Split several minigame rels
M408, M409, M410, M411, and M450 are all split. I labeled chrman.c more as well.
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0c003afbaa
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a276a37302
16 changed files with 171 additions and 45 deletions
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@ -231,19 +231,19 @@ void fn_1_29C(omObjData * arg0)
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Hu3DModelLayerSet(lbl_1_bss_98A[var_r31], 1);
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}
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lbl_1_bss_88A[var_r31][0] = CharMotionCreate(chrIdx, lbl_1_data_0[0]);
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lbl_1_bss_88A[var_r31][1] = CharMotionCreate(chrIdx, lbl_1_data_0[1]);
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lbl_1_bss_88A[var_r31][2] = CharMotionCreate(chrIdx, lbl_1_data_0[2]);
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lbl_1_bss_88A[var_r31][3] = CharMotionCreate(chrIdx, lbl_1_data_0[3]);
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lbl_1_bss_88A[var_r31][4] = CharMotionCreate(chrIdx, lbl_1_data_0[4]);
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lbl_1_bss_88A[var_r31][5] = CharMotionCreate(chrIdx, lbl_1_data_0[5]);
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lbl_1_bss_88A[var_r31][6] = CharMotionCreate(chrIdx, lbl_1_data_0[6]);
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lbl_1_bss_88A[var_r31][7] = CharMotionCreate(chrIdx, lbl_1_data_0[7]);
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lbl_1_bss_88A[var_r31][0] = CharMotionCreate(chrIdx, 0x5F004D);
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lbl_1_bss_88A[var_r31][0] = CharModelMotionCreate(chrIdx, lbl_1_data_0[0]);
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lbl_1_bss_88A[var_r31][1] = CharModelMotionCreate(chrIdx, lbl_1_data_0[1]);
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lbl_1_bss_88A[var_r31][2] = CharModelMotionCreate(chrIdx, lbl_1_data_0[2]);
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lbl_1_bss_88A[var_r31][3] = CharModelMotionCreate(chrIdx, lbl_1_data_0[3]);
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lbl_1_bss_88A[var_r31][4] = CharModelMotionCreate(chrIdx, lbl_1_data_0[4]);
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lbl_1_bss_88A[var_r31][5] = CharModelMotionCreate(chrIdx, lbl_1_data_0[5]);
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lbl_1_bss_88A[var_r31][6] = CharModelMotionCreate(chrIdx, lbl_1_data_0[6]);
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lbl_1_bss_88A[var_r31][7] = CharModelMotionCreate(chrIdx, lbl_1_data_0[7]);
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lbl_1_bss_88A[var_r31][0] = CharModelMotionCreate(chrIdx, 0x5F004D);
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CharModelMotionSet(chrIdx, lbl_1_bss_88A[var_r31][0]);
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Hu3DModelAttrSet(lbl_1_bss_98A[var_r31], 0x40000001U);
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Hu3DModelPosSet(lbl_1_bss_98A[var_r31], (var_r31 / 4 * 0xC8) - 100, 0.0f, -(var_r31 % 4) * 0x96);
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CharMotionDataClose(chrIdx);
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CharModelMotionDataClose(chrIdx);
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}
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temp_r26 = OSGetTick();
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@ -197,13 +197,13 @@ void fn_1_46F0(void)
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var_r30 = var_r31;
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lbl_1_bss_9EC[var_r31] = CharModelCreate(var_r30, 8);
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Hu3DModelShadowSet(lbl_1_bss_9EC[var_r31]);
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lbl_1_bss_9AC[var_r31][0] = CharMotionCreate(var_r30, 0x5F0002);
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lbl_1_bss_9AC[var_r31][0] = CharModelMotionCreate(var_r30, 0x5F0002);
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CharModelMotionSet(var_r30, lbl_1_bss_9AC[var_r31][0]);
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Hu3DModelAttrSet(lbl_1_bss_9EC[var_r31], 0x40000001U);
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Hu3DModelCameraSet(lbl_1_bss_9EC[var_r31], lbl_1_data_358[var_r31]);
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Hu3DModelPosSet(lbl_1_bss_9EC[var_r31], ((( var_r31 / 4) * 200) - 100), 0.0f, (-( var_r31 % 4) * 150));
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Hu3DModelPosSet(lbl_1_bss_9EC[var_r31], 0.0f, 0.0f, 0.0f);
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CharMotionDataClose(var_r30);
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CharModelMotionDataClose(var_r30);
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}
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var_r31 = Hu3DModelCreateFile(0x700024);
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@ -220,7 +220,7 @@ void fn_1_46F0(void)
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sp20.z =
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sp20.y = 0.0f;
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sp20.y += 200.0f;
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CharModelCreateCoinParticle(4, &sp20);
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CharModelCoinEffectCreate(4, &sp20);
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}
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HuPrcVSleep();
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}
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@ -670,7 +670,7 @@ void fn_1_95B8(omObjData* arg0) {
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var_r30->unk8.y += -0.08166667f * temp_f31 * temp_f31 * 0.75f;
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if (var_r30->unk8.y < temp_r29->unk8) {
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var_r30->unk8.y = temp_r29->unk8;
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CharModelCreateCoinParticle(1, &var_r30->unk8);
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CharModelCoinEffectCreate(1, &var_r30->unk8);
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BoardModelVisibilitySet(var_r30->unk_02, 0);
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HuAudFXPlay(7);
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BoardPlayerCoinsAdd(temp_r29->unk4, 1);
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@ -381,8 +381,8 @@ s32 BoardModelMotionCreate(s16 model, s32 data_num)
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}
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model = Hu3DJointMotion(model_ptr->id, model_ptr->mot_data[i]);
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} else {
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model = CharMotionCreate(model_ptr->character, data_num);
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CharMotionDataClose(model_ptr->character);
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model = CharModelMotionCreate(model_ptr->character, data_num);
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CharModelMotionDataClose(model_ptr->character);
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}
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model_ptr->mot_id[i] = model;
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model_ptr->mot_count++;
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@ -406,7 +406,7 @@ s32 BoardModelMotionKill(s16 model, s32 motion)
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if(model_ptr->character == -1) {
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Hu3DMotionKill(model_ptr->mot_id[motion]);
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} else {
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CharMotionKill(model_ptr->character, model_ptr->mot_id[motion]);
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CharModelMotionKill(model_ptr->character, model_ptr->mot_id[motion]);
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}
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model_ptr->mot_id[motion] = -1;
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}
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@ -1170,7 +1170,7 @@ static s32 CreateBoardModelMotion(BoardModel *model, s32 count, s32 *data_num)
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}
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index = Hu3DJointMotion(model->id, data);
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} else {
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index = CharMotionCreate(model->character, data_num[i]);
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index = CharModelMotionCreate(model->character, data_num[i]);
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}
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if(index < 0) {
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return -1;
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