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

79 lines
2.0 KiB
C

// bullet_bill.c.inc
// bullet bill smoke
void bhv_white_puff_smoke_init(void) {
obj_scale(RandomFloat() * 2 + 2.0);
}
void bhv_bullet_bill_init(void) {
o->oBulletBillUnkF8 = o->oMoveAngleYaw;
}
void ActionBulletBill0(void) {
obj_become_tangible();
o->oForwardVel = 0.0f;
o->oMoveAngleYaw = o->oBulletBillUnkF8;
o->oFaceAnglePitch = 0;
o->oFaceAngleRoll = 0;
o->oMoveFlags = 0;
obj_set_pos_to_home();
o->oAction = 1;
}
void ActionBulletBill1(void) {
s16 sp1E = abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw);
if (sp1E < 0x2000 && 400.0f < o->oDistanceToMario && o->oDistanceToMario < 1500.0f)
o->oAction = 2;
}
void ActionBulletBill2(void) {
if (o->oTimer < 40)
o->oForwardVel = 3.0f;
else if (o->oTimer < 50) {
if (o->oTimer % 2)
o->oForwardVel = 3.0f;
else
o->oForwardVel = -3.0f;
} else {
if (o->oTimer > 70)
obj_update_floor_and_walls();
spawn_object(o, MODEL_SMOKE, bhvWhitePuffSmoke);
o->oForwardVel = 30.0f;
if (o->oDistanceToMario > 300.0f)
obj_rotate_yaw_toward(o->oAngleToMario, 0x100);
if (o->oTimer == 50) {
PlaySound2(SOUND_OBJ_POUNDING_CANNON);
ShakeScreen(SHAKE_POS_SMALL);
}
if (o->oTimer > 150 || o->oMoveFlags & 0x200) {
o->oAction = 3;
func_802A3004();
}
}
}
void ActionBulletBill3(void) {
o->oAction = 0;
}
void ActionBulletBill4(void) {
if (o->oTimer == 0) {
o->oForwardVel = -30.0f;
obj_become_intangible();
}
o->oFaceAnglePitch += 0x1000;
o->oFaceAngleRoll += 0x1000;
o->oPosY += 20.0f;
if (o->oTimer > 90)
o->oAction = 0;
}
void (*sBulletBillActions[])(void) = { ActionBulletBill0, ActionBulletBill1, ActionBulletBill2,
ActionBulletBill3, ActionBulletBill4 };
void bhv_bullet_bill_loop(void) {
obj_call_action_function(sBulletBillActions);
if (obj_check_interacted())
o->oAction = 4;
}