2019-08-25 04:46:40 +00:00
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// tox_box.c.inc
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s8 D_8032F8F0[] = { 4, 1, 4, 1, 6, 1, 6, 1, 5, 1, 5, 1, 6, 1, 6, 1, 5, 1, 2, 4, 1, 4, 1, 4, 1, 2,
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5, 1, 5, 1, 7, 1, 7, 1, 4, 1, 4, 1, 7, 1, 7, 1, 5, 1, 5, 1, 5, 1, 2, 4, 1, -1 };
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s8 D_8032F924[] = { 4, 1, 4, 1, 7, 1, 7, 1, 7, 1, 2, 6, 1, 6, 1, 6, 1, 5,
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1, 5, 1, 6, 1, 5, 1, 5, 1, 2, 4, 1, 4, 1, 7, 1, -1 };
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s8 D_8032F948[] = { 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 2, 5, 1, 5, 1, 5, 1, 5,
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1, 5, 1, 7, 1, 2, 6, 1, 6, 1, 5, 1, 2, 4, 1, 7, 1, -1 };
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s8 *D_8032F96C[] = { D_8032F8F0, D_8032F924, D_8032F948 };
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void func_802BCF78(void) {
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if (o->oDistanceToMario < 3000.0f)
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2020-01-03 15:38:57 +00:00
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ShakeScreen(SHAKE_POS_SMALL);
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2019-08-25 04:46:40 +00:00
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}
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void func_802BCFC4(f32 a0, f32 a1, s16 a2, s16 a3) // 0x18 0x1c 0x22 0x26
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{
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o->oPosY = 99.41124 * sins((f32)(o->oTimer + 1) / 8 * 0x8000) + o->oHomeY + 3.0f;
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o->oForwardVel = a0;
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o->oUnkC0 = a1;
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o->oFaceAnglePitch += a2;
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if ((s16) o->oFaceAnglePitch < 0)
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a3 = -a3;
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o->oFaceAngleRoll += a3;
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func_802A2A38();
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if (o->oTimer == 7) {
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o->oAction = func_802A32E0();
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#ifndef VERSION_JP
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PlaySound2(SOUND_GENERAL_UNK46);
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#else
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PlaySound2(SOUND_GENERAL_UNK46_LOWPRIO);
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#endif
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}
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}
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void ActionToxBox4(void) {
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func_802BCFC4(64.0f, 0.0f, 0x800, 0);
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}
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void ActionToxBox5(void) {
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func_802BCFC4(-64.0f, 0.0f, -0x800, 0);
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}
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void ActionToxBox6(void) {
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func_802BCFC4(0.0f, -64.0f, 0, 0x800);
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}
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void ActionToxBox7(void) {
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func_802BCFC4(0.0f, 64.0f, 0, -0x800);
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}
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void ActionToxBox1(void) {
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o->oForwardVel = 0.0f;
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if (o->oTimer == 0)
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func_802BCF78();
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o->oPosY = o->oHomeY + 3.0f;
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if (o->oTimer == 20)
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o->oAction = func_802A32E0();
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}
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void ActionToxBox2(void) {
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if (o->oTimer == 20)
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o->oAction = func_802A32E0();
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}
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void ActionToxBox3(void) {
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if (o->oTimer == 20)
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o->oAction = func_802A32E0();
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}
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void ActionToxBox0(void) {
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s8 *sp1C = D_8032F96C[o->oBehParams2ndByte];
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o->oAction = func_802A32A4(sp1C);
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}
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void (*sToxBoxActions[])(void) = { ActionToxBox0, ActionToxBox1, ActionToxBox2, ActionToxBox3,
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ActionToxBox4, ActionToxBox5, ActionToxBox6, ActionToxBox7 };
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void bhv_tox_box_loop(void) {
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obj_call_action_function(sToxBoxActions);
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load_object_collision_model();
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}
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