0] = 0; } this->vel.y = yVel; this->vel.z = zVel; this->timer_0BC = 0; Object_SetInfo(&this->info, this->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_FALLING_DOWN, this->sfxSource, 4); } void Macbeth_MaBombDrop_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel) { s32 i; for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Macbeth_MaBombDrop_Setup(&gActors[i], xPos, yPos, zPos, xVel, yVel, zVel); break; } } } void Macbeth_MaSpear_Update(MaSpear* this) { Vec3f sp3C = { 0.0f, -10.0f, 0.0f }; s32 var_v0; if ((gPlayer[0].trueZpos - this->obj.pos.z) < -500.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: if (this->timer_0BC == 0) { this->vel.y -= 2.5f; if (this->vel.y < 20.0f) { switch (D_i5_801BE320[18]) { case 0: case 1: var_v0 = 1; break; case 2: var_v0 = 2; break; case 3: var_v0 = 3; break; default: var_v0 = 5; break; } Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].pos.x + D_i5_801BA570[this->iwork[2]][this->iwork[1]] / var_v0, 0.2f, 30.0f, 0.01f); Math_SmoothStepToF(&this->obj.pos.z, gPlayer[0].trueZpos - D_i5_801BA638[this->iwork[2]][this->iwork[1]] / var_v0, 0.2f, 40.0f, 0.01f); Math_SmoothStepToF(&this->obj.rot.z, RAND_FLOAT_CENTERED(15.0f), 0.1f, 10.0f, 0.01f); if (this->fwork[2] < 1.0f) { this->fwork[2] += 0.02; } } } if ((Object_CheckCollision(this->index, &this->obj.pos, &sp3C, 1) != 0) || (this->obj.pos.y < (gGroundHeight + 200.0f))) { AUDIO_PLAY_SFX(NA_SE_OB_SPEAR_STICK, this->sfxSource, 4); gControllerRumbleFlags[gMainController] = 1; gControllerRumbleTimers[gMainController] = 5; this->vel.x = 0.0f; this->vel.y = 0.0f; this->vel.z = 0.0f; if (this->obj.pos.y < gGroundHeight + 200.0f) { this->obj.pos.y = gGroundHeight + 200.0f; } this->state = 1; } if (this->obj.pos.y < (gGroundHeight + 800.0f)) { if (this->iwork[0] > 10) { this->iwork[0] -= 10; } else if (this->iwork[0] > 0) { this->iwork[0] -= 1; } } break; case 1: if (this->iwork[0] > 10) { this->iwork[0] -= 10; } else if (this->iwork[0] > 0) { this->iwork[0] -= 1; } if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; this->iwork[7] = 15; this->health -= this->damage; if (this->health <= 0) { Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S); func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(20.0f), this->obj.pos.y - 200.0f, this->obj.pos.z, 8.0f); func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(20.0f), this->obj.pos.y, this->obj.pos.z, 8.0f); func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(20.0f), this->obj.pos.y + 200.0f, this->obj.pos.z, 7.0f); func_effect_8007D2C8(this->obj.pos.x + RAND_FLOAT_CENTERED(20.0f), this->obj.pos.y + 400.0f, this->obj.pos.z, 7.0f); Object_Kill(&this->obj, this->sfxSource); } else { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); } } break; } this->dmgType = DMG_NONE; } Vec3f D_i5_801BA784[8] = { { 40.0f, 10.0f, 30.0f }, { 41.0f, 10.0f, 10.0f }, { 43.0f, 10.0f, -10.0f }, { 45.0f, 10.0f, -30.0f }, { -40.0f, 10.0f, 30.0f }, { -41.0f, 10.0f, 10.0f }, { -43.0f, 10.0f, -10.0f }, { -45.0f, 10.0f, -30.0f }, }; // unused? void Macbeth_MaSpear_Draw(MaSpear* this) { if (this->state < 2) { Graphics_SetScaleMtx(this->scale); if (this->iwork[0] >= 128) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, this->iwork[0]); gDPSetEnvColor(gMasterDisp++, 255, 48, 0, this->iwork[0]); Matrix_Scale(gGfxMatrix, 1.0f, this->fwork[2], 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_MA_6013060); RCP_SetupDL(&gMasterDisp, SETUPDL_67); Matrix_Scale(gGfxMatrix, 1.0f, this->fwork[2], 1.0f, MTXF_APPLY); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 53, 53, 53, 255 - this->iwork[0]); gDPSetEnvColor(gMasterDisp++, 0, 0, 0, this->iwork[0]); } else { RCP_SetupDL(&gMasterDisp, SETUPDL_23); if ((this->iwork[7] % 2) != 0) { RCP_SetupDL_27(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } if (this->iwork[7] > 0) { this->iwork[7]--; } } gSPDisplayList(gMasterDisp++, aMaSpearDL); } } void Macbeth_MaSpear_Setup(MaSpear* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 yVel, f32 arg6, s16 arg7) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_MA_SPEAR; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; this->vel.y = yVel; this->iwork[0] = 255; this->fwork[1] = arg6; this->fwork[2] = 0.2f; this->timer_0BC = 0; this->iwork[1] = D_i5_801BE320[24]++; this->iwork[2] = arg7; if (D_i5_801BA570[this->iwork[2]][this->iwork[1]] < 0.0f) { this->obj.rot.z = -180.0f; } else { this->obj.rot.z = 180.0f; } this->health = 30; Object_SetInfo(&this->info, this->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_FALLING_DOWN, this->sfxSource, 4); } void Macbeth_MaSpear_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 yVel, f32 arg5, s16 arg6) { s32 i; for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Macbeth_MaSpear_Setup(&gActors[i], xPos, yPos, zPos, arg3, yVel, arg5, arg6); break; } } } void Macbeth_Effect379_Setup(Effect379* this, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg5, f32 arg6) { f32 sp4C; f32 sp48; f32 sp44; Vec3f sp38; Vec3f sp2C; Effect_Initialize(this); this->obj.status = OBJ_ACTIVE; this->obj.id = OBJ_EFFECT_379; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; this->scale2 = D_i5_801BE368[23]; this->unk_46 = xPos - arg4; this->unk_48 = yPos - arg5; this->unk_4A = zPos - arg6; sp48 = Math_Atan2F(arg4 - xPos, arg6 - zPos); sp44 = sqrtf(SQ(arg4 - xPos) + SQ(arg6 - zPos)); sp4C = -Math_Atan2F(arg5 - yPos, sp44); Matrix_RotateY(gCalcMatrix, sp48, MTXF_NEW); Matrix_RotateX(gCalcMatrix, sp4C, MTXF_APPLY); sp38.x = 0.0f; sp38.y = 0.0f; sp38.z = 30.0f; Matrix_MultVec3f(gCalcMatrix, &sp38, &sp2C); this->unk_60.x = sp2C.x; this->unk_60.y = sp2C.y; this->unk_60.z = sp2C.z; Object_SetInfo(&this->info, this->obj.id); } void Macbeth_Effect379_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 arg4, f32 arg5) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Macbeth_Effect379_Setup(&gEffects[i], xPos, yPos, zPos, arg3, arg4, arg5); break; } } } void Macbeth_Effect379_Update(Effect* this) { f32 sp34; f32 sp30; f32 sp2C; this->vel.x = this->unk_60.x * this->scale1; this->vel.y = this->unk_60.y * this->scale1; this->vel.z = this->unk_60.z * this->scale1; this->unk_46 += (s16) this->vel.x; this->unk_48 += (s16) this->vel.y; this->unk_4A += (s16) this->vel.z; if (this->scale2 == 3.0f) { sp34 = D_i5_801BE368[24]; sp30 = D_i5_801BE368[25]; sp2C = D_i5_801BE368[26]; } else if (this->scale2 == 4.0f) { sp34 = D_i5_801BE368[27]; sp30 = D_i5_801BE368[28]; sp2C = D_i5_801BE368[29]; } else if (this->scale2 == 1.0f) { sp34 = D_i5_801BE368[24]; sp30 = D_i5_801BE368[25]; sp2C = D_i5_801BE368[26]; } else { sp34 = D_i5_801BE368[27]; sp30 = D_i5_801BE368[28]; sp2C = D_i5_801BE368[29]; } this->obj.pos.x = this->unk_46 + sp34; this->obj.pos.y = this->unk_48 + sp30; this->obj.pos.z = this->unk_4A + sp2C; Math_SmoothStepToF(&this->scale1, 1.0f, 1.0f, 0.1f, 0.0f); if (this->unk_44 < 240) { this->unk_44 += 15; } else { Object_Kill(&this->obj, this->sfxSource); } if ((fabsf(this->obj.pos.x - sp34) <= 30.0f) && (fabsf(this->obj.pos.z - sp2C) <= 30.0f)) { Object_Kill(&this->obj, this->sfxSource); } } void Macbeth_Effect379_Draw(Effect379* this) { RCP_SetupDL(&gMasterDisp, SETUPDL_67); if (this->scale2 >= 3.0f) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, this->unk_44); gDPSetEnvColor(gMasterDisp++, 255, 0, 0, this->unk_44); } else { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, this->unk_44); gDPSetEnvColor(gMasterDisp++, 0, 128, 255, this->unk_44); } Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, aOrbDL); RCP_SetupDL(&gMasterDisp, SETUPDL_64); } void Macbeth_MaShockBox_Update(MaShockBox* this) { if ((gPlayer[0].trueZpos - this->obj.pos.z) < -300.0f) { Object_Kill(&this->obj, this->sfxSource); } switch (this->state) { case 0: this->vel.y -= 0.5f; if (this->obj.pos.y < (gGroundHeight + 35.0f)) { this->vel.x = 0.0f; this->vel.y = 0.0f; this->vel.z = 0.0f; if (this->obj.pos.y < gGroundHeight + 35.0f) { this->obj.pos.y = gGroundHeight + 35.0f; } this->state = 1; this->timer_0BC = 200; AUDIO_PLAY_SFX(NA_SE_OB_SPARK_BEAM, this->sfxSource, 4); } break; case 1: if (this->fwork[0] < 10.0f) { this->fwork[0] += 1.0f; } if (this->fwork[2] < 3.0f) { this->fwork[2] += 0.1f; } if ((gGameFrameCount % 16) == 0) { Effect_Effect390_Spawn(this->obj.pos.x - 35.0f, this->obj.pos.y + 15.0f, this->obj.pos.z, -3.0f, 0.0f, 0.0f, 0.1f, 20); Effect_Effect390_Spawn(this->obj.pos.x + 35.0f, this->obj.pos.y + 15.0f, this->obj.pos.z, 3.0f, 0.0f, 0.0f, 0.1f, 20); } break; default: break; } if ((gGameFrameCount % 2) != 0) { this->fwork[1] = 255.0f; } else { this->fwork[1] = 32.0f; } if ((this->dmgType != DMG_NONE) && (this->dmgPart == 0)) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); this->dmgType = DMG_NONE; this->health -= this->damage; this->timer_0C6 = 15; if (this->health <= 0) { Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EXPLOSION_S); func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 8.0f); Object_Kill(&this->obj, this->sfxSource); } } } void Macbeth_MaShockBox_Draw(MaShockBox* this) { gSPDisplayList(gMasterDisp++, aMaShockBoxDL); Matrix_Scale(gGfxMatrix, this->fwork[0], this->fwork[2], 1.0f, MTXF_APPLY); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, -10.0f, 0.0f, MTXF_APPLY); RCP_SetupDL(&gMasterDisp, SETUPDL_67); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 111, 175, 64, this->fwork[1]); gDPSetEnvColor(gMasterDisp++, 255, 255, 208, this->fwork[1]); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, aMaShockBoxLightDL); Matrix_Pop(&gGfxMatrix); } void Macbeth_MaShockBox_Setup(MaShockBox* this, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel) { Actor_Initialize(this); this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_MA_SHOCK_BOX; this->obj.pos.x = xPos; this->obj.pos.y = yPos; this->obj.pos.z = zPos; this->vel.x = xVel; this->vel.y = yVel; this->vel.z = zVel; this->timer_0BC = 0; this->health = 30; this->fwork[0] = 1.0f; this->fwork[2] = 1.0f; Object_SetInfo(&this->info, this->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_FALLING_DOWN, this->sfxSource, 4); } void Macbeth_MaShockBox_Spawn(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel) { s32 i; for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Macbeth_MaShockBox_Setup(&gActors[i], xPos, yPos, zPos, xVel, yVel, zVel); break; } } } f32 D_i5_801BA7E4[5] = { 0.0f, 0.0f, 1180.0f, 200.0f, 1000.0f }; f32 D_i5_801BA7F8[5] = { 600.0f, 200.0f, 400.0f, 2000.0f, 1200.0f }; f32 D_i5_801BA80C[5] = { 500.0f, 600.0f, 200.0f, 4500.0f, 2300.0f }; f32 D_i5_801BA820[5] = { 90.0f, -90.0f, 25.0f, 0.0f, 225.0f }; void Macbeth_801AF27C(ActorCutscene* this, s32 arg1) { Player* player = &gPlayer[0]; Actor_Initialize(this); this->obj.pos.x = D_i5_801BA7E4[arg1] + player->pos.x; this->obj.pos.y = D_i5_801BA7F8[arg1] + player->pos.y; this->obj.pos.z = D_i5_801BA80C[arg1] + player->pos.z; this->fwork[7] = RAND_FLOAT(360.0f); this->fwork[8] = RAND_FLOAT(360.0f); this->vel.x = player->vel.x; this->vel.y = player->vel.y; this->vel.z = player->vel.z; this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_CUTSCENE; this->obj.rot.y = 180.0f; Object_SetInfo(&this->info, this->obj.id); if (arg1 < 3) { this->iwork[11] = 1; this->drawShadow = true; this->fwork[3] = D_i5_801BA820[arg1]; this->state = 30; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4); } else { this->animFrame = ACTOR_CS_GREAT_FOX; this->state = 21; this->obj.rot.z = 32.5f; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, this->sfxSource, 0); this->fwork[9] = 20.0f; } } void Macbeth_801AF44C(void) { ActorCutscene* actor = &gActors[8]; Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_CUTSCENE; actor->obj.pos.x = gPlayer[0].pos.x + D_i5_801BA7E4[4]; actor->obj.pos.y = gPlayer[0].pos.y + D_i5_801BA7F8[4]; actor->obj.pos.z = gPlayer[0].pos.z + D_i5_801BA80C[4]; actor->vel.x = gPlayer[0].vel.x; actor->vel.y = gPlayer[0].vel.y; actor->vel.z = gPlayer[0].vel.z; actor->fwork[7] = RAND_FLOAT(360.0f); actor->fwork[8] = RAND_FLOAT(360.0f); actor->fwork[9] = 30.0f; actor->rot_0F4.y = D_i5_801BA820[4]; actor->rot_0F4.x = 0.0f; actor->rot_0F4.z = 330.0f; actor->obj.rot.x = -0.0f; actor->obj.rot.y = actor->rot_0F4.y; actor->obj.rot.z = -330.0f; actor->fwork[0] = 0.0f; actor->animFrame = ACTOR_CS_KATT; actor->iwork[11] = 1; actor->state = 15; actor->fwork[3] = D_i5_801BA820[4]; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } Vec3f D_i5_801BA834[2] = { { 2000.0f, 300.0f, 500.0f }, { 2500.0f, 300.0f, -3300.0f }, }; f32 D_i5_801BA84C[2] = { 0.0f, 60.0f }; // Unused void Macbeth_801AF628(ActorCutscene* this, s32 index) { Actor_Initialize(this); this->obj.status = OBJ_ACTIVE; this->obj.id = OBJ_ACTOR_CUTSCENE; this->obj.pos.x = gPlayer[0].xPath + D_i5_801BA834[index].x; this->obj.pos.y = D_i5_801BA834[index].y; this->obj.pos.z = D_i5_801BA834[index].z - gPathProgress; this->animFrame = ACTOR_CS_37; this->obj.rot.y = D_i5_801BA84C[index]; this->iwork[4] = this->iwork[5] = 192; this->iwork[0] = this->iwork[1] = this->iwork[2] = this->iwork[7] = this->iwork[3] = 255; this->iwork[6] = 128; Object_SetInfo(&this->info, this->obj.id); } void Macbeth_Effect357_Spawn2(f32 xPos, f32 yPos, f32 zPos, f32 arg3) { Effect* effect = NULL; Effect* effectPtr; s32 i; for (effectPtr = &gEffects[0], i = 0; i < 99; i++, effectPtr++) { if (effectPtr->obj.status == OBJ_FREE) { effect = effectPtr; break; } } if (i != 99) { Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_357; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; effect->vel.x = RAND_FLOAT_CENTERED(20.0f) - 60.0f; effect->vel.y = RAND_FLOAT(3.0f) + 10.0f; effect->vel.z = RAND_FLOAT(30.0f) + 240.0f; effect->scale2 = RAND_FLOAT(0.8f) + 0.3f + arg3; effect->timer_50 = RAND_INT(5.0f) + 30; effect->obj.rot.x = RAND_FLOAT(360.0f); effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f); effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f); effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f); effect->unk_44 = i % 4U; Object_SetInfo(&effect->info, effect->obj.id); } } f32 D_i5_801BA854[8] = { 1.5f, -1.0f, 0.7f, 0.0f, 0.9f, 0.7f, -1.0f, 1.5f }; f32 D_i5_801BA874[8] = { 200.0f, 300.0f, 400.0f, 0.0f, 500.0f, 100.0f, 120.0f, 100.0f }; f32 D_i5_801BA894[8] = { 200.0f, 250.0f, 220.0f, 0.0f, 200.0f, 230.0f, 220.0f, 350.0f }; void Macbeth_LevelComplete2(Player* player) { s32 i; s32 j; Vec3f spE4; Vec3f spD8; f32 zeroVar = 0.0f; // @Port: Vi recording UpdateVisPerFrameFromRecording(gMacbethCutsceneRecord, ARRAY_COUNT(gMacbethCutsceneRecord), &gCsFrameCount); switch (player->csState) { case 0: gCsFrameCount = 0; gLoadLevelObjects = 1; player->draw = false; SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 30); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 30); player->csState = 1; D_ctx_80177A48[0] = 0.0f; D_ctx_80177A48[4] = -60.0f; D_ctx_80177A48[5] = 240.0f; player->gravity = 3.0f; gCameraShakeY = player->vel.x = player->vel.y = player->vel.z = player->baseSpeed = 0.0f; if (player->shields <= 0) { player->shields = 1; } player->cam.eye.x = gCsCamEyeX = gActors[D_i5_801BE318].obj.pos.x - 250.0f; player->cam.eye.y = gCsCamEyeY = gActors[D_i5_801BE318].obj.pos.y + 150.0f; player->cam.eye.z = gCsCamEyeZ = gActors[D_i5_801BE318].obj.pos.z + gPathProgress + 500.0f; player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE318].obj.pos.x; player->cam.at.y = gCsCamAtY = gActors[D_i5_801BE318].obj.pos.y + 200.0f; player->cam.at.z = gCsCamAtZ = gActors[D_i5_801BE318].obj.pos.z + gPathProgress; player->pos.x = 500.0f; player->pos.y = -3.0f; sMaTrainSpeedTarget = 0.0f; player->aerobaticPitch = 0.0f; player->camRoll = 0.0f; player->boostSpeed = 0.0f; player->arwing.upperLeftFlapYrot = player->arwing.bottomRightFlapYrot = player->arwing.bottomLeftFlapYrot = player->zRotBarrelRoll = player->zRotBank = 0.0f; player->yBob = 0.0f; player->rockAngle = 0.0f; player->unk_16C = 0.0f; player->unk_170 = 0.0f; player->arwing.upperRightFlapYrot = 0.0f; /* fallthrough */ case 1: gShowBossHealth = false; if (gCsFrameCount == 70) { gObjectLoadIndex = 498; for (i = 0; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.id == OBJ_ACTOR_MA_RAILWAY_SIGNAL) { gActors[i].state++; break; } } player->csState++; gCsCamEyeX = -100.0f; gCsCamEyeY = 250.0f; gCsCamEyeZ = 2090.0f; gCsCamAtX = -250.0f; gCsCamAtY = 10.0f; gCsCamAtZ = -3210.0f; player->cam.eye.x = -250.0f; player->cam.eye.y = 50.0f; player->cam.eye.z = 1580.0f; player->cam.at.x = -250.0f; player->cam.at.y = 10.0f; player->cam.at.z = -3210.0f; D_i5_801BE312 = 1; player->pos.x = 500.0f; player->pos.y = -3.0f; player->pos.z = player->trueZpos = -111130.0f; player->zPath = gPathProgress = 115930.0f; player->flags_228 = PFLAG_228_4; gLastPathChange = OBJ_ITEM_PATH_TURN_RIGHT; sMaTrainSpeedTarget = 0.0f; gActors[D_i5_801BE314].obj.pos.x = -431.0f; gActors[D_i5_801BE314].obj.pos.y = 0.0f; gActors[D_i5_801BE314].obj.pos.z = -111174.0f; gActors[D_i5_801BE314].vel.x = 0.0f; gActors[D_i5_801BE314].vel.y = 0.0f; gActors[D_i5_801BE314].vel.z = 0.0f; gActors[D_i5_801BE316].obj.pos.x = -864.0f; gActors[D_i5_801BE316].obj.pos.y = 874.0f; gActors[D_i5_801BE316].obj.pos.z = -109864.0f; } break; case 2: if (gCsFrameCount > 105) { Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 1.0f, 0.005f, 0.0f); } if (gCsFrameCount < 160) { gActors[D_i5_801BE314].obj.pos.x = -431.0f; gActors[D_i5_801BE314].obj.pos.y = 0.0f; gActors[D_i5_801BE314].obj.pos.z = -111174.0f; gActors[D_i5_801BE314].vel.x = 0.0f; gActors[D_i5_801BE314].vel.y = 0.0f; gActors[D_i5_801BE314].vel.z = 0.0f; gActors[D_i5_801BE316].obj.pos.x = -864.0f; gActors[D_i5_801BE316].obj.pos.y = 874.0f; gActors[D_i5_801BE316].obj.pos.z = -109864.0f; } else { D_ctx_80177A48[0] = 0.0f; sMaTrainSpeedTarget = -40.0f; player->csState++; } /* fallthrough */ case 3: player->vel.z = gActors[D_i5_801BE314].vel.z; if (gCsFrameCount == 252) { gCsCamEyeY = 570.0f; player->pathChangeTimer = 1000; player->xPathTarget = 20000.0f; player->pathChangeYaw = -23.0f; player->pathStep = 0.0f; } if (gCsFrameCount >= 252) { player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f; player->zPathVel = -gActors[D_i5_801BE314].vel.z; player->zPath += player->zPathVel; gPathVelZ = player->zPathVel; gPathProgress = player->zPath; gPathTexScroll += player->zPathVel; player->pos.z = player->trueZpos = -(gPathProgress + 210.0f); Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 0.1f, 0.00025f, 0.0f); gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x + 2500.0f; gCsCamAtZ = gActors[D_i5_801BE314].obj.pos.z + gPathProgress - 2000.0f; gCsCamEyeX = gCsCamAtX - 2340.0f; gCsCamEyeZ = gCsCamAtZ + 1410.0f; } if (gCsFrameCount == 389) { player->csState++; player->vel.z = 0.0f; player->zPathVel = 0.0f; gPathVelX = 0.0f; gPathVelY = 0.0f; player->pathChangeTimer = 0; player->cam.eye.x = gCsCamEyeX = 2750.0f; player->cam.eye.y = gCsCamEyeY = 50.0f; player->cam.eye.z = gCsCamEyeZ = -620.0f; player->cam.at.x = gCsCamAtX = -650.0f; player->cam.at.y = gCsCamAtY = 30.0f; player->cam.at.z = gCsCamAtZ = 1900.0f; player->yRot_114 = 0.0f; sMaTrainSpeedTarget = -100.0f; Audio_KillSfxById(NA_SE_EN_FREIGHT_TRAIN); AUDIO_PLAY_SFX(NA_SE_EN_TRAIN_BREAK, gActors[D_i5_801BE314].sfxSource, 4); D_i5_801BE313 = 0; } break; case 4: if (gCsFrameCount == 403) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; gFillScreenAlphaTarget = 255; gFillScreenAlphaStep = 20; } if (gCsFrameCount == 416) { player->csState++; D_ctx_80177A48[0] = 1.0f; player->yRot_114 = 30.0f; player->xPath = 4600.0f; sMaTrainSpeedTarget = -80.0f; player->zPath = gPathProgress += 300.0f; D_ctx_80177A48[5] = 0.0f; D_ctx_80177A48[6] = 0.5f; D_ctx_80177A48[7] = 1560.0f; D_ctx_80177A48[8] = 2400.0f; player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x; player->cam.at.z = gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + gPathProgress) - 2000.0f; player->cam.eye.y = gCsCamEyeY = 50.0f; player->cam.at.y = gCsCamAtY = 10.0f; player->cam.eye.x = gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX; player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ; player->pathChangeYaw = -30.0f; player->xPathTarget = 10014.0f; player->pathChangeTimer = 1000; player->pathStep = 0.0f; gFillScreenAlphaTarget = 0; gFillScreenAlphaStep = 127; } break; case 5: if (gCsFrameCount <= 625) { Math_SmoothStepToF(&sMaTrainSpeedTarget, 0.0f, 0.1f, 0.05f, 0.0f); } if (gCsFrameCount >= 430) { Math_SmoothStepToF(&D_ctx_80177A48[6], 22.0f, 0.1f, 1.0f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[7], 2600.0f, 0.1f, D_ctx_80177A48[6], 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[8], 3800.0f, 0.1f, D_ctx_80177A48[6], 0.0f); Math_SmoothStepToF(&gCsCamEyeY, 1300.0f, 0.1f, 17.0f, 0.0f); } if (gCsFrameCount <= 505) { gCsCamAtZ = gActors[D_i5_801BE314].obj.pos.z + gPathProgress - 2000.0f; gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x; player->vel.z = gActors[D_i5_801BE314].vel.z; player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f; player->pos.z = player->trueZpos = -(gPathProgress + 210.0f); player->zPathVel = -gActors[D_i5_801BE314].vel.z; gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX; gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ; Effect_Effect390_Spawn(gActors[D_i5_801BE314].obj.pos.x + 480.0f, gActors[D_i5_801BE314].obj.pos.y + 15.0f, gActors[D_i5_801BE314].obj.pos.z - 400.0f, gActors[D_i5_801BE314].vel.x, gActors[D_i5_801BE314].vel.y, 0.0f, 0.2f, 10); } else { player->vel.z = 0.0f; if ((gGameFrameCount % 16) == 0) { gFogRed -= 1; gFogGreen -= 1; gFogBlue -= 2; } Math_SmoothStepToF(&player->zPathVel, 0.0f, 1.0f, 0.6f, 0.0f); Math_SmoothStepToF(&gCsCamAtX, 11700.0f, 0.1f, 50.0f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[5], 30.0f, 0.1f, 0.05f, 0.0f); Math_SmoothStepToF(&gCsCamAtY, 1600.0f, 0.1f, D_ctx_80177A48[5], 0.0f); if (player->zPathVel >= 2.5f) { player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f; player->pos.z = player->trueZpos = -(gPathProgress + 210.0f); } else { player->xPathTarget = player->xPath; gPathVelX = 0.0f; } Effect_Effect362_Spawn(gActors[D_i5_801BE314].obj.pos.x + 190.0f, gActors[D_i5_801BE314].obj.pos.y + 30.0f, gActors[D_i5_801BE314].obj.pos.z - 100.0f, 6.0f); Effect_Effect362_Spawn(gActors[D_i5_801BE314].obj.pos.x + 190.0f, gActors[D_i5_801BE314].obj.pos.y + 30.0f, gActors[D_i5_801BE314].obj.pos.z - 120.0f, 6.0f); Effect_Effect362_Spawn(gActors[D_i5_801BE314].obj.pos.x - 190.0f, gActors[D_i5_801BE314].obj.pos.y + 30.0f, gActors[D_i5_801BE314].obj.pos.z - 100.0f, 6.0f); Effect_Effect362_Spawn(gActors[D_i5_801BE314].obj.pos.x - 190.0f, gActors[D_i5_801BE314].obj.pos.y + 30.0f, gActors[D_i5_801BE314].obj.pos.z - 120.0f, 6.0f); } player->zPath += player->zPathVel; gPathVelZ = player->zPathVel; gPathProgress = player->zPath; gPathTexScroll += player->zPathVel; if (gCsFrameCount == 630) { Audio_KillSfxBySourceAndId(gActors[D_i5_801BE314].sfxSource, NA_SE_EN_TRAIN_BREAK); AUDIO_PLAY_SFX(NA_SE_EN_EXPLOSION_L, gActors[D_i5_801BE314].sfxSource, 4); player->csState++; player->vel.z = 0.0f; player->zPathVel = 0.0f; gPathVelZ = 0.0f; gPathVelX = 0.0f; gPathVelY = 0.0f; player->pathChangeTimer = 10000; D_ctx_80177A48[0] = 1.0f; sMaTrainSpeedTarget = 0.0f; gControllerRumbleFlags[0] = 1; gControllerRumbleTimers[0] = 10; gCameraShake = 10; D_ctx_80177A48[4] = -70.0f; D_ctx_80177A48[5] = 280.0f; } break; case 6: Math_SmoothStepToF(&D_ctx_80177A48[4], -60.0f, 1.0f, 0.5f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[5], 240.0f, 1.0f, 2.0f, 0.0f); if ((gGameFrameCount % 2) == 0) { Effect_FireSmoke_Spawn2(11000.0f, 200.0f, -139000.0f, D_ctx_80177A48[4], 4.0f, D_ctx_80177A48[5], 20.0f); } if (gCsFrameCount == 710) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; gFillScreenAlphaTarget = 0; gFillScreenAlphaStep = 128; Effect_Effect367_Spawn(gActors[D_i5_801BE314].obj.pos.x + 1000.0f, gActors[D_i5_801BE314].obj.pos.y + 20.0f, -138500.0f, 100.0f, 1000.0f, 0); Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x + 200.0f, gActors[D_i5_801BE314].obj.pos.y + 700.0f, -137750.0f, 100.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 1300.0f, gActors[D_i5_801BE314].obj.pos.z + 700.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } gActors[58].scale = 0.8f; func_effect_8007D0E0(gActors[D_i5_801BE314].obj.pos.x + 500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.y + 500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.z + 3000.0f + RAND_FLOAT_CENTERED(700.0f), 30.0f); } if ((gCsFrameCount > 710) && ((gGameFrameCount % 8) == 0)) { func_effect_8007D0E0(gActors[D_i5_801BE314].obj.pos.x + 500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.y + 500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.z + 3000.0f + RAND_FLOAT_CENTERED(700.0f), 30.0f); } if ((gCsFrameCount > 725) && ((gGameFrameCount % 8) == 0)) { func_effect_8007D0E0(gActors[D_i5_801BE314].obj.pos.x - 1500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.y + 1000.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.z + 1700.0f + RAND_FLOAT_CENTERED(700.0f), 30.0f); } if ((gCsFrameCount > 740) && ((gGameFrameCount % 8) == 0)) { func_effect_8007D0E0(gActors[D_i5_801BE314].obj.pos.x - 3500.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.y + 600.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.z + 1200.0f + RAND_FLOAT_CENTERED(700.0f), 30.0f); } if ((gCsFrameCount > 755) && ((gGameFrameCount % 8) == 0)) { func_effect_8007D0E0(gActors[D_i5_801BE314].obj.pos.x - 3000.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.y + 400.0f + RAND_FLOAT_CENTERED(700.0f), gActors[D_i5_801BE314].obj.pos.z + 1300.0f + RAND_FLOAT_CENTERED(700.0f), 30.0f); } if (gCsFrameCount == 800) { Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x - 3000.0f, gActors[D_i5_801BE314].obj.pos.y + 500.0f, gActors[D_i5_801BE314].obj.pos.z + 1600.0f, 10000.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x - 3000.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 700.0f, gActors[D_i5_801BE314].obj.pos.z + 1600.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } } if (gCsFrameCount == 820) { Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x, gActors[D_i5_801BE314].obj.pos.y + 500.0f, gActors[D_i5_801BE314].obj.pos.z + 3300.0f, 14000.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x + 500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 900.0f, gActors[D_i5_801BE314].obj.pos.z + 3300.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } } if (gCsFrameCount == 835) { Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x - 1500.0f, gActors[D_i5_801BE314].obj.pos.y + 500.0f, gActors[D_i5_801BE314].obj.pos.z + 2000.0f, 80.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x - 1500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 1200.0f, gActors[D_i5_801BE314].obj.pos.z + 2000.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } } if (gCsFrameCount == 845) { Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x - 500.0f, gActors[D_i5_801BE314].obj.pos.y + 500.0f, gActors[D_i5_801BE314].obj.pos.z + 2800.0f, 10000.0f); for (i = 0; i < 11; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x - 500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 900.0f, gActors[D_i5_801BE314].obj.pos.z + 2800.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } } if (gCsFrameCount == 853) { Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x - 3500.0f, gActors[D_i5_801BE314].obj.pos.y + 500.0f, gActors[D_i5_801BE314].obj.pos.z + 2500.0f, 14000.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x - 3500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 900.0f, gActors[D_i5_801BE314].obj.pos.z + 1500.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } gCameraShake = 30; } if (gCsFrameCount == 860) { Effect_Effect367_Spawn(gActors[D_i5_801BE314].obj.pos.x + 1000.0f, gActors[D_i5_801BE314].obj.pos.y + 20.0f, -138500.0f, 100.0f, 1000.0f, 0); Effect_Effect383_Spawn(gActors[D_i5_801BE314].obj.pos.x - 1500.0f, gActors[D_i5_801BE314].obj.pos.y + 700.0f, gActors[D_i5_801BE314].obj.pos.z + 3000.0f, 180.0f); for (i = 0; i < 8; i++) { Effect_Effect357_Spawn50(gActors[D_i5_801BE314].obj.pos.x - 1500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[D_i5_801BE314].obj.pos.y + 1300.0f, gActors[D_i5_801BE314].obj.pos.z + 2500.0f + RAND_FLOAT_CENTERED(1000.0f), 6.0f); Macbeth_Effect357_Spawn2(RAND_FLOAT_CENTERED(650.0f) + 11250.0f, 300.0f, RAND_FLOAT(650.0f) + -139000.0f, 0.7f); } } if (gCsFrameCount == 880) { gControllerRumbleFlags[0] = 1; gControllerRumbleTimers[0] = 10; gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255; gFillScreenAlphaTarget = 255; gFillScreenAlphaStep = 20; AUDIO_PLAY_SFX(NA_SE_EN_STAR_EXPLOSION, gActors[D_i5_801BE314].sfxSource, 4); gBossActive = gLoadLevelObjects = false; } if (gCsFrameCount == 940) { player->csState++; Play_ClearObjectData(); player->pos.z = player->trueZpos = -(gPathProgress + 210.0f); player->pos.x = player->xPath; Effect_Effect383_Spawn(player->pos.x - 1800.0f, -50.0f, player->pos.z + 5000.0f, 40.0f); gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255; gFillScreenAlphaTarget = 0; gFillScreenAlphaStep = 8; D_ctx_80177A48[0] = 0.0f; player->draw = true; player->cam.at.x = gCsCamAtX = player->cam.eye.x = gCsCamEyeX = player->pos.x; player->cam.at.y = gCsCamAtY = player->pos.y + 70.0f; player->cam.eye.y = gCsCamEyeY = player->pos.y + 30.0f; player->cam.eye.z = gCsCamEyeZ = (player->trueZpos + gPathProgress) - 300.0f; player->cam.at.z = gCsCamAtZ = player->trueZpos + gPathProgress; player->savedAlternateView = player->pathChangeTimer = 0; player->unk_190 = player->unk_194 = player->unk_188 = player->unk_18C = player->pathChangeYaw = player->yRot_114 = player->aerobaticPitch = player->camRoll = player->unk_174 = player->unk_178 = player->unk_17C = player->unk_180 = player->unk_184 = player->arwing.upperRightFlapYrot = player->unk_170 = player->unk_16C = player->rockAngle = player->yBob = player->arwing.upperLeftFlapYrot = player->arwing.bottomRightFlapYrot = player->arwing.bottomLeftFlapYrot = player->zRotBarrelRoll = player->zRotBank = player->boostSpeed = 0.0f; player->baseSpeed = 5.0f; D_ctx_80177A48[3] = D_ctx_80177A48[6] = D_ctx_80177A48[7] = D_ctx_80177A48[8] = 0.0f; player->grounded = true; player->hitTimer = 0; player->pos.y = gGroundHeight - 3.0f; player->vel.y = -3.0f; player->rollState = player->boostCooldown = player->boostMeter = player->unk_184 = player->rot_104.y = player->rot_104.z = player->rot.y = player->rot.x = player->rot_104.x = 0.0f; player->rollInputTimerL = player->sfx.bank = 0; } break; case 7: if ((gGameFrameCount % 4) == 0) { func_effect_8007D0E0(player->pos.x - 1750.0f + RAND_FLOAT_CENTERED(700.0f), 10.0f, player->pos.z + 5000.0f + RAND_FLOAT_CENTERED(700.0f), 5.0f); Effect_Effect343_Spawn(player->pos.x - 1800.0f + RAND_FLOAT_CENTERED(40.0f), -100.0f, player->pos.z + 5000.0f + RAND_FLOAT_CENTERED(40.0f), 9.0f); } if ((gCsFrameCount >= 1059) && (gCsFrameCount < 2120)) { Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 1.0f, 0.005f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[3], 1080.0f, 0.1f, D_ctx_80177A48[0] * 1.2f, 0.0f); Matrix_RotateY(gCalcMatrix, -D_ctx_80177A48[3] * M_DTOR, MTXF_NEW); spE4.x = 0.0f; spE4.y = 0.0f; spE4.z = -300.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &spE4, &spD8); gCsCamEyeX = player->pos.x + spD8.x; gCsCamEyeZ = player->pos.z + gPathProgress + spD8.z; } if (gCsFrameCount >= 2120) { Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 1.0f, 0.001f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[8], 20.0f, 0.1f, 0.1f, 0.0f); Math_SmoothStepToF(&gCsCamEyeX, player->pos.x - 2000.0f, 0.1f, D_ctx_80177A48[8], 0.0f); gCsCamEyeZ -= 1.0f; } //! @BUG: The following condition is always true: // if ((gCsFrameCount >= 2120) || (gCsFrameCount < 2175)) { if (CVarGetInteger("gMaCameraFix", 0) == 1) { if ((gCsFrameCount >= 2120) && (gCsFrameCount < 2175)) { Math_SmoothStepToF(&gCsCamAtY, player->pos.y + 70.0f, 0.1f, 8.0f, 0.0f); } } else { if ((gCsFrameCount >= 2120) || (gCsFrameCount < 2175)) { Math_SmoothStepToF(&gCsCamAtY, player->pos.y + 70.0f, 0.1f, 8.0f, 0.0f); } } if (gCsFrameCount == 2120) { D_ctx_80177A48[0] = 0.0f; } if (gCsFrameCount >= 2160) { player->vel.y = 4.0f; Math_SmoothStepToF(&player->unk_170, 2.0f, 1.0f, 0.3f, 0.0f); Math_SmoothStepToF(&player->unk_16C, 2.0f, 1.0f, 0.3f, 0.0f); if ((gCsFrameCount >= 2165) && (gCsFrameCount <= 2180)) { Effect_Effect362_Spawn(player->pos.x + RAND_FLOAT_CENTERED(30.0f), 0.0f, RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f); Effect_Effect362_Spawn(player->pos.x - RAND_FLOAT_CENTERED(30.0f), 0.0f, RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f); } Math_SmoothStepToF(&D_ctx_80177A48[7], 4.5f, 0.1f, 0.3f, 0.0f); player->trueZpos = player->pos.z; } func_tank_80045130(player); func_tank_80044868(player); func_tank_800444BC(player); Player_UpdatePath(player); if (gCsFrameCount >= 2175) { Math_SmoothStepToF(&gCsCamAtZ, gActors[3].obj.pos.z + gPathProgress - 300.0f, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&gCsCamAtY, gActors[3].obj.pos.y + 100.0f, 0.1f, 10.0f, 0.0f); } else { player->cam.at.z = gCsCamAtZ = player->trueZpos + gPathProgress; } Math_SmoothStepToF(&player->pos.y, 260.0f, 0.1f, D_ctx_80177A48[7], 0.0f); break; } switch (gCsFrameCount) { case 973: gLevelClearScreenTimer = 100; break; case 340: Radio_PlayMessage(gMsg_ID_17471, RCID_BOSS_MACBETH); break; case 520: Radio_PlayMessage(gMsg_ID_17472, RCID_BOSS_MACBETH); break; case 710: case 800: case 820: case 835: case 845: case 860: gCameraShake = 20; D_ctx_80177A48[4] = -90.0f; D_ctx_80177A48[5] = 360.0f; break; case 910: AUDIO_PLAY_BGM(NA_BGM_COURSE_CLEAR); break; case 1040: Radio_PlayMessage(gMsg_ID_20010, RCID_FOX); break; case 1060: if (gTeamShields[TEAM_ID_SLIPPY] > 0) { Macbeth_801AF27C(&gActors[5], 0); } break; case 1130: switch (gTeamShields[TEAM_ID_SLIPPY]) { case 0: Radio_PlayMessage(gMsg_ID_20345, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20333, RCID_ROB64); break; default: Radio_PlayMessage(gMsg_ID_17330, RCID_SLIPPY); break; } break; case 1240: if (gTeamShields[TEAM_ID_PEPPY] > 0) { Macbeth_801AF27C(&gActors[6], 1); } break; case 1310: D_i5_801BA874[5] = 220.0f; break; case 1350: switch (gTeamShields[TEAM_ID_PEPPY]) { case 0: Radio_PlayMessage(gMsg_ID_20344, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20332, RCID_ROB64); break; default: Radio_PlayMessage(gMsg_ID_17310, RCID_PEPPY); break; } break; case 1420: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { Macbeth_801AF44C(); } break; case 1460: D_i5_801BA874[6] = 170.0f; break; case 1500: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { Radio_PlayMessage(gMsg_ID_17300, RCID_KATT); } break; case 1640: if (gTeamShields[TEAM_ID_FALCO] > 0) { Macbeth_801AF27C(&gActors[7], 2); } break; case 1660: switch (gTeamShields[TEAM_ID_FALCO]) { case 0: Radio_PlayMessage(gMsg_ID_20340, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20331, RCID_ROB64); break; default: Radio_PlayMessage(gMsg_ID_17320, RCID_FALCO); break; } break; case 1661: D_i5_801BA854[6] = -0.5f; break; case 1810: Object_Kill(&gActors[8].obj, gActors[8].sfxSource); gSceneSetup = 1; break; case 1817: gShowLevelClearStatusScreen = true; break; case 1960: Macbeth_801AF27C(&gActors[3], 3); gActors[3].info.hitbox = SEGMENTED_TO_VIRTUAL(gNoHitbox); break; case 2017: gShowLevelClearStatusScreen = false; break; case 2040: gActors[5].state++; break; case 2080: gActors[6].state++; break; case 2130: gActors[7].state++; break; case 2160: gProjectFar = 30000.0f; player->hideShadow = true; Audio_StopPlayerNoise(0); AUDIO_PLAY_SFX(NA_SE_TANK_GO_UP, player->sfxSource, 0); break; case 2310: gActors[3].state++; break; case 2440: SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 60); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 60); break; } // @port: Make the Great Fox carry the landmaster for real. if (gCsFrameCount >= 2300) { player->pos = gActors[3].obj.pos; } if (player->pathChangeTimer != 0) { player->pathChangeTimer--; Math_SmoothStepToF(&player->yRot_114, -player->pathChangeYaw, 0.03f, 0.5f, 0.0001f); Math_SmoothStepToF(&player->pathStep, gPathVelZ * .3f, 0.1f, 2.0f, 0.0001f); 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); } else { Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f); } Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0); Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 20000.0f, 0); Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 20000.0f, 0); Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 20000.0f, 0); Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0); player->cam.at.y += zeroVar; if (player->csState >= 6) { player->cam.eye.y += gCameraShakeY * 10.0f; } if (gCsFrameCount > 2500) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; gFillScreenAlphaTarget = 255; if (gFillScreenAlpha == 255) { player->state = PLAYERSTATE_NEXT; gFadeoutType = 4; Play_ClearObjectData(); Audio_FadeOutAll(10); gLeveLClearStatus[LEVEL_MACBETH] = Play_CheckMedalStatus(150) + 1; } } } void Macbeth_801B28BC(ActorCutscene* this) { Vec3f sp5C; Vec3f sp50; Vec3f sp44; Player* player = &gPlayer[0]; f32 sp3C; this->fwork[7] += 3.0f; this->rot_0F4.z = SIN_DEG(this->fwork[7]) * 1.5f; this->fwork[8] += 2.0f; sp3C = SIN_DEG(this->fwork[8]) * 10.0f; switch (this->state) { case 10: this->fwork[3] += D_i5_801BA854[4]; Matrix_RotateY(gCalcMatrix, this->fwork[3] * M_DTOR, MTXF_NEW); sp5C.x = 0.0f; sp5C.y = D_i5_801BA874[4]; sp5C.z = D_i5_801BA894[4]; Math_SmoothStepToF(&D_i5_801BA894[4], 100.0f, 0.05f, 0.5f, 0.01f); Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44); this->fwork[0] = sp44.x; this->fwork[1] = sp44.y; this->fwork[2] = sp44.z - 100.0f; Math_SmoothStepToF(&this->obj.rot.z, SIN_DEG(this->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.x, this->fwork[0] + player->pos.x, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.y, this->fwork[1] + player->pos.y + sp3C, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.z, this->fwork[2] + player->trueZpos, 0.03f, 10.0f, 0.0f); break; case 11: AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0); this->timer_0BC = 10; this->state++; this->fwork[29] = 5.0f; /* fallthrough */ case 12: Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.x, player->pos.x - 150.0f, 0.1f, 1.0f, 0.0f); this->iwork[11] = 2; Math_SmoothStepToF(&this->fwork[9], 20.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 1.0f, 0.0f); if (this->timer_0BC <= 0) { this->timer_0BC = 10; this->state++; } break; case 13: Math_SmoothStepToF(&this->obj.pos.x, player->pos.x - 150.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.rot.x, -120.0f, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&this->fwork[9], -20.0f, 0.05f, 0.2f, 0.0f); this->fwork[29] = 3.0f; if (this->timer_0BC <= 0) { this->state++; } break; case 14: Math_SmoothStepToF(&this->obj.pos.x, player->pos.x - 150.0f, 0.1f, 3.0f, 0.0f); Math_SmoothStepToF(&this->obj.rot.x, -120.0f, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&this->fwork[9], 22.0f, 0.05f, 0.2f, 0.0f); if (this->obj.rot.x <= -115.0f) { Math_SmoothStepToF(&this->obj.rot.z, 800.0f, 0.1f, 18.0f, 0.0f); Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY); sp5C.x = 0.0f; sp5C.y = 70.0f; sp5C.z = -70.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp44); Effect_Effect393_Spawn(this->obj.pos.x + sp44.x, this->obj.pos.y + sp44.y, this->obj.pos.z + sp44.z, 3.1f); } break; case 15: Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.05f, 0.05f, 0); Math_SmoothStepToAngle(&this->obj.rot.y, 180.0f, 1.0f, 0.3f, 0); Math_SmoothStepToF(&this->obj.pos.y, player->pos.y + 240.0f, 0.03f, 20.0f, 0.0f); if (this->obj.rot.y == 180.0f) { this->state++; } break; case 16: this->fwork[0] += 2.0f; this->obj.rot.y = 180.0f - this->fwork[0]; Math_SmoothStepToAngle(&this->obj.rot.z, 62.0f, 1.0f, 0.5f, 0); if (this->fwork[0] > 180.0f) { this->state++; AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0); this->timer_0BC = 160; this->fwork[29] = 5.0f; } break; case 17: Math_SmoothStepToAngle(&this->obj.rot.y, 345.0f, 1.0f, 0.5f, 0.01f); Math_SmoothStepToAngle(&this->obj.rot.x, 328.0f, 0.1f, 1.0f, 0.0f); Math_SmoothStepToF(&this->fwork[9], 35.0f, 0.1f, 0.5f, 0.0f); this->fwork[29] = 3.0f; Math_SmoothStepToF(&this->obj.rot.z, 405.0f, 0.1f, 10.0f, 0.0f); if (this->timer_0BC == 0) { Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY); sp5C.x = 0.0f; sp5C.y = 70.0f; sp5C.z = -70.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp44); Effect_Effect393_Spawn(this->obj.pos.x + sp44.x, this->obj.pos.y + sp44.y, this->obj.pos.z + sp44.z, 3.1f); } break; case 20: Math_SmoothStepToAngle(&this->obj.rot.x, 345.0f, 0.01f, this->fwork[4], 0.0f); Math_SmoothStepToF(&this->vel.z, -300.0f, 0.1f, 0.25f, 0.0f); break; case 21: Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 0.25f, 0.0f); Math_SmoothStepToF(&this->obj.pos.x, player->pos.x, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.y, 800.0f, 0.1f, 10.0f, 0.0f); break; case 22: Math_SmoothStepToAngle(&this->fwork[4], 0.25f, 0.1f, 0.005f, 0.0f); Math_SmoothStepToAngle(&this->obj.rot.x, 345.0f, 0.01f, this->fwork[4], 0.0f); break; case 30: this->fwork[3] += D_i5_801BA854[this->index]; Matrix_RotateY(gCalcMatrix, this->fwork[3] * M_DTOR, MTXF_NEW); sp5C.x = 0.0f; sp5C.y = D_i5_801BA874[this->index]; sp5C.z = D_i5_801BA894[this->index]; Math_SmoothStepToF(&D_i5_801BA894[this->index], 250.0f, 0.05f, 0.5f, 0.01f); Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44); this->fwork[0] = sp44.x; this->fwork[1] = sp44.y; this->fwork[2] = sp44.z - 100.0f; Math_SmoothStepToF(&this->obj.rot.z, SIN_DEG(this->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.x, this->fwork[0] + player->pos.x, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.y, this->fwork[1] + player->pos.y + sp3C, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&this->obj.pos.z, this->fwork[2] + player->trueZpos, 0.03f, 10.0f, 0.0f); break; case 31: AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0); this->drawShadow = false; this->timer_0BC = 20; this->state++; this->fwork[29] = 5.0f; /* fallthrough */ case 32: if (this->timer_0BC <= 0) { this->drawShadow = true; } this->iwork[11] = 2; Math_SmoothStepToF(&this->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f); Math_SmoothStepToF(&this->fwork[9], 25.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 0.5f, 0.0f); break; } Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); sp5C.x = 0.0f; sp5C.y = 0.0f; sp5C.z = this->fwork[9]; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp50); this->vel.x = sp50.x; this->vel.y = sp50.y; this->vel.z = sp50.z; } f32 D_i5_801BA8B4[5] = { -100.0f, 380.0f, -450.0f, 0.0f, -340.0f }; f32 D_i5_801BA8C8[5] = { 500.0f, 400.0f, 850.0f, 650.0f, 950.0f }; f32 D_i5_801BA8DC[5] = { 500.0f, 500.0f, 600.0f, 2500.0f, 590.0f }; f32 D_i5_801BA8F0[4] = { 90.0f, -90.0f, 0.0f, 0.0f }; void Macbeth_LevelComplete1_TeamSetup(Actor* this, s32 teamIndex) { Player* player = &gPlayer[0]; Actor_Initialize(this); this->obj.pos.x = player->pos.x + D_i5_801BA8B4[teamIndex]; this->obj.pos.y = player->pos.y + D_i5_801BA8C8[teamIndex]; this->obj.pos.z = player->pos.z + D_i5_801BA8DC[teamIndex]; this->fwork[7] = RAND_FLOAT(360.0f); this->fwork[8] = RAND_FLOAT(360.0f); this->vel.x = player->vel.x; this->vel.y = player->vel.y; this->vel.z = player->vel.z; this->obj.status = OBJ_INIT; this->obj.id = OBJ_ACTOR_CUTSCENE; this->obj.rot.y = 180.0f; Object_SetInfo(&this->info, this->obj.id); if (teamIndex < 3) { this->iwork[11] = 1; this->drawShadow = true; this->fwork[3] = D_i5_801BA8F0[teamIndex]; this->state = 30; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, this->sfxSource, 4); return; } this->animFrame = ACTOR_CS_GREAT_FOX; this->state = 20; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, this->sfxSource, 0); this->fwork[9] = 20.0f; } f32 D_i5_801BA900 = 90.0f; void Macbeth_801B3718(void) { ActorCutscene* actor = &gActors[8]; Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_CUTSCENE; actor->obj.pos.x = gPlayer[0].pos.x + D_i5_801BA8B4[4]; actor->obj.pos.y = gPlayer[0].pos.y + D_i5_801BA8C8[4]; actor->obj.pos.z = gPlayer[0].pos.z + D_i5_801BA8DC[4]; actor->vel.x = gPlayer[0].vel.x; actor->vel.y = gPlayer[0].vel.y; actor->vel.z = gPlayer[0].vel.z; actor->fwork[7] = RAND_FLOAT(360.0f); actor->fwork[8] = RAND_FLOAT(360.0f); actor->rot_0F4.y = 180.0f; actor->rot_0F4.x = 0.0f; actor->obj.rot.x = -0.0f; actor->obj.rot.y = actor->rot_0F4.y; actor->obj.rot.z = -actor->rot_0F4.z; actor->fwork[0] = 30.0f; actor->animFrame = ACTOR_CS_KATT; actor->iwork[11] = 1; actor->state = 10; actor->fwork[3] = D_i5_801BA900; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } void Macbeth_801B38E0(void) { s16 i; s16 j; for (i = 0; i < ARRAY_COUNT(gRadarMarks); i++) { gRadarMarks[i].enabled = false; } for (i = 0; i < ARRAY_COUNT(gTexturedLines); i++) { gTexturedLines[i].mode = 0; } for (i = 0; i < ARRAY_COUNT(gScenery); i++) { if ((gScenery[i].obj.id <= OBJ_SCENERY_MA_RAILROAD_SWITCH_8) || (gScenery[i].obj.id >= OBJ_SCENERY_MA_TRAIN_TRACK_6)) { Object_Kill(&gScenery[i].obj, gScenery[i].sfxSource); Scenery_Initialize(&gScenery[i]); } } for (i = 0; i < ARRAY_COUNT(gSprites); i++) { gSprites[i].obj.status = OBJ_FREE; Sprite_Initialize(&gSprites[i]); } for (i = 0; i < ARRAY_COUNT(gActors); i++) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); Actor_Initialize(&gActors[i]); } for (i = 0; i < ARRAY_COUNT(gBosses); i++) { Object_Kill(&gBosses[i].obj, gBosses[i].sfxSource); Boss_Initialize(&gBosses[i]); } for (i = 0; i < ARRAY_COUNT(gEffects); i++) { Object_Kill(&gEffects[i].obj, gEffects[i].sfxSource); Effect_Initialize(&gEffects[i]); } for (i = 0; i < ARRAY_COUNT(gItems); i++) { Object_Kill(&gItems[i].obj, gItems[i].sfxSource); Item_Initialize(&gItems[i]); } for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) { 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 < 2; i++) { gMeMoraStatus[i] = 0; for (j = 0; j < 100; j++) { gMeMoraYpos[i][j] = -5000.0f; } } } void Macbeth_LevelComplete1(Player* player) { f32 zeroVar = 0.0f; gCsCamEyeX = player->pos.x; gCsCamEyeY = player->pos.y; gCsCamEyeZ = player->pos.z + player->zPath + 50.0f; switch (player->csState) { case 0: gCsFrameCount = gBossActive = gLoadLevelObjects = 1; D_i5_801BA894[4] = 80.0f; D_i5_801BA894[3] = D_i5_801BA894[4]; D_i5_801BA894[2] = D_i5_801BA894[4]; D_i5_801BA894[1] = D_i5_801BA894[4]; D_i5_801BA894[0] = D_i5_801BA894[4]; gFillScreenRed = 255; gFillScreenGreen = 255; gFillScreenBlue = 255; gFillScreenAlpha = gFillScreenAlphaTarget = D_ctx_80177A10[9] = 0; D_ctx_80177A48[0] = 0.0f; player->csState++; /* fallthrough */ case 1: D_i5_801BE240 = 2000.0f; D_i5_801BE244 = 2000.0f; D_i5_801BE248 = 2000.0f; Math_SmoothStepToF(D_ctx_80177A48, 0.1f, 1.0f, 0.01f, 0.0f); Math_SmoothStepToF(&player->baseSpeed, 4.9f, 0.1f, 1.0f, 0.0f); Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 1.0f, 0.0f); gCsCamEyeX = player->pos.x; gCsCamEyeY = player->pos.y; gCsCamEyeZ = player->pos.z + player->zPath + 50.0f; if (gCsCamEyeY < 5.0f) { gCsCamEyeY = 5.0f; } gCsCamAtX = player->pos.x; gCsCamAtY = player->pos.y + 30.0f; gCsCamAtZ = player->pos.z + player->zPath; gFillScreenRed = 255; gFillScreenGreen = 255; gFillScreenBlue = 255; if (D_ctx_80177A10[9] >= 248) { D_ctx_80177A10[9] = 255; } else { D_ctx_80177A10[9] += 8; } gFillScreenAlpha = gFillScreenAlphaTarget = D_ctx_80177A10[9]; if (gCsFrameCount > 40) { D_ctx_80177A10[9] = 255; player->cam.eye.x = gCsCamEyeX = 0.0f; player->cam.eye.y = gCsCamEyeY = 21.182106f; player->cam.eye.z = gCsCamEyeZ = -112.08748f; player->cam.at.x = gCsCamAtX = 0.0f; player->cam.at.y = gCsCamAtY = 22.873417f; player->cam.at.z = gCsCamAtZ = -283.55914f; player->csState++; player->pos.x = 0.0f; player->pos.y = -3.0f; player->camDist = 0.0f; Macbeth_801B38E0(); } func_tank_80045130(player); func_tank_80044868(player); func_tank_80045678(player); func_tank_80045E7C(player); Player_CollisionCheck(player); Player_UpdatePath(player); break; case 2: Math_SmoothStepToF(D_ctx_80177A48, 0.01f, 0.1f, 0.01f, 0.0f); gCsCamEyeX = gCsCamAtX = player->pos.x; gCsCamEyeY = 3520.0f; gCsCamAtY = 0.0f; gCsCamEyeZ = 350.0f; gCsCamAtZ = -300.0f; D_i5_801BE240 = 2.0f; D_i5_801BE244 = 2.0f; D_i5_801BE248 = 2.0f; if (gCsFrameCount > 85) { gFillScreenAlphaTarget = gFillScreenAlpha = D_ctx_80177A10[9]; D_ctx_80177A10[9] -= 10; if (D_ctx_80177A10[9] < 11) { gFillScreenAlphaTarget = gFillScreenAlpha = 0; player->csState = 10; } } func_tank_80045130(player); func_tank_80044868(player); func_tank_80045678(player); func_tank_80045E7C(player); Player_CollisionCheck(player); Player_UpdatePath(player); break; case 10: player->csState = 11; player->gravity = 3.0f; D_i5_801BE240 = 0.2f; /* fallthrough */ case 11: Math_SmoothStepToF(D_ctx_80177A48, 0.01f, 0.1f, 0.01f, 0.0f); gCsCamEyeX = gCsCamAtX = player->pos.x; gCsCamEyeY = 3520.0f; gCsCamAtY = 0.0f; gCsCamEyeZ = 350.0f; if (gCsFrameCount < 1265) { gCsCamAtZ = -300.0f; } else { D_i5_801BE248 = 20.0f; gCsCamEyeZ = 1000.0f; gCsCamAtZ = -50000.0f; } if (gCsFrameCount < 270) { D_i5_801BE244 = 1.0f; D_i5_801BE248 = 1.0f; } else if (gCsFrameCount < 690) { Math_SmoothStepToF(&D_i5_801BE248, 0.3f, 0.1f, 0.1f, 0.01f); D_i5_801BE244 = 1.2f; } else { Math_SmoothStepToF(&D_i5_801BE244, 1.5f, 0.1f, 0.05f, 0.01f); Math_SmoothStepToF(&D_i5_801BE248, 2.0f, 0.1f, 0.1f, 0.01f); } Math_SmoothStepToF(&player->baseSpeed, 4.9f, 0.1f, 1.0f, 0.0f); Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 1.0f, 0.0f); func_tank_80045130(player); func_tank_80044868(player); func_tank_80045678(player); func_tank_80045E7C(player); Player_CollisionCheck(player); Player_UpdatePath(player); break; case 12: break; } switch (gCsFrameCount) { case 755: gShowLevelClearStatusScreen = true; break; case 1025: gShowLevelClearStatusScreen = false; break; case 50: AUDIO_PLAY_BGM(NA_BGM_COURSE_CLEAR); break; case 100: gLevelClearScreenTimer = 100; break; case 160: Radio_PlayMessage(gMsg_ID_20010, RCID_FOX); break; case 230: if (gTeamShields[TEAM_ID_SLIPPY] > 0.0f) { Macbeth_LevelComplete1_TeamSetup(&gActors[0], 0); } break; case 260: switch (gTeamShields[TEAM_ID_SLIPPY]) { case 0: Radio_PlayMessage(gMsg_ID_20345, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20333, RCID_ROB64); break; default: func_demo_80048AC0(TEAM_ID_SLIPPY); break; } break; case 380: if (gTeamShields[TEAM_ID_PEPPY] > 0.0f) { Macbeth_LevelComplete1_TeamSetup(&gActors[1], 1); } break; case 410: switch (gTeamShields[TEAM_ID_PEPPY]) { case 0: Radio_PlayMessage(gMsg_ID_20344, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20332, RCID_ROB64); break; default: func_demo_80048AC0(TEAM_ID_PEPPY); break; } break; case 530: if (gTeamShields[TEAM_ID_FALCO] > 0.0f) { Macbeth_LevelComplete1_TeamSetup(&gActors[2], 2); } break; case 560: switch (gTeamShields[TEAM_ID_FALCO]) { case 0: Radio_PlayMessage(gMsg_ID_20340, RCID_ROB64); break; case -1: Radio_PlayMessage(gMsg_ID_20331, RCID_ROB64); break; default: func_demo_80048AC0(TEAM_ID_FALCO); break; } break; case 680: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { Macbeth_801B3718(); } break; case 1027: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { Radio_PlayMessage(gMsg_ID_17350, RCID_KATT); } break; case 1065: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { gActors[8].state++; } break; case 1157: gActors[0].state++; break; case 1136: gActors[1].state++; break; case 1197: gActors[2].state++; break; case 1158: if (gLeveLClearStatus[LEVEL_ZONESS] != 0) { Object_Kill(&gActors[8].obj, gActors[8].sfxSource); } /* fallthrough */ case 1195: gSceneSetup = 1; break; case 1200: Macbeth_LevelComplete1_TeamSetup(&gActors[3], 3); gLoadLevelObjects = 0; break; } Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], D_i5_801BE240, 0.0f); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], D_i5_801BE244, 0.0f); Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], D_i5_801BE248, 0.0f); Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], D_i5_801BE240, 0.0f); Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], D_i5_801BE244, 0.0f); Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], D_i5_801BE248, 0.0f); player->cam.at.y += zeroVar; if ((gCsFrameCount >= 850) && ((gGameFrameCount % 16) == 0)) { Macbeth_EffectClouds_Spawn(); } if (gCsFrameCount == 1220) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 60); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 60); } if (gCsFrameCount > 1280) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; gFillScreenAlphaTarget = 255; if (gFillScreenAlpha == 255) { player->state = PLAYERSTATE_NEXT; gFadeoutType = 4; Play_ClearObjectData(); Audio_FadeOutAll(10); gLeveLClearStatus[LEVEL_MACBETH] = Play_CheckMedalStatus(150) + 1; } } }