diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2022-09-24 15:45:53 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-09-24 16:45:53 -0300 |
| commit | 00bf71460f56c5a8aba5e235b729c8a5e594bae8 (patch) | |
| tree | e7ce1f6070b62853147c19280770610dcb2ce5f2 /src/code | |
| parent | 6d6304d1a0602e2cdaa0a0d9e6f148791ee51794 (diff) | |
Item cleanup: Item drops, rupees, signs (#1048)
* item cleanup
* pr suggestions
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_en_item00.c | 204 |
1 files changed, 132 insertions, 72 deletions
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 953648f49..437728f0e 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -18,6 +18,11 @@ void func_800A6650(EnItem00* this, PlayState* play); void func_800A6780(EnItem00* this, PlayState* play); void func_800A6A40(EnItem00* this, PlayState* play); +void EnItem00_DrawRupee(EnItem00* this, PlayState* play); +void EnItem00_DrawSprite(EnItem00* this, PlayState* play); +void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play); +void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play); + const ActorInit En_Item00_InitVars = { ACTOR_EN_ITEM00, ACTORCAT_MISC, @@ -102,12 +107,14 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { this->unk154 = 0.015f; shadowOffset = 750.0f; break; + case ITEM00_SMALL_KEY: this->unk150 = 0; Actor_SetScale(&this->actor, 0.03f); this->unk154 = 0.03f; shadowOffset = 350.0f; break; + case ITEM00_HEART_PIECE: case ITEM00_HEART_CONTAINER: this->unk150 = 0; @@ -118,12 +125,14 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { sp30 = -1; } break; + case ITEM00_RECOVERY_HEART: - this->actor.home.rot.z = randPlusMinusPoint5Scaled(65535.0f); + this->actor.home.rot.z = randPlusMinusPoint5Scaled(0xFFFF); shadowOffset = 430.0f; Actor_SetScale(&this->actor, 0.02f); this->unk154 = 0.02f; break; + case ITEM00_ARROWS_10: case ITEM00_ARROWS_30: case ITEM00_ARROWS_40: @@ -132,6 +141,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { this->unk154 = 0.035f; shadowOffset = 250.0f; break; + case ITEM00_BOMBS_A: case ITEM00_BOMBS_B: case ITEM00_NUTS_1: @@ -143,39 +153,47 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { this->unk154 = 0.03f; shadowOffset = 320.0f; break; + case ITEM00_MAGIC_LARGE: - Actor_SetScale(&this->actor, 0.044999998f); - this->unk154 = 0.044999998f; + Actor_SetScale(&this->actor, 4.5f * 0.01f); + this->unk154 = 4.5f * 0.01f; shadowOffset = 320.0f; break; + case ITEM00_RUPEE_HUGE: - Actor_SetScale(&this->actor, 0.044999998f); - this->unk154 = 0.044999998f; + Actor_SetScale(&this->actor, 4.5f * 0.01f); + this->unk154 = 4.5f * 0.01f; shadowOffset = 750.0f; break; + case ITEM00_RUPEE_PURPLE: Actor_SetScale(&this->actor, 0.03f); this->unk154 = 0.03f; shadowOffset = 750.0f; break; + case ITEM00_FLEXIBLE: case ITEM00_BIG_FAIRY: shadowOffset = 500.0f; Actor_SetScale(&this->actor, 0.01f); this->unk154 = 0.01f; break; + case ITEM00_SHIELD_HERO: this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; + case ITEM00_MAP: this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_MAP); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; + case ITEM00_COMPASS: this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_COMPASS); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; + default: break; } @@ -191,6 +209,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { this->unk152 = -1; return; } + if (sp30 == 0) { this->actionFunc = func_800A640C; this->unk152 = -1; @@ -208,61 +227,78 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { case ITEM00_RUPEE_GREEN: Item_Give(play, ITEM_RUPEE_GREEN); break; + case ITEM00_RUPEE_BLUE: Item_Give(play, ITEM_RUPEE_BLUE); break; + case ITEM00_RUPEE_RED: Item_Give(play, ITEM_RUPEE_RED); break; + case ITEM00_RUPEE_PURPLE: Item_Give(play, ITEM_RUPEE_PURPLE); break; + case ITEM00_RUPEE_HUGE: Item_Give(play, ITEM_RUPEE_HUGE); break; + case ITEM00_RECOVERY_HEART: Item_Give(play, ITEM_RECOVERY_HEART); break; + case ITEM00_FLEXIBLE: case ITEM00_BIG_FAIRY: Health_ChangeBy(play, 0x70); break; + case ITEM00_BOMBS_A: case ITEM00_BOMBS_B: Item_Give(play, ITEM_BOMBS_5); break; + case ITEM00_ARROWS_10: Item_Give(play, ITEM_ARROWS_10); break; + case ITEM00_ARROWS_30: Item_Give(play, ITEM_ARROWS_30); break; + case ITEM00_ARROWS_40: Item_Give(play, ITEM_ARROWS_40); break; + case ITEM00_ARROWS_50: Item_Give(play, ITEM_ARROWS_50); break; + case ITEM00_MAGIC_LARGE: Item_Give(play, ITEM_MAGIC_LARGE); break; + case ITEM00_MAGIC_SMALL: Item_Give(play, ITEM_MAGIC_SMALL); break; + case ITEM00_SMALL_KEY: Item_Give(play, ITEM_KEY_SMALL); break; + case ITEM00_NUTS_1: getItemId = GI_NUTS_1; break; + case ITEM00_NUTS_10: getItemId = GI_NUTS_10; break; + default: break; } - if ((getItemId != GI_NONE) && (Actor_HasParent(&this->actor, play) == 0)) { + if ((getItemId != GI_NONE) && !Actor_HasParent(&this->actor, play)) { Actor_PickUp(&this->actor, play, getItemId, 50.0f, 20.0f); } @@ -277,11 +313,10 @@ void EnItem00_Destroy(Actor* thisx, PlayState* play) { } void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play) { - s32 sp1C; + s32 objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS); - sp1C = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS); - if (Object_IsLoaded(&play->objectCtx, sp1C)) { - this->actor.objBankIndex = sp1C; + if (Object_IsLoaded(&play->objectCtx, objBankIndex)) { + this->actor.objBankIndex = objBankIndex; this->actionFunc = func_800A640C; } } @@ -327,15 +362,15 @@ void func_800A640C(EnItem00* this, PlayState* play) { } } - if ((this->actor.gravity != 0.0f) && ((this->actor.bgCheckFlags & 1) == 0)) { + if ((this->actor.gravity != 0.0f) && !(this->actor.bgCheckFlags & 1)) { this->actionFunc = func_800A6650; } } -static Color_RGBA8 D_801ADF10 = { 255, 255, 127, 0 }; -static Color_RGBA8 D_801ADF14 = { 255, 255, 255, 0 }; -static Vec3f D_801ADF18 = { 0.0f, 0.1f, 0.0f }; -static Vec3f D_801ADF24 = { 0.0f, 0.01f, 0.0f }; +static Color_RGBA8 sEffectPrimColor = { 255, 255, 127, 0 }; +static Color_RGBA8 sEffectEnvColor = { 255, 255, 255, 0 }; +static Vec3f sEffectVelocity = { 0.0f, 0.1f, 0.0f }; +static Vec3f sEffectAccel = { 0.0f, 0.01f, 0.0f }; void func_800A6650(EnItem00* this, PlayState* play) { u32 pad; @@ -344,20 +379,21 @@ void func_800A6650(EnItem00* this, PlayState* play) { if (this->actor.params <= ITEM00_RUPEE_RED) { this->actor.shape.rot.y = this->actor.shape.rot.y + 960; } + if ((play->gameplayFrames & 1) != 0) { pos.x = this->actor.world.pos.x + randPlusMinusPoint5Scaled(10.0f); pos.y = this->actor.world.pos.y + randPlusMinusPoint5Scaled(10.0f); pos.z = this->actor.world.pos.z + randPlusMinusPoint5Scaled(10.0f); - EffectSsKirakira_SpawnSmall(play, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); + EffectSsKirakira_SpawnSmall(play, &pos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor); } - if ((this->actor.bgCheckFlags & 3) != 0) { + + if (this->actor.bgCheckFlags & 3) { if (this->actor.velocity.y > -2.0f) { this->actionFunc = func_800A640C; - return; + } else { + this->actor.velocity.y = this->actor.velocity.y * -0.8f; + this->actor.bgCheckFlags &= ~1; } - - this->actor.velocity.y = this->actor.velocity.y * -0.8f; - this->actor.bgCheckFlags = this->actor.bgCheckFlags & 0xFFFE; } } @@ -384,18 +420,18 @@ void func_800A6780(EnItem00* this, PlayState* play) { } if (this->actor.params <= ITEM00_RUPEE_RED) { - this->actor.shape.rot.y += 960; + this->actor.shape.rot.y += 0x3C0; } else if ((this->actor.params >= ITEM00_SHIELD_HERO) && (this->actor.params != ITEM00_NUTS_10) && (this->actor.params != ITEM00_BOMBS_0)) { - this->actor.world.rot.x -= 700; - this->actor.shape.rot.y += 400; + this->actor.world.rot.x -= 0x2BC; + this->actor.shape.rot.y += 0x190; this->actor.shape.rot.x = this->actor.world.rot.x - 0x4000; } if (this->actor.velocity.y <= 2.0f) { - var1 = (u16)this->actor.shape.rot.z + 10000; - if (var1 < 65535) { - this->actor.shape.rot.z += 10000; + var1 = (u16)this->actor.shape.rot.z + 0x2710; + if (var1 < 0xFFFF) { + this->actor.shape.rot.z += 0x2710; } else { this->actor.shape.rot.z = -1; } @@ -405,10 +441,10 @@ void func_800A6780(EnItem00* this, PlayState* play) { pos.x = this->actor.world.pos.x + ((Rand_ZeroOne() - 0.5f) * 10.0f); pos.y = this->actor.world.pos.y + ((Rand_ZeroOne() - 0.5f) * 10.0f); pos.z = this->actor.world.pos.z + ((Rand_ZeroOne() - 0.5f) * 10.0f); - EffectSsKirakira_SpawnSmall(play, &pos, &D_801ADF18, &D_801ADF24, &D_801ADF10, &D_801ADF14); + EffectSsKirakira_SpawnSmall(play, &pos, &sEffectVelocity, &sEffectAccel, &sEffectPrimColor, &sEffectEnvColor); } - if (this->actor.bgCheckFlags & 0x0003) { + if (this->actor.bgCheckFlags & 3) { this->actionFunc = func_800A640C; this->actor.shape.rot.z = 0; this->actor.speedXZ = 0.0f; @@ -419,7 +455,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->getItemId != GI_NONE) { - if (Actor_HasParent(&this->actor, play) == 0) { + if (!Actor_HasParent(&this->actor, play)) { Actor_PickUp(&this->actor, play, this->getItemId, 50.0f, 80.0f); this->unk152++; } else { @@ -435,7 +471,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) { this->actor.world.pos = player->actor.world.pos; if (this->actor.params <= ITEM00_RUPEE_RED) { - this->actor.shape.rot.y = this->actor.shape.rot.y + 960; + this->actor.shape.rot.y += 0x3C0; } else if (this->actor.params == ITEM00_RECOVERY_HEART) { this->actor.shape.rot.y = 0; } @@ -443,7 +479,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) { this->actor.world.pos.y += (40.0f + (Math_SinS(this->unk152 * 15000) * (this->unk152 * 0.3f))); if (LINK_IS_ADULT) { - this->actor.world.pos.y = this->actor.world.pos.y + 20.0f; + this->actor.world.pos.y += 20.0f; } } @@ -509,78 +545,101 @@ void EnItem00_Update(Actor* thisx, PlayState* play) { this->unk1A4 = 1; Item_Give(play, ITEM_RUPEE_GREEN); break; + case ITEM00_RUPEE_BLUE: this->unk1A4 = 1; Item_Give(play, ITEM_RUPEE_BLUE); break; + case ITEM00_RUPEE_RED: this->unk1A4 = 1; Item_Give(play, ITEM_RUPEE_RED); break; + case ITEM00_RUPEE_PURPLE: this->unk1A4 = 1; Item_Give(play, ITEM_RUPEE_PURPLE); break; + case ITEM00_RUPEE_HUGE: this->unk1A4 = 1; Item_Give(play, ITEM_RUPEE_HUGE); break; + case ITEM00_STICK: getItemId = GI_STICKS_1; break; + case ITEM00_NUTS_1: getItemId = GI_NUTS_1; break; + case ITEM00_NUTS_10: getItemId = GI_NUTS_10; break; + case ITEM00_RECOVERY_HEART: Item_Give(play, ITEM_RECOVERY_HEART); break; + case ITEM00_FLEXIBLE: case ITEM00_BIG_FAIRY: Health_ChangeBy(play, 0x70); break; + case ITEM00_BOMBS_A: case ITEM00_BOMBS_B: Item_Give(play, ITEM_BOMBS_5); break; + case ITEM00_ARROWS_10: Item_Give(play, ITEM_ARROWS_10); break; + case ITEM00_ARROWS_30: Item_Give(play, ITEM_ARROWS_30); break; + case ITEM00_ARROWS_40: Item_Give(play, ITEM_ARROWS_40); break; + case ITEM00_ARROWS_50: Item_Give(play, ITEM_ARROWS_50); break; + case ITEM00_SMALL_KEY: getItemId = GI_KEY_SMALL; break; + case ITEM00_HEART_PIECE: getItemId = GI_HEART_PIECE; break; + case ITEM00_HEART_CONTAINER: getItemId = GI_HEART_CONTAINER; break; + case ITEM00_MAGIC_LARGE: Item_Give(play, ITEM_MAGIC_LARGE); break; + case ITEM00_MAGIC_SMALL: Item_Give(play, ITEM_MAGIC_SMALL); break; + case ITEM00_SHIELD_HERO: getItemId = GI_SHIELD_HERO; break; + case ITEM00_MAP: getItemId = GI_MAP; break; + case ITEM00_COMPASS: getItemId = GI_COMPASS; break; + default: break; } @@ -603,6 +662,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) { Actor_MarkForDeath(&this->actor); } return; + default: break; } @@ -634,11 +694,6 @@ void EnItem00_Update(Actor* thisx, PlayState* play) { this->actionFunc = func_800A6A40; } -void EnItem00_DrawRupee(EnItem00* this, PlayState* play); -void EnItem00_DrawSprite(EnItem00* this, PlayState* play); -void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play); -void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play); - void EnItem00_Draw(Actor* thisx, PlayState* play) { s32 pad; EnItem00* this = THIS; @@ -652,16 +707,20 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { case ITEM00_RUPEE_PURPLE: EnItem00_DrawRupee(this, play); break; + case ITEM00_HEART_PIECE: EnItem00_DrawHeartPiece(this, play); break; + case ITEM00_HEART_CONTAINER: EnItem00_DrawHeartContainer(this, play); break; + case ITEM00_RECOVERY_HEART: if (this->unk152 < 0) { if (this->unk152 == -1) { s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART); + if (Object_IsLoaded(&play->objectCtx, bankIndex)) { this->actor.objBankIndex = bankIndex; Actor_SetObjectDependency(play, &this->actor); @@ -673,6 +732,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { } break; } + // fallthrough case ITEM00_BOMBS_A: case ITEM00_ARROWS_10: case ITEM00_ARROWS_30: @@ -688,14 +748,19 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { case ITEM00_BOMBS_0: EnItem00_DrawSprite(this, play); break; + case ITEM00_SHIELD_HERO: GetItem_Draw(play, GID_SHIELD_HERO); break; + case ITEM00_MAP: GetItem_Draw(play, GID_DUNGEON_MAP); break; + case ITEM00_COMPASS: GetItem_Draw(play, GID_COMPASS); + break; + case ITEM00_MASK: case ITEM00_FLEXIBLE: case ITEM00_3_HEARTS: @@ -706,17 +771,13 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { } } -TexturePtr D_801ADF30[] = { - gameplay_keep_Tex_061FC0, // Green rupee - gameplay_keep_Tex_061FE0, // Blue rupee - gameplay_keep_Tex_062000, // Red rupee - gameplay_keep_Tex_062040, // Orange rupee - gameplay_keep_Tex_062020 // Purple rupee +static TexturePtr sRupeeTextures[] = { + gRupeeGreenTex, gRupeeBlueTex, gRupeeRedTex, gRupeeOrangeTex, gRupeePurpleTex, }; void EnItem00_DrawRupee(EnItem00* this, PlayState* play) { s32 pad; - s32 iconNb; + s32 texIndex; OPEN_DISPS(play->state.gfxCtx); @@ -724,67 +785,66 @@ void EnItem00_DrawRupee(EnItem00* this, PlayState* play) { func_800B8050(&this->actor, play, 0); if (this->actor.params <= ITEM00_RUPEE_RED) { - iconNb = this->actor.params; + texIndex = this->actor.params; } else { - iconNb = this->actor.params - 0x10; + texIndex = this->actor.params - 0x10; } gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF30[iconNb])); + gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sRupeeTextures[texIndex])); - gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_0622C0); // TODO symbol + gSPDisplayList(POLY_OPA_DISP++, gRupeeDL); CLOSE_DISPS(play->state.gfxCtx); } -TexturePtr D_801ADF44[12] = { - gameplay_keep_Tex_05E6F0, // Heart (Not used) - gameplay_keep_Tex_05CEF0, // Bombs (A), Bombs (0) - gameplay_keep_Tex_05BEF0, // Arrows (10) - gameplay_keep_Tex_05B6F0, // Arrows (30) - gameplay_keep_Tex_05C6F0, // Arrows (40), Arrows (50) - gameplay_keep_Tex_05CEF0, // Bombs (B) - gameplay_keep_Tex_0607C0, // Nuts (1), Nuts (10) - gameplay_keep_Tex_060FC0, // Sticks (1) - gameplay_keep_Tex_0617C0, // Magic (Large) - gameplay_keep_Tex_05FFC0, // Magic (Small) +TexturePtr sItemDropTextures[] = { + gDropRecoveryHeartTex, // Heart (Not used) + gDropBombTex, // Bombs (A), Bombs (0) + gDropArrows1Tex, // Arrows (10) + gDropArrows2Tex, // Arrows (30) + gDropArrows3Tex, // Arrows (40), Arrows (50) + gDropBombTex, // Bombs (B) + gDropDekuNutTex, // Nuts (1), Nuts (10) + gDropDekuStickTex, // Sticks (1) + gDropMagicLargeTex, // Magic (Large) + gDropMagicSmallTex, // Magic (Small) NULL, - gameplay_keep_Tex_05F7C0 // Small Key + gDropKeySmallTex // Small Key }; void EnItem00_DrawSprite(EnItem00* this, PlayState* play) { - s32 iconNb = this->actor.params - 3; + s32 texIndex = this->actor.params - 3; OPEN_DISPS(play->state.gfxCtx); POLY_OPA_DISP = func_801660B8(play, POLY_OPA_DISP); if (this->actor.params == ITEM00_NUTS_10) { - iconNb = 6; + texIndex = 6; } else if (this->actor.params == ITEM00_BOMBS_0) { - iconNb = 1; + texIndex = 1; } else if (this->actor.params >= ITEM00_ARROWS_30) { - iconNb -= 3; + texIndex -= 3; if (this->actor.params < ITEM00_ARROWS_50) { - iconNb++; + texIndex++; } } POLY_OPA_DISP = func_8012C724(POLY_OPA_DISP); - gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF44[iconNb])); + gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sItemDropTextures[texIndex])); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_05F6F0); + gSPDisplayList(POLY_OPA_DISP++, gItemDropDL); CLOSE_DISPS(play->state.gfxCtx); } void EnItem00_DrawHeartContainer(EnItem00* actor, PlayState* play) { - s32 pad; - s32 pad2; + s32 pad[2]; if (Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS) == actor->actor.objBankIndex) { OPEN_DISPS(play->state.gfxCtx); @@ -811,7 +871,7 @@ void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play) { gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_05AAB0); + gSPDisplayList(POLY_XLU_DISP++, gHeartPieceInteriorDL); CLOSE_DISPS(play->state.gfxCtx); } @@ -893,7 +953,7 @@ Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params) { } spawnedActor->speedXZ = 2.0f; spawnedActor->gravity = -0.9f; - spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(65536.0f); + spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(0x10000); Actor_SetScale(spawnedActor, 0.0f); ((EnItem00*)spawnedActor)->actionFunc = func_800A6780; ((EnItem00*)spawnedActor)->unk152 = 0xDC; @@ -948,7 +1008,7 @@ Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params) { } else { spawnedActor->gravity = -0.9f; } - spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(65536.0f); + spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(0x10000); spawnedActor->flags |= 0x10; } } |
