2019-08-25 04:46:40 +00:00
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// hoot.c.inc
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void bhv_hoot_init(void) {
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SetObjAnimation(0);
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o->oHomeX = o->oPosX + 800.0f;
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o->oHomeY = o->oPosY - 150.0f;
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o->oHomeZ = o->oPosZ + 300.0f;
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o->header.gfx.node.flags |= 0x10; /* bit 4 */
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obj_become_intangible();
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}
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// sp28 = arg0
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// sp2c = arg1
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f32 HootFindNextFloor(struct FloorGeometry **arg0, f32 arg1) {
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f32 sp24 = arg1 * sins(o->oMoveAngleYaw) + o->oPosX;
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UNUSED f32 sp20 = o->oPosY;
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f32 sp1c = arg1 * coss(o->oMoveAngleYaw) + o->oPosZ;
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f32 floorY = find_floor_height_and_data(sp24, 10000.0f, sp1c, arg0);
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return floorY;
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}
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void HootFloorBounce(void) {
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struct FloorGeometry *sp1c;
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f32 floorY;
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floorY = HootFindNextFloor(&sp1c, 375.0f);
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if (floorY + 75.0f > o->oPosY)
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o->oMoveAnglePitch -= 3640.8888;
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floorY = HootFindNextFloor(&sp1c, 200.0f);
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if (floorY + 125.0f > o->oPosY)
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o->oMoveAnglePitch -= 7281.7776;
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floorY = HootFindNextFloor(&sp1c, 0);
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if (floorY + 125.0f > o->oPosY)
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o->oPosY = floorY + 125.0f;
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if (o->oMoveAnglePitch < -21845.3328)
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o->oMoveAnglePitch = -21845;
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}
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// sp30 = fastOscY
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// sp34 = speed
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void HootFreeStep(s16 fastOscY, s32 speed) {
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struct FloorGeometry *sp2c;
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s16 yaw = o->oMoveAngleYaw;
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s16 pitch = o->oMoveAnglePitch;
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s16 sp26 = o->header.gfx.unk38.animFrame;
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f32 xPrev = o->oPosX;
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f32 zPrev = o->oPosZ;
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f32 hSpeed;
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o->oVelY = sins(pitch) * speed;
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hSpeed = coss(pitch) * speed;
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o->oVelX = sins(yaw) * hSpeed;
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o->oVelZ = coss(yaw) * hSpeed;
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o->oPosX += o->oVelX;
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if (fastOscY == 0)
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o->oPosY -= o->oVelY + coss((s32)(sp26 * 3276.8)) * 50.0f / 4.0f;
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else
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o->oPosY -= o->oVelY + coss((s32)(sp26 * 6553.6)) * 50.0f / 4.0f;
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o->oPosZ += o->oVelZ;
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find_floor_height_and_data(o->oPosX, o->oPosY, o->oPosZ, &sp2c);
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if (sp2c == NULL) {
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o->oPosX = xPrev;
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o->oPosZ = zPrev;
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}
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if (sp26 == 0)
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2019-10-05 19:08:05 +00:00
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PlaySound2(SOUND_GENERAL_SWISH_WATER);
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2019-08-25 04:46:40 +00:00
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}
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void PlayerSetHootYaw(void) {
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s16 stickX = gPlayer3Controller->rawStickX;
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s16 stickY = gPlayer3Controller->rawStickY;
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UNUSED s16 pitch = o->oMoveAnglePitch;
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if (stickX < 10 && stickX >= -9)
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stickX = 0;
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if (stickY < 10 && stickY >= -9)
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stickY = 0;
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o->oMoveAngleYaw -= 5 * stickX;
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}
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// sp28 = speed
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// sp2c = xPrev
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// sp30 = zPrev
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void HootCarryStep(s32 speed, UNUSED f32 xPrev, UNUSED f32 zPrev) {
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s16 yaw = o->oMoveAngleYaw;
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s16 pitch = o->oMoveAnglePitch;
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s16 sp22 = o->header.gfx.unk38.animFrame;
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f32 hSpeed;
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o->oVelY = sins(pitch) * speed;
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hSpeed = coss(pitch) * speed;
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o->oVelX = sins(yaw) * hSpeed;
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o->oVelZ = coss(yaw) * hSpeed;
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o->oPosX += o->oVelX;
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o->oPosY -= o->oVelY + coss((s32)(sp22 * 6553.6)) * 50.0f / 4.0f;
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o->oPosZ += o->oVelZ;
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if (sp22 == 0)
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2019-10-05 19:08:05 +00:00
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PlaySound2(SOUND_GENERAL_SWISH_WATER);
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2019-08-25 04:46:40 +00:00
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}
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// sp48 = xPrev
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// sp4c = yPrev
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// sp50 = zPrev
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void HootSurfaceCollision(f32 xPrev, UNUSED f32 yPrev, f32 zPrev) {
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struct FloorGeometry *sp44;
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struct WallCollisionData hitbox;
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f32 floorY;
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hitbox.x = o->oPosX;
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hitbox.y = o->oPosY;
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hitbox.z = o->oPosZ;
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hitbox.offsetY = 10.0;
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hitbox.radius = 50.0;
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if (find_wall_collisions(&hitbox) != 0) {
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o->oPosX = hitbox.x;
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o->oPosY = hitbox.y;
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o->oPosZ = hitbox.z;
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gMarioObject->oInteractStatus |= INT_STATUS_MARIO_UNK7; /* bit 7 */
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}
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floorY = find_floor_height_and_data(o->oPosX, o->oPosY, o->oPosZ, &sp44);
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if (sp44 == NULL) {
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o->oPosX = xPrev;
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o->oPosZ = zPrev;
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return;
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}
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if (absf_2(o->oPosX) > 8000.0f)
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o->oPosX = xPrev;
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if (absf_2(o->oPosZ) > 8000.0f)
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o->oPosZ = zPrev;
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if (floorY + 125.0f > o->oPosY)
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o->oPosY = floorY + 125.0f;
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}
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// sp28 = xPrev
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// sp2c = zPrev
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void HootAscentLoop(f32 xPrev, f32 zPrev) {
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f32 negX = 0 - o->oPosX;
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f32 negZ = 0 - o->oPosZ;
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s16 angleToOrigin = atan2s(negZ, negX);
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o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToOrigin, 0x500);
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o->oMoveAnglePitch = 0xCE38;
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if (o->oTimer >= 29) {
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2019-10-05 19:08:05 +00:00
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PlaySound(SOUND_ENV_WIND2);
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2019-08-25 04:46:40 +00:00
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o->header.gfx.unk38.animFrame = 1;
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}
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if (o->oPosY > 6500.0f)
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o->oAction = HOOT_ACT_CARRY;
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HootCarryStep(60, xPrev, zPrev);
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}
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void HootActionLoop(void) {
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f32 xPrev = o->oPosX;
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f32 yPrev = o->oPosY;
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f32 zPrev = o->oPosZ;
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switch (o->oAction) {
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case HOOT_ACT_ASCENT:
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HootAscentLoop(xPrev, zPrev);
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break;
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case HOOT_ACT_CARRY:
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PlayerSetHootYaw();
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o->oMoveAnglePitch = 0x71C;
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if (o->oPosY < 2700.0f) {
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set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
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2019-10-05 19:08:05 +00:00
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if (cutscene_object_with_dialog(CUTSCENE_DIALOG_1, o, 45)) {
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2019-08-25 04:46:40 +00:00
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clear_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
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o->oAction = HOOT_ACT_TIRED;
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}
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}
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HootCarryStep(20, xPrev, zPrev);
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break;
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case HOOT_ACT_TIRED:
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PlayerSetHootYaw();
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o->oMoveAnglePitch = 0;
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HootCarryStep(20, xPrev, zPrev);
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if (o->oTimer >= 61)
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gMarioObject->oInteractStatus |= INT_STATUS_MARIO_UNK7; /* bit 7 */
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break;
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}
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HootSurfaceCollision(xPrev, yPrev, zPrev);
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}
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void HootTurnToHome(void) {
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f32 homeDistX = o->oHomeX - o->oPosX;
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f32 homeDistY = o->oHomeY - o->oPosY;
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f32 homeDistZ = o->oHomeZ - o->oPosZ;
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s16 hAngleToHome = atan2s(homeDistZ, homeDistX);
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s16 vAngleToHome = atan2s(sqrtf(homeDistX * homeDistX + homeDistZ * homeDistZ), -homeDistY);
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o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, hAngleToHome, 0x140);
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o->oMoveAnglePitch = approach_s16_symmetric(o->oMoveAnglePitch, vAngleToHome, 0x140);
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}
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void HootAwakeLoop(void) {
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if (o->oInteractStatus == INTERACT_HOOT) {
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HootActionLoop();
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SetObjAnimation(1);
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} else {
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SetObjAnimation(0);
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HootTurnToHome();
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HootFloorBounce();
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HootFreeStep(0, 10);
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o->oAction = 0;
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o->oTimer = 0;
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}
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SetObjectVisibility(o, 2000);
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}
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void bhv_hoot_loop(void) {
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switch (o->oHootAvailability) {
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case HOOT_AVAIL_ASLEEP_IN_TREE:
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if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 50)) {
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o->header.gfx.node.flags &= ~0x10; /* bit 4 */
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o->oHootAvailability = HOOT_AVAIL_WANTS_TO_TALK;
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}
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break;
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case HOOT_AVAIL_WANTS_TO_TALK:
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HootAwakeLoop();
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2019-10-05 19:08:05 +00:00
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if (set_mario_npc_dialog(2) == 2 && cutscene_object_with_dialog(CUTSCENE_DIALOG_1, o, 44)) {
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2019-08-25 04:46:40 +00:00
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set_mario_npc_dialog(0);
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obj_become_tangible();
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o->oHootAvailability = HOOT_AVAIL_READY_TO_FLY;
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}
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break;
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case HOOT_AVAIL_READY_TO_FLY:
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HootAwakeLoop();
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break;
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}
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}
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