diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2026-10-13 17:17:52 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-10-13 15:17:52 +0000 |
| commit | 3cd9b9682e1a858879149049d53d99ec5a8293ad (patch) | |
| tree | bfe5b15e9c7dcfbf0fc4161c4c9959e5206b5613 /src | |
| parent | a739f786cab3c309ca7dc27eca68ee0fc019e1ee (diff) | |
[cc0 oot] nb (#2812)
* [cc0 oot] nb
* nb review
Diffstat (limited to 'src')
| -rw-r--r-- | src/overlays/actors/ovl_En_Nb/z_en_nb.c | 84 | ||||
| -rw-r--r-- | src/overlays/actors/ovl_En_Nb/z_en_nb.h | 1 |
2 files changed, 40 insertions, 45 deletions
diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index 3e867b92d..fd1aa75fa 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -1,9 +1,3 @@ -/* - * File: z_en_nb.c - * Overlay: ovl_En_Nb - * Description: Nabooru - */ - #include "z_en_nb.h" #include "src/overlays/actors/ovl_Door_Warp1/z_door_warp1.h" @@ -338,7 +332,7 @@ void EnNb_SetCurrentAnim(EnNb* this, AnimationHeader* animation, u8 mode, f32 mo } void EnNb_SetChamberAnim(EnNb* this, PlayState* play) { - EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsChamberOfSagesAnim, 0, 0, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsLookDownAnim, 0, 0, 0); this->actor.shape.yOffset = -10000.0f; } @@ -400,7 +394,7 @@ void EnNb_SetupDefaultChamberIdle(EnNb* this) { } void EnNb_SetupArmRaise(EnNb* this, PlayState* play) { - AnimationHeader* animation = &gNabooruRaisingArmsGivingMedallionAnim; + AnimationHeader* animation = &gNabooruRaiseArmsAnim; CsCmdActorCue* cue; if (play->csCtx.state != CS_STATE_IDLE) { @@ -414,7 +408,7 @@ void EnNb_SetupArmRaise(EnNb* this, PlayState* play) { } void EnNb_SetupRaisedArmTransition(EnNb* this, s32 animFinished) { - AnimationHeader* animation = &gNabooruArmsRaisedGivingMedallionAnim; + AnimationHeader* animation = &gNabooruArmsRaisedAnim; if (animFinished) { Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_LOOP, @@ -481,7 +475,7 @@ void func_80AB19FC(EnNb* this, PlayState* play) { } void EnNb_SetupLightArrowOrSealingCs(EnNb* this, PlayState* play) { - EnNb_SetCurrentAnim(this, &gNabooruPuttingHandsTogetherCastingMagicAnim, 2, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruJoinHandsAnim, 2, 0.0f, 0); this->action = NB_ACTION_7; this->actor.shape.shadowAlpha = 0; } @@ -600,7 +594,7 @@ void EnNb_DrawTransparency(EnNb* this, PlayState* play) { } void EnNb_InitKidnap(EnNb* this, PlayState* play) { - EnNb_SetCurrentAnim(this, &gNabooruTrappedInVortexPushingGroundAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruPortalHandsOnGroundAnim, 0, 0.0f, 0); this->action = NB_KIDNAPPED; this->actor.shape.shadowAlpha = 0; SET_EVENTCHKINF(EVENTCHKINF_95); @@ -650,7 +644,7 @@ void EnNb_SetupCaptureCutsceneState(EnNb* this, PlayState* play) { } void EnNb_SetRaisedArmCaptureAnim(EnNb* this, s32 animFinished) { - AnimationHeader* animation = &gNabooruSuckedByVortexAnim; + AnimationHeader* animation = &gNabooruPortalArmRaisedAnim; if (animFinished) { Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_LOOP, @@ -659,7 +653,7 @@ void EnNb_SetRaisedArmCaptureAnim(EnNb* this, s32 animFinished) { } void EnNb_SetupLookAroundInKidnap(EnNb* this) { - AnimationHeader* animation = &gNabooruTrappedInVortexPushingGroundAnim; + AnimationHeader* animation = &gNabooruPortalHandsOnGroundAnim; Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_LOOP, -8.0f); this->action = NB_KIDNAPPED_LOOK_AROUND; @@ -667,7 +661,7 @@ void EnNb_SetupLookAroundInKidnap(EnNb* this) { } void EnNb_SetupKidnap(EnNb* this) { - AnimationHeader* animation = &gNabooruTrappedInVortexRaisingArmAnim; + AnimationHeader* animation = &gNabooruPortalRaiseArmAnim; Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_ONCE, -8.0f); this->action = NB_PORTAL_FALLTHROUGH; @@ -731,7 +725,7 @@ void EnNb_SuckedInByPortal(EnNb* this, PlayState* play) { } void EnNb_SetupConfrontation(EnNb* this, PlayState* play) { - AnimationHeader* animation = &gNabooruCollapseFromStandingToKneelingTransitionAnim; + AnimationHeader* animation = &gNabooruFallOnAllFoursAnim; EnNb_SetCurrentAnim(this, animation, 0, 0.0f, 0); this->action = NB_IN_CONFRONTATION; @@ -790,21 +784,21 @@ void func_80AB26C8(EnNb* this) { void func_80AB26DC(EnNb* this, PlayState* play) { STACK_PAD(s32); - AnimationHeader* animation = &gNabooruCollapseFromStandingToKneelingTransitionAnim; - f32 lastFrame = Animation_GetLastFrame(animation); + AnimationHeader* animation = &gNabooruFallOnAllFoursAnim; + f32 frames = Animation_GetLastFrame(animation); EnNb_SetStartPosRotFromCue1(this, play, 1); - Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, 0.0f); + Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, frames, ANIMMODE_ONCE, 0.0f); this->action = NB_ACTION_14; this->drawMode = NB_DRAW_KNEEL; this->actor.shape.shadowAlpha = 255; } void EnNb_SetupKneel(EnNb* this) { - AnimationHeader* animation = &gNabooruCollapseFromStandingToKneelingTransitionAnim; - f32 lastFrame = Animation_GetLastFrame(animation); + AnimationHeader* animation = &gNabooruFallOnAllFoursAnim; + f32 frames = Animation_GetLastFrame(animation); - Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, 0.0f); + Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, frames, ANIMMODE_ONCE, 0.0f); this->action = NB_KNEEL; this->drawMode = NB_DRAW_KNEEL; this->actor.shape.shadowAlpha = 255; @@ -821,17 +815,17 @@ void EnNb_CheckIfKneeling(EnNb* this, s32 animFinished) { } void EnNb_SetupLookRight(EnNb* this) { - AnimationHeader* animation = &gNabooruOnAllFoursToOnOneKneeLookingRightTransitionAnim; - f32 lastFrame = Animation_GetLastFrame(animation); + AnimationHeader* animation = &gNabooruOnAllFoursToKneelingAnim; + f32 frames = Animation_GetLastFrame(animation); - Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f); + Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, frames, ANIMMODE_ONCE, -8.0f); this->action = NB_LOOK_RIGHT; this->drawMode = NB_DRAW_DEFAULT; this->actor.shape.shadowAlpha = 255; } void EnNb_CheckIfLookingRight(EnNb* this, s32 animFinished) { - AnimationHeader* animation = &gNabooruOnOneKneeLookingRightAnim; + AnimationHeader* animation = &gNabooruKneelingLookRightAnim; if (animFinished) { Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_LOOP, @@ -841,17 +835,17 @@ void EnNb_CheckIfLookingRight(EnNb* this, s32 animFinished) { } void EnNb_SetupLookLeft(EnNb* this) { - AnimationHeader* animation = &gNabooruOnOneKneeTurningHeadRightToLeftTransitionAnim; - f32 lastFrame = Animation_GetLastFrame(animation); + AnimationHeader* animation = &gNabooruKneelingLookRightToLeftAnim; + f32 frames = Animation_GetLastFrame(animation); - Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f); + Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, frames, ANIMMODE_ONCE, -8.0f); this->action = NB_LOOK_LEFT; this->drawMode = NB_DRAW_LOOK_DIRECTION; this->actor.shape.shadowAlpha = 255; } void EnNb_CheckIfLookLeft(EnNb* this, s32 animFinished) { - AnimationHeader* animation = &gNabooruOnOneKneeLookingLeftAnim; + AnimationHeader* animation = &gNabooruKneelingLookLeftAnim; if (animFinished) { Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_LOOP, @@ -867,10 +861,10 @@ void EnNb_SetupDemo6KInConfrontation(EnNb* this, PlayState* play, s32 animFinish } void EnNb_SetupRun(EnNb* this) { - AnimationHeader* animation = &gNabooruKneeingToRunningToHitAnim; - f32 lastFrame = Animation_GetLastFrame(animation); + AnimationHeader* animation = &gNabooruRunAndGetHitAnim; + f32 frames = Animation_GetLastFrame(animation); - Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f); + Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, frames, ANIMMODE_ONCE, -8.0f); this->action = NB_RUN; this->drawMode = NB_DRAW_LOOK_DIRECTION; this->actor.shape.shadowAlpha = 255; @@ -1000,8 +994,8 @@ void func_80AB2E70(EnNb* this, PlayState* play) { OPEN_DISPS(play->state.gfxCtx, "../z_en_nb_inConfrontion.c", 572); Gfx_SetupDL_25Opa(play->state.gfxCtx); - gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gNabooruEyeWideTex)); - gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gNabooruEyeWideTex)); + gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gNabooruEyeWideOpenTex)); + gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gNabooruEyeWideOpenTex)); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255); gSPSegment(POLY_OPA_DISP++, 0x0C, ACTOR_SETUP_OPA_DL); SkelAnime_DrawFlexOpa(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, NULL, NULL, @@ -1041,7 +1035,7 @@ void func_80AB2FE4(EnNb* this, PlayState* play) { } void EnNb_SetupCreditsSpawn(EnNb* this, PlayState* play) { - EnNb_SetCurrentAnim(this, &gNabooruSittingCrossLeggedAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruSittingAnim, 0, 0.0f, 0); this->action = NB_CREDITS_INIT; this->drawMode = NB_DRAW_NOTHING; this->actor.shape.shadowAlpha = 0; @@ -1077,13 +1071,13 @@ void EnNb_SetupCreditsSit(EnNb* this) { } void EnNb_SetupCreditsHeadTurn(EnNb* this) { - EnNb_SetCurrentAnim(this, &gNabooruSittingCrossLeggedTurningToLookUpRightTransitionAnim, 2, -8.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruSittingToSittingLookRightAnim, 2, -8.0f, 0); this->action = NB_CREDITS_HEAD_TURN; } void EnNb_CheckIfLookingUp(EnNb* this, s32 animFinished) { if (animFinished) { - EnNb_SetCurrentAnim(this, &gNabooruSittingCrossLeggedLookingUpRightAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruSittingLookRightAnim, 0, 0.0f, 0); } } @@ -1148,13 +1142,13 @@ void EnNb_CrawlspaceSpawnCheck(EnNb* this, PlayState* play) { // looking into crawlspace if (!GET_EVENTCHKINF(EVENTCHKINF_94)) { - EnNb_SetCurrentAnim(this, &gNabooruKneeingAtCrawlspaceAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruKneelingBackwardsAnim, 0, 0.0f, 0); this->action = NB_CROUCH_CRAWLSPACE; this->drawMode = NB_DRAW_DEFAULT; } else { STACK_PAD(s32); - EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsAnim, 0, 0.0f, 0); this->headTurnFlag = 1; this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY; this->actor.world.pos = this->finalPos; @@ -1226,7 +1220,7 @@ void func_80AB36DC(EnNb* this, PlayState* play) { void EnNb_CheckNoticed(EnNb* this, PlayState* play) { if (EnNb_GetNoticedStatus(this, play)) { - EnNb_SetCurrentAnim(this, &gNabooruStandingToWalkingTransitionAnim, 2, -8.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsToWalkAnim, 2, -8.0f, 0); this->action = NB_NOTICE_PLAYER; EnNb_SetNoticeSFX(this); } @@ -1234,7 +1228,7 @@ void EnNb_CheckNoticed(EnNb* this, PlayState* play) { void EnNb_SetupIdleCrawlspace(EnNb* this, s32 animFinished) { if (animFinished) { - EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, -8.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsAnim, 0, -8.0f, 0); this->headTurnFlag = 1; this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY; this->action = NB_IDLE_CRAWLSPACE; @@ -1260,7 +1254,7 @@ void func_80AB3838(EnNb* this, PlayState* play) { } void EnNb_SetupPathMovement(EnNb* this, PlayState* play) { - EnNb_SetCurrentAnim(this, &gNabooruStandingToWalkingTransitionAnim, 2, -8.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsToWalkAnim, 2, -8.0f, 0); SET_EVENTCHKINF(EVENTCHKINF_94); this->action = NB_IN_PATH; this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY); @@ -1325,12 +1319,12 @@ void EnNb_SetTextIdAsChild(EnNb* this, PlayState* play) { void func_80AB3A7C(EnNb* this, PlayState* play, s32 animFinished) { u16 movementTimer = this->movementTimer; - if ((u16)(kREG(17) + 25) > movementTimer) { + if ((u16)(kREG(17) + 0x19) > movementTimer) { if (animFinished) { - EnNb_SetCurrentAnim(this, &gNabooruWalkingAnim, 0, 0.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruWalkAnim, 0, 0.0f, 0); } } else { - EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, -8.0f, 0); + EnNb_SetCurrentAnim(this, &gNabooruHandsOnHipsAnim, 0, -8.0f, 0); this->action = NB_IDLE_AFTER_TALK; } } diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.h b/src/overlays/actors/ovl_En_Nb/z_en_nb.h index e27a3b0eb..b5dce53cf 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.h +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.h @@ -3,6 +3,7 @@ #include "ultra64.h" #include "actor.h" + #include "assets/objects/object_nb/object_nb.h" struct EnNb; |
