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HailSanta authored and HailSanta committed Aug 28, 2023
1 parent fd54ce1 commit 4d48b26
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Showing 51 changed files with 830 additions and 826 deletions.
8 changes: 3 additions & 5 deletions include/effects.h
Original file line number Diff line number Diff line change
Expand Up @@ -1463,19 +1463,17 @@ typedef struct StatChangeFXData {
} StatChangeFXData;

typedef struct SnakingStaticFXData {
/* 0x00 */ s32 unk_00;
/* 0x00 */ s32 type;
/* 0x04 */ Vec3f pos;
/* 0x10 */ s32 timeLeft;
/* 0x14 */ s32 lifeTime;
/* 0x18 */ s32 unk_18;
/* 0x1C */ s32 unk_1C;
/* 0x20 */ s32 unk_20;
/* 0x24 */ s32 unk_24;
/* 0x28 */ s32 unk_28;
/* 0x2C */ s32 unk_2C;
/* 0x30 */ s32 unk_30;
/* 0x28 */ Color3i envCol;
/* 0x34 */ f32 unk_34;
/* 0x38 */ f32 unk_38;
/* 0x38 */ f32 scale;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ s32 unk_40;
} SnakingStaticFXData; // size = 0x44
Expand Down
2 changes: 1 addition & 1 deletion include/enums.h
Original file line number Diff line number Diff line change
Expand Up @@ -3275,7 +3275,7 @@ enum ActorFlags {
ACTOR_FLAG_NO_ATTACK = 0x00200000, ///< Skip attack turn.
ACTOR_FLAG_NO_DMG_APPLY = 0x00400000, ///< Damage is not applied to actor HP.
ACTOR_FLAG_800000 = 0x00800000,
ACTOR_FLAG_1000000 = 0x01000000,
ACTOR_FLAG_1000000 = 0x01000000, // Enraged? Only used for Super Blooper.
ACTOR_FLAG_NO_DMG_POPUP = 0x02000000, ///< Hide damage popup.
ACTOR_FLAG_4000000 = 0x04000000,
ACTOR_FLAG_8000000 = 0x08000000,
Expand Down
64 changes: 32 additions & 32 deletions src/battle/area/flo2/actor/huff_n_puff.c
Original file line number Diff line number Diff line change
Expand Up @@ -787,7 +787,7 @@ EvtScript N(EVS_HuffNPuff_Death) = {
EVT_CALL(DispatchEvent, ArrayVar(idx), EVENT_DEATH) \
EVT_END_IF

// kill any remaining Ruff Puffs
// kill any remaining Tuff Puffs
FOR_CHILDREN_ORDERED(HNP_KILL_CHILD)

EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_NextMove, LVar0)
Expand Down Expand Up @@ -868,7 +868,7 @@ EvtScript N(EVS_HuffNPuff_BurnDeath) = {
EVT_CALL(DispatchEvent, ArrayVar(idx), EVENT_DEATH) \
EVT_END_IF

// kill any remaining Ruff Puffs
// kill any remaining Tuff Puffs
FOR_CHILDREN_ORDERED(HNP_KILL_CHILD)

EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_NextMove, LVar0)
Expand Down Expand Up @@ -1004,11 +1004,11 @@ EvtScript N(EVS_Dialogue_PummelPermission) = {
EVT_GOTO(0) \
EVT_END_IF

// select the first available Ruff Puff
// select the first available Tuff Puff
FOR_CHILDREN_SCATTERED(HNP_GET_SPEAKER)

EVT_GOTO(1)
// found a Ruff Puff to speak
// found a Tuff Puff to speak
EVT_LABEL(0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_08)
EVT_CALL(BattleCamTargetActor, LVar0)
Expand Down Expand Up @@ -1069,11 +1069,11 @@ EvtScript N(EVS_Dialogue_FullPower) = {
EVT_GOTO(0) \
EVT_END_IF

// select the first available Ruff Puff
// select the first available Tuff Puff
FOR_CHILDREN_SCATTERED(HNP_GET_SPEAKER)

EVT_GOTO(1)
// found a Ruff Puff to speak
// found a Tuff Puff to speak
EVT_LABEL(0)
EVT_CALL(BattleCamTargetActor, LVar0)
EVT_CALL(SetBattleCamZoom, 300)
Expand Down Expand Up @@ -1139,11 +1139,11 @@ EvtScript N(EVS_Dialogue_PraiseHuff) = {
EVT_GOTO(0) \
EVT_END_IF

// select the first available Ruff Puff
// select the first available Tuff Puff
FOR_CHILDREN_SCATTERED(HNP_GET_SPEAKER)

EVT_GOTO(1)
// found a Ruff Puff to speak
// found a Tuff Puff to speak
EVT_LABEL(0)
EVT_CALL(BattleCamTargetActor, LVar0)
EVT_CALL(SetBattleCamZoom, 300)
Expand Down Expand Up @@ -1208,11 +1208,11 @@ EvtScript N(EVS_Dialogue_Concerned) = {
EVT_GOTO(0) \
EVT_END_IF

// select the first available Ruff Puff
// select the first available Tuff Puff
FOR_CHILDREN_SCATTERED(HNP_GET_SPEAKER)

EVT_GOTO(1)
// found a Ruff Puff to speak
// found a Tuff Puff to speak
EVT_LABEL(0)
EVT_CALL(BattleCamTargetActor, LVar0)
EVT_CALL(SetBattleCamZoom, 300)
Expand Down Expand Up @@ -1273,7 +1273,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_EXEC_WAIT(N(EVS_Dialogue_FullPower))
EVT_END_IF
EVT_END_SWITCH
// try Ruff Puff swarm attack
// try Tuff Puff swarm attack
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ChildBits, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_CALL(GetActorVar, ACTOR_HUFF_N_PUFF, AVAR_Flags, LVar0)
Expand Down Expand Up @@ -1504,7 +1504,7 @@ EvtScript N(EVS_Attack_BodySlam) = {

EvtScript N(EVS_RuffPuff_Inhale) = {
EVT_USE_ARRAY(N(RuffPuffDataBuffer))
EVT_CALL(SetOwnerID, LVar0) // note: ownership transferred to Ruff Puff actor here
EVT_CALL(SetOwnerID, LVar0) // note: ownership transferred to Tuff Puff actor here
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar2, LVar3, LVar4)
EVT_CALL(GetActorPos, ACTOR_HUFF_N_PUFF, LVar5, LVar6, LVar7)
Expand Down Expand Up @@ -1542,7 +1542,7 @@ EvtScript N(EVS_RuffPuff_Inhale) = {
EVT_CASE_EQ(idx) \
EVT_CALL(LoadPath, 40, EVT_PTR(N(SuctionPaths)[idx]), 3, EASING_QUADRATIC_IN)

// select the suction path for this Ruff Puff
// select the suction path for this Tuff Puff
FOR_CHILDREN_ORDERED(HNP_LOAD_SUCTION_PATH)

EVT_END_SWITCH
Expand Down Expand Up @@ -1576,7 +1576,7 @@ EvtScript N(EVS_RuffPuff_Inhale) = {

EvtScript N(EVS_Move_HealOrSlam) = {
EVT_USE_ARRAY(N(RuffPuffDataBuffer))
// use basic attack if no Ruff Puffs are present
// use basic attack if no Tuff Puffs are present
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ChildBits, LVar9)
EVT_IF_EQ(LVar9, 0)
EVT_EXEC_WAIT(N(EVS_Attack_BodySlam))
Expand All @@ -1590,7 +1590,7 @@ EvtScript N(EVS_Move_HealOrSlam) = {
EVT_ADD(LVarA, LVarB) \
EVT_END_IF

// add heal values from Ruff Puffs
// add heal values from Tuff Puffs
FOR_CHILDREN_ORDERED(HNP_ADD_HEAL_VALUE)

// 50% chance to use basic attack if healing would give 2 or less HP and Huff has healed before
Expand Down Expand Up @@ -1630,7 +1630,7 @@ EvtScript N(EVS_Move_HealOrSlam) = {
EVT_WAIT(5) \
EVT_END_IF

// inhale each Ruff Puff
// inhale each Tuff Puff
FOR_CHILDREN_SCATTERED(HNP_INHALE_CHILD)

EVT_LABEL(0)
Expand Down Expand Up @@ -2451,7 +2451,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_WAIT(8) \
EVT_END_IF

// have each Ruff Puff ascend above the battlefield
// have each Tuff Puff ascend above the battlefield
FOR_CHILDREN_SCATTERED(HNP_GROUP_ASCEND)

EVT_WAIT(20)
Expand Down Expand Up @@ -2479,7 +2479,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_END_THREAD \
EVT_END_IF

// have each Ruff Puff drop down from the sky
// have each Tuff Puff drop down from the sky
FOR_CHILDREN_ORDERED(HNP_GROUP_DROP)

EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
Expand Down Expand Up @@ -2594,7 +2594,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_END_THREAD \
EVT_END_IF

// have each Ruff Puff oscillate after slamming into the ground
// have each Tuff Puff oscillate after slamming into the ground
FOR_CHILDREN_ORDERED(HNP_IMPACT_JIGGLE)

EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
Expand Down Expand Up @@ -2629,7 +2629,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_WAIT(8) \
EVT_END_IF

// have each Ruff Puff return to their home position
// have each Tuff Puff return to their home position
FOR_CHILDREN_SCATTERED(HNP_RETURN_HOME)

EVT_CALL(SetGoalToHome, ACTOR_SELF)
Expand All @@ -2647,7 +2647,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_ADD(LVarA, 1) \
EVT_END_IF

// add 1 damage for each Ruff Puff
// add 1 damage for each Tuff Puff
FOR_CHILDREN_ORDERED(HNP_ADD_CHILD)

EVT_WAIT(2)
Expand Down Expand Up @@ -2679,7 +2679,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_WAIT(8) \
EVT_END_IF

// make each Ruff Puff return home
// make each Tuff Puff return home
FOR_CHILDREN_SCATTERED(HNP_RETURN_HOME)

EVT_WAIT(20)
Expand All @@ -2698,7 +2698,7 @@ EvtScript N(EVS_TuffPuff_SqueezePlayer) = {
EVT_SET(LVarB, LVar2)
EVT_DIV(LVarB, 2)
EVT_ADD(LVarB, 1)
EVT_CALL(SetOwnerID, LVar1) // note: ownership transferred to Ruff Puff actor here
EVT_CALL(SetOwnerID, LVar1) // note: ownership transferred to Tuff Puff actor here
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 500)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_TuffPuff_WobbleMode, 1)
Expand Down Expand Up @@ -2770,7 +2770,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_END_THREAD \
EVT_END_IF

// each Ruff Puff moves up slightly
// each Tuff Puff moves up slightly
FOR_CHILDREN_SCATTERED(HNP_SWARM_MOVE_UP)

EVT_WAIT(20)
Expand All @@ -2782,7 +2782,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_ADD(LVarA, 1) \
EVT_END_IF

// count the number of Ruff Puffs to compute radial spacing around the player
// count the number of Tuff Puffs to compute radial spacing around the player
FOR_CHILDREN_ORDERED(HNP_ADD_CHILD)

// radial increment will be stored in LVarB
Expand Down Expand Up @@ -2836,7 +2836,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_WAIT(4) \
EVT_END_IF

// move each Ruff Puff to a position surrounding the player
// move each Tuff Puff to a position surrounding the player
FOR_CHILDREN_SCATTERED(HNP_SWARM_SURROUND_PLAYER)

EVT_WAIT(30)
Expand All @@ -2849,7 +2849,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_ADD(LVar9, 1) \
EVT_END_IF

// count the number of Ruff Puffs
// count the number of Tuff Puffs
FOR_CHILDREN_ORDERED(HNP_ADD_CHILD)

EVT_SET(LVarA, 30 * DT)
Expand All @@ -2865,7 +2865,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_ADD(LVar3, 1) \
EVT_END_IF

// have each Ruff Puff squeeze the player
// have each Tuff Puff squeeze the player
FOR_CHILDREN_ORDERED(HNP_SQUEEZE_PLAYER)

EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
Expand Down Expand Up @@ -2908,7 +2908,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_END_THREAD \
EVT_END_IF

// throw each Ruff Puff away in a large fan pattern
// throw each Tuff Puff away in a large fan pattern
FOR_CHILDREN_ORDERED(HNP_SCATTER_PUFF)

EVT_WAIT(15)
Expand Down Expand Up @@ -2950,7 +2950,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_WAIT(4) \
EVT_END_IF

// have each Ruff Puff fly back to its home position
// have each Tuff Puff fly back to its home position
FOR_CHILDREN_SCATTERED(HNP_RETURN_HOME)

EVT_WAIT(50)
Expand Down Expand Up @@ -3058,7 +3058,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_END_THREAD \
EVT_END_IF

// throw each Ruff Puff away in a large fan pattern
// throw each Tuff Puff away in a large fan pattern
FOR_CHILDREN_ORDERED(HNP_SCATTER_PUFF)

EVT_CALL(GetPlayerHP, LVar0)
Expand Down Expand Up @@ -3124,7 +3124,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_WAIT(4) \
EVT_END_IF

// have each Ruff Puff fly back to its home position
// have each Tuff Puff fly back to its home position
FOR_CHILDREN_SCATTERED(HNP_RETURN_HOME)

EVT_WAIT(50)
Expand Down
4 changes: 2 additions & 2 deletions src/battle/area/kpa2/actor/bowser.c
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ enum N(ActorVars) {
N(VAR_3) = 3,
};

s32 N(IdleAnimations)[] = {
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BattleBowser_Idle,
STATUS_KEY_STONE, ANIM_BattleBowser_Still,
STATUS_KEY_SLEEP, ANIM_BattleBowser_Idle,
Expand Down Expand Up @@ -78,7 +78,7 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.idleAnimations = N(DefaultAnims),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = ELEMENT_FIRE,
Expand Down
4 changes: 2 additions & 2 deletions src/battle/area/kpa2/actor/bowser_intro.c
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ enum N(OldActorVars) {
N(VAR_PEACH_SPOKE) = 1,
};

s32 N(IdleAnimations)[] = {
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BattleBowser_Idle,
STATUS_KEY_STONE, ANIM_BattleBowser_Still,
STATUS_KEY_SLEEP, ANIM_BattleBowser_Idle,
Expand Down Expand Up @@ -121,7 +121,7 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.idleAnimations = N(DefaultAnims),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
Expand Down
4 changes: 2 additions & 2 deletions src/battle/area/kpa2/actor/bowser_phase_1.c
Original file line number Diff line number Diff line change
Expand Up @@ -62,7 +62,7 @@ enum N(OldActorVars) {
N(VAR_LOST_ABILITY_ITEM) = 10,
};

s32 N(IdleAnimations)[] = {
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BattleBowser_Idle,
STATUS_KEY_STONE, ANIM_BattleBowser_Still,
STATUS_KEY_SLEEP, ANIM_BattleBowser_Idle,
Expand Down Expand Up @@ -143,7 +143,7 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.idleAnimations = N(DefaultAnims),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
Expand Down
4 changes: 2 additions & 2 deletions src/battle/area/kpa2/actor/bowser_phase_2.c
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ enum N(OldActorVars) {
N(VAR_LOST_ABILITY_ITEM) = 10,
};

s32 N(IdleAnimations)[] = {
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BattleBowser_Idle,
STATUS_KEY_STONE, ANIM_BattleBowser_Still,
STATUS_KEY_SLEEP, ANIM_BattleBowser_Idle,
Expand Down Expand Up @@ -141,7 +141,7 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -27, 108 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.idleAnimations = N(DefaultAnims),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
Expand Down
4 changes: 2 additions & 2 deletions src/battle/area/kpa2/actor/bowser_phase_3.c
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@ enum N(OldActorVars) {
N(VAR_LOST_ABILITY_ITEM) = 10,
};

s32 N(IdleAnimations)[] = {
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_BattleBowser_Idle,
STATUS_KEY_STONE, ANIM_BattleBowser_Still,
STATUS_KEY_SLEEP, ANIM_BattleBowser_Idle,
Expand Down Expand Up @@ -144,7 +144,7 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -27, 108 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.idleAnimations = N(DefaultAnims),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
Expand Down
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