Split several minigame rels

M408, M409, M410, M411, and M450 are all split. I labeled chrman.c more as well.
This commit is contained in:
gamemasterplc 2024-02-10 13:42:14 -06:00
parent 0c003afbaa
commit a276a37302
16 changed files with 171 additions and 45 deletions

View file

@ -231,19 +231,19 @@ void fn_1_29C(omObjData * arg0)
Hu3DModelLayerSet(lbl_1_bss_98A[var_r31], 1);
}
lbl_1_bss_88A[var_r31][0] = CharMotionCreate(chrIdx, lbl_1_data_0[0]);
lbl_1_bss_88A[var_r31][1] = CharMotionCreate(chrIdx, lbl_1_data_0[1]);
lbl_1_bss_88A[var_r31][2] = CharMotionCreate(chrIdx, lbl_1_data_0[2]);
lbl_1_bss_88A[var_r31][3] = CharMotionCreate(chrIdx, lbl_1_data_0[3]);
lbl_1_bss_88A[var_r31][4] = CharMotionCreate(chrIdx, lbl_1_data_0[4]);
lbl_1_bss_88A[var_r31][5] = CharMotionCreate(chrIdx, lbl_1_data_0[5]);
lbl_1_bss_88A[var_r31][6] = CharMotionCreate(chrIdx, lbl_1_data_0[6]);
lbl_1_bss_88A[var_r31][7] = CharMotionCreate(chrIdx, lbl_1_data_0[7]);
lbl_1_bss_88A[var_r31][0] = CharMotionCreate(chrIdx, 0x5F004D);
lbl_1_bss_88A[var_r31][0] = CharModelMotionCreate(chrIdx, lbl_1_data_0[0]);
lbl_1_bss_88A[var_r31][1] = CharModelMotionCreate(chrIdx, lbl_1_data_0[1]);
lbl_1_bss_88A[var_r31][2] = CharModelMotionCreate(chrIdx, lbl_1_data_0[2]);
lbl_1_bss_88A[var_r31][3] = CharModelMotionCreate(chrIdx, lbl_1_data_0[3]);
lbl_1_bss_88A[var_r31][4] = CharModelMotionCreate(chrIdx, lbl_1_data_0[4]);
lbl_1_bss_88A[var_r31][5] = CharModelMotionCreate(chrIdx, lbl_1_data_0[5]);
lbl_1_bss_88A[var_r31][6] = CharModelMotionCreate(chrIdx, lbl_1_data_0[6]);
lbl_1_bss_88A[var_r31][7] = CharModelMotionCreate(chrIdx, lbl_1_data_0[7]);
lbl_1_bss_88A[var_r31][0] = CharModelMotionCreate(chrIdx, 0x5F004D);
CharModelMotionSet(chrIdx, lbl_1_bss_88A[var_r31][0]);
Hu3DModelAttrSet(lbl_1_bss_98A[var_r31], 0x40000001U);
Hu3DModelPosSet(lbl_1_bss_98A[var_r31], (var_r31 / 4 * 0xC8) - 100, 0.0f, -(var_r31 % 4) * 0x96);
CharMotionDataClose(chrIdx);
CharModelMotionDataClose(chrIdx);
}
temp_r26 = OSGetTick();

View file

@ -197,13 +197,13 @@ void fn_1_46F0(void)
var_r30 = var_r31;
lbl_1_bss_9EC[var_r31] = CharModelCreate(var_r30, 8);
Hu3DModelShadowSet(lbl_1_bss_9EC[var_r31]);
lbl_1_bss_9AC[var_r31][0] = CharMotionCreate(var_r30, 0x5F0002);
lbl_1_bss_9AC[var_r31][0] = CharModelMotionCreate(var_r30, 0x5F0002);
CharModelMotionSet(var_r30, lbl_1_bss_9AC[var_r31][0]);
Hu3DModelAttrSet(lbl_1_bss_9EC[var_r31], 0x40000001U);
Hu3DModelCameraSet(lbl_1_bss_9EC[var_r31], lbl_1_data_358[var_r31]);
Hu3DModelPosSet(lbl_1_bss_9EC[var_r31], ((( var_r31 / 4) * 200) - 100), 0.0f, (-( var_r31 % 4) * 150));
Hu3DModelPosSet(lbl_1_bss_9EC[var_r31], 0.0f, 0.0f, 0.0f);
CharMotionDataClose(var_r30);
CharModelMotionDataClose(var_r30);
}
var_r31 = Hu3DModelCreateFile(0x700024);
@ -220,7 +220,7 @@ void fn_1_46F0(void)
sp20.z =
sp20.y = 0.0f;
sp20.y += 200.0f;
CharModelCreateCoinParticle(4, &sp20);
CharModelCoinEffectCreate(4, &sp20);
}
HuPrcVSleep();
}

View file

@ -670,7 +670,7 @@ void fn_1_95B8(omObjData* arg0) {
var_r30->unk8.y += -0.08166667f * temp_f31 * temp_f31 * 0.75f;
if (var_r30->unk8.y < temp_r29->unk8) {
var_r30->unk8.y = temp_r29->unk8;
CharModelCreateCoinParticle(1, &var_r30->unk8);
CharModelCoinEffectCreate(1, &var_r30->unk8);
BoardModelVisibilitySet(var_r30->unk_02, 0);
HuAudFXPlay(7);
BoardPlayerCoinsAdd(temp_r29->unk4, 1);

View file

@ -381,8 +381,8 @@ s32 BoardModelMotionCreate(s16 model, s32 data_num)
}
model = Hu3DJointMotion(model_ptr->id, model_ptr->mot_data[i]);
} else {
model = CharMotionCreate(model_ptr->character, data_num);
CharMotionDataClose(model_ptr->character);
model = CharModelMotionCreate(model_ptr->character, data_num);
CharModelMotionDataClose(model_ptr->character);
}
model_ptr->mot_id[i] = model;
model_ptr->mot_count++;
@ -406,7 +406,7 @@ s32 BoardModelMotionKill(s16 model, s32 motion)
if(model_ptr->character == -1) {
Hu3DMotionKill(model_ptr->mot_id[motion]);
} else {
CharMotionKill(model_ptr->character, model_ptr->mot_id[motion]);
CharModelMotionKill(model_ptr->character, model_ptr->mot_id[motion]);
}
model_ptr->mot_id[motion] = -1;
}
@ -1170,7 +1170,7 @@ static s32 CreateBoardModelMotion(BoardModel *model, s32 count, s32 *data_num)
}
index = Hu3DJointMotion(model->id, data);
} else {
index = CharMotionCreate(model->character, data_num[i]);
index = CharModelMotionCreate(model->character, data_num[i]);
}
if(index < 0) {
return -1;