sm64pc/src/game/behaviors/rotating_platform.inc.c

34 lines
1.1 KiB
C

// rotating_platform.c.inc
extern u8 wf_seg7_collision_rotating_platform[];
extern u8 wdw_seg7_collision_070186B4[];
struct Struct8032F24A D_8032F24A[] = { { 0, 100, wf_seg7_collision_rotating_platform, 2000 },
{ 0, 150, wdw_seg7_collision_070186B4, 1000 } };
void bhv_wf_rotating_wooden_platform_loop(void) {
if (o->oAction == 0) {
o->oAngleVelYaw = 0;
if (o->oTimer > 60) {
o->oAction++;
; // needed to match
}
} else {
o->oAngleVelYaw = 0x100;
if (o->oTimer > 126)
o->oAction = 0;
PlaySound(SOUND_ENVIRONMENT_ELEVATOR2);
}
obj_rotate_face_angle_using_vel();
}
void bhv_rotating_platform_loop(void) {
s8 sp1F = o->oBehParams >> 24;
if (o->oTimer == 0) {
set_object_collision_data(o, D_8032F24A[o->oBehParams2ndByte].unk1);
o->oCollisionDistance = D_8032F24A[o->oBehParams2ndByte].unk2;
obj_scale(D_8032F24A[o->oBehParams2ndByte].unk0 * 0.01f);
}
o->oAngleVelYaw = sp1F << 4;
o->oFaceAngleYaw += o->oAngleVelYaw;
}