Synchronized Chuckya
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@ -37,6 +37,9 @@ void bhv_chuckya_anchor_mario_loop(void) {
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}
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s32 unknown_chuckya_function(s32 sp20, f32 sp24, f32 sp28, s32 sp2C) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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s32 sp1C = 0;
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if (o->oChuckyaUnkF8 != 4) {
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if (sp24 < cur_obj_lateral_dist_from_mario_to_home()) {
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@ -44,15 +47,15 @@ s32 unknown_chuckya_function(s32 sp20, f32 sp24, f32 sp28, s32 sp2C) {
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sp1C = 0;
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else {
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sp1C = 1;
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o->oAngleToMario = cur_obj_angle_to_home();
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angleToPlayer = cur_obj_angle_to_home();
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}
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} else if (o->oDistanceToMario > sp28) {
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} else if (distanceToPlayer > sp28) {
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if (gGlobalTimer % (s16) sp2C == 0)
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o->oAngleToMario = obj_angle_to_object(o, gMarioObject);
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angleToPlayer = obj_angle_to_object(o, player);
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sp1C = 2;
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} else
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sp1C = 3;
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if (sp20 && update_angle_from_move_flags(&o->oAngleToMario)) {
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if (sp20 && update_angle_from_move_flags(&angleToPlayer)) {
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sp1C = 4;
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o->oChuckyaUnkF8 = 4;
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}
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@ -77,26 +80,29 @@ s32 approach_forward_vel(f32 *arr, f32 spC, f32 sp10) {
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}
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void chuckya_act_0(void) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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s32 sp3C;
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UNUSED u8 pad[16];
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s32 sp28;
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if (o->oTimer == 0)
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o->oChuckyaUnkFC = 0;
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o->oAngleToMario = obj_angle_to_object(o, gMarioObject);
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angleToPlayer = obj_angle_to_object(o, player);
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switch (sp28 = o->oSubAction) {
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case 0:
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o->oForwardVel = 0;
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if (cur_obj_lateral_dist_from_mario_to_home() < 2000.0f) {
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cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x400);
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cur_obj_rotate_yaw_toward(angleToPlayer, 0x400);
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if (o->oChuckyaUnkFC > 40
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|| abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario) < 0x1000)
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|| abs_angle_diff(o->oMoveAngleYaw, angleToPlayer) < 0x1000)
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o->oSubAction = 1;
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} else
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o->oSubAction = 3;
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break;
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case 1:
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approach_forward_vel(&o->oForwardVel, 30.0f, 4.0f);
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if (abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario) > 0x4000)
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if (abs_angle_diff(o->oMoveAngleYaw, angleToPlayer) > 0x4000)
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o->oSubAction = 2;
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if (cur_obj_lateral_dist_from_mario_to_home() > 2000.0f)
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o->oSubAction = 3;
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@ -111,8 +117,8 @@ void chuckya_act_0(void) {
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o->oForwardVel = 0;
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else {
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approach_forward_vel(&o->oForwardVel, 10.0f, 4.0f);
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o->oAngleToMario = cur_obj_angle_to_home();
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cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x800);
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angleToPlayer = cur_obj_angle_to_home();
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cur_obj_rotate_yaw_toward(angleToPlayer, 0x800);
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}
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if (cur_obj_lateral_dist_from_mario_to_home() < 1900.0f)
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o->oSubAction = 0;
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@ -195,6 +201,15 @@ void chuckya_move(void) {
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}
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void bhv_chuckya_loop(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, 4000.0f);
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network_init_object_field(o, &o->oChuckyaUnk88);
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network_init_object_field(o, &o->oChuckyaUnkF8);
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network_init_object_field(o, &o->oChuckyaUnkFC);
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network_init_object_field(o, &o->oChuckyaUnk100);
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network_init_object_field(o, &o->oFaceAnglePitch);
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}
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f32 sp2C = 20.0f;
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f32 sp28 = 50.0f;
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cur_obj_scale(2.0f);
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