jak-project/goal_src/jak1/levels/snow/ice-cube.gc

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;;-*-Lisp-*-
2020-09-04 14:44:23 -04:00
(in-package goal)
;; name: ice-cube.gc
;; name in dgo: ice-cube
;; dgos: L1, SNO
;; DECOMP BEGINS
2022-06-29 22:20:09 -04:00
(import "goal_src/jak1/import/ice-cube-ag.gc")
(import "goal_src/jak1/import/ice-cube-break-ag.gc")
(defskelgroup *ice-cube-break-sg* ice-cube-break ice-cube-break-lod0-jg -1
((ice-cube-break-lod0-mg (meters 999999)))
:bounds (static-spherem 0 -15 0 50)
)
(deftype ice-cube (nav-enemy)
((part2 sparticle-launch-control :offset-assert 400)
(part3 sparticle-launch-control :offset-assert 404)
(part4 sparticle-launch-control :offset-assert 408)
(track-target? symbol :offset-assert 412)
(slow-down? symbol :offset-assert 416)
(tracking-player? symbol :offset-assert 420)
(force-spawn-pt int32 :offset-assert 424)
(speed float :offset-assert 428)
(anim-blend float :offset-assert 432)
(prev-charge-angle-diff float :offset-assert 436)
(charge-angle float :offset-assert 440)
(ground-y float :offset-assert 444)
(cprims-type uint64 :offset-assert 448)
(next-skid-sound-time time-frame :offset-assert 456)
(starting-pos vector :inline :offset-assert 464)
(target-pt vector :inline :offset-assert 480)
)
:heap-base #x180
:method-count-assert 76
:size-assert #x1f0
:flag-assert #x4c018001f0
(:methods
(dummy-51 (_type_ vector vector) symbol :replace 51)
(dummy-53 (_type_ vector vector) symbol :replace 53)
)
(:states
ice-cube-appear
ice-cube-appear-land
ice-cube-become-mean
ice-cube-face-player
ice-cube-mean-charge
ice-cube-mean-charge-done
ice-cube-mean-turn-to-charge
ice-cube-retract-spikes
ice-cube-shatter
ice-cube-tired
ice-cube-trying-to-appear
)
)
(defskelgroup *ice-cube-sg* ice-cube ice-cube-lod0-jg -1
((ice-cube-lod0-mg (meters 20)) (ice-cube-lod1-mg (meters 40)) (ice-cube-lod2-mg (meters 999999)))
:bounds (static-spherem 0 3 0 3.6)
:shadow ice-cube-shadow-mg
)
(define *ice-cube-nav-enemy-info* (new 'static 'nav-enemy-info
:idle-anim 5
:walk-anim 6
:turn-anim -1
:notice-anim 7
:run-anim 6
:jump-anim 6
:jump-land-anim 6
:victory-anim 7
:taunt-anim 7
:die-anim 7
:neck-joint 5
:player-look-at-joint 5
:run-travel-speed (meters 20)
:run-rotate-speed (degrees 2880.0)
:run-acceleration (meters 1)
:run-turn-time (seconds 0.1)
:walk-travel-speed (meters 3)
:walk-rotate-speed (degrees 720.0)
:walk-acceleration (meters 1)
:walk-turn-time (seconds 0.5)
:attack-shove-back (meters 3)
:attack-shove-up (meters 2)
:shadow-size (meters 1)
:notice-nav-radius (meters 1.5)
:nav-nearest-y-threshold (meters 10)
:notice-distance (meters 35)
:stop-chase-distance (meters 45)
:frustration-distance (meters 8)
:frustration-time (seconds 4)
:die-anim-hold-frame 10000000000.0
:jump-anim-start-frame 10.0
:jump-land-anim-end-frame 10000000000.0
:jump-height-min (meters 3)
:jump-height-factor 0.5
:jump-start-anim-speed 1.0
:shadow-max-y (meters 1)
:shadow-min-y (meters -3.5)
:shadow-locus-dist (meters 150)
:use-align #f
:draw-shadow #f
:move-to-ground #t
:hover-if-no-ground #f
:use-momentum #f
:use-flee #f
:use-proximity-notice #f
:use-jump-blocked #f
:use-jump-patrol #f
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
:gnd-collide-with (collide-kind background)
:debug-draw-neck #f
:debug-draw-jump #f
)
)
(defpartgroup group-ice-cube-appear1
:id 507
:flags (use-local-clock)
:bounds (static-bspherem 0 0 0 16)
:parts ((sp-item 1887 :fade-after (meters 70) :falloff-to (meters 70))
(sp-item 1888 :fade-after (meters 70) :falloff-to (meters 70))
)
)
(defpart 1888
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :index #x19 :page #x2))
(sp-flt spt-num 16.0)
(sp-rnd-flt spt-x (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-y (meters 0.5) (meters 1) 1.0)
(sp-rnd-flt spt-z (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-scale-x (meters 0.24) (meters 0.24) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 128.0)
(sp-flt spt-g 128.0)
(sp-flt spt-b 128.0)
(sp-rnd-flt spt-a 128.0 64.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.033333335) (meters 0.05) 1.0)
(sp-rnd-flt spt-rotvel-z (degrees -2.4) (degrees 3.4666667) 1.0)
(sp-flt spt-accel-y -5.4613333)
(sp-flt spt-friction 0.99)
(sp-int spt-timer 450)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 40.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
)
)
(defpart 1887
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :page #x2))
(sp-flt spt-num 32.0)
(sp-rnd-flt spt-x (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-y (meters 0.5) (meters 1) 1.0)
(sp-rnd-flt spt-z (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-scale-x (meters 2.5) (meters 2.5) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 128.0)
(sp-flt spt-g 128.0)
(sp-flt spt-b 128.0)
(sp-rnd-flt spt-a 32.0 32.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.05) (meters 0.016666668) 1.0)
(sp-flt spt-scalevel-x (meters 0.006666667))
(sp-rnd-flt spt-rotvel-z (degrees -1.2) (degrees 1.2) 1.0)
(sp-copy-from-other spt-scalevel-y -4)
(sp-flt spt-fade-a -0.07111111)
(sp-flt spt-accel-y -5.4613333)
(sp-flt spt-friction 0.99)
(sp-int spt-timer 450)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 40.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
)
)
(defpartgroup group-ice-cube-appear2
:id 508
:flags (use-local-clock)
:bounds (static-bspherem 0 0 0 16)
:parts ((sp-item 1889 :fade-after (meters 70) :falloff-to (meters 70)))
)
(defpart 1889
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :index #x19 :page #x2))
(sp-rnd-flt spt-num 1.0 2.0 1.0)
(sp-rnd-flt spt-x (meters -0.25) (meters 0.5) 1.0)
(sp-rnd-flt spt-z (meters -0.25) (meters 0.5) 1.0)
(sp-rnd-flt spt-scale-x (meters 0.2) (meters 0.1) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 128.0)
(sp-flt spt-g 128.0)
(sp-flt spt-b 128.0)
(sp-rnd-flt spt-a 64.0 64.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0) (meters 0.006666667) 1.0)
(sp-rnd-flt spt-rotvel-z (degrees -2.4) (degrees 3.4666667) 1.0)
(sp-flt spt-accel-y -5.4613333)
(sp-int spt-timer 150)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 30.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
)
)
(defpartgroup group-ice-cube-foot-puff
:id 567
:duration 5
:linger-duration 450
:bounds (static-bspherem 0 0 0 2)
:parts ((sp-item 2325) (sp-item 2326) (sp-item 2327))
)
(defpart 2325
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :page #x2))
(sp-flt spt-num 16.0)
(sp-rnd-flt spt-scale-x (meters 1) (meters 1) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-rnd-flt spt-r 196.0 64.0 1.0)
(sp-rnd-flt spt-g 196.0 64.0 1.0)
(sp-rnd-flt spt-b 196.0 64.0 1.0)
(sp-rnd-flt spt-a 16.0 32.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.02) (meters 0.01) 1.0)
(sp-flt spt-scalevel-x (meters 0.0033333334))
(sp-rnd-flt spt-rotvel-z (degrees -0.2) (degrees 0.4) 1.0)
(sp-copy-from-other spt-scalevel-y -4)
(sp-flt spt-fade-a -0.16)
(sp-flt spt-accel-y -1.3653333)
(sp-flt spt-friction 0.95)
(sp-int spt-timer 300)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 60.0) (degrees 30.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
)
)
(defpart 2326
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :page #x2))
(sp-flt spt-num 12.0)
(sp-rnd-flt spt-scale-x (meters 0.5) (meters 0.25) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-rnd-flt spt-r 196.0 64.0 1.0)
(sp-rnd-flt spt-g 196.0 64.0 1.0)
(sp-rnd-flt spt-b 196.0 64.0 1.0)
(sp-rnd-flt spt-a 16.0 16.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.053333335) (meters 0.02) 1.0)
(sp-flt spt-scalevel-x (meters 0.0016666667))
(sp-rnd-flt spt-rotvel-z (degrees -0.2) (degrees 0.4) 1.0)
(sp-copy-from-other spt-scalevel-y -4)
(sp-flt spt-fade-a -0.21333334)
(sp-flt spt-accel-y -1.3653333)
(sp-flt spt-friction 0.95)
(sp-int spt-timer 150)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 60.0) (degrees 30.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
)
)
(defpart 2327
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :index #x4 :page #x2))
(sp-flt spt-num 32.0)
(sp-rnd-flt spt-x (meters -0.4) (meters 0.8) 1.0)
(sp-rnd-flt spt-y (meters -0.1) (meters 0.4) 1.0)
(sp-rnd-flt spt-z (meters -0.4) (meters 0.8) 1.0)
(sp-rnd-flt spt-scale-x (meters 0.07) (meters 0.02) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-rnd-flt spt-r 196.0 2.0 64.0)
(sp-rnd-int spt-g 1128529920 1 64.0)
(sp-rnd-int spt-b 1128529920 1 64.0)
(sp-rnd-flt spt-a 64.0 64.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.015) (meters 0.006666667) 1.0)
(sp-flt spt-fade-a -0.42666668)
(sp-rnd-flt spt-accel-y -5.4613333 2.7306666 1.0)
(sp-int spt-timer 300)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 30.0) (degrees 50.000004) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
(sp-flt spt-conerot-radius (meters 0.5))
)
)
(defpartgroup group-ice-cube-shatter
:id 509
:flags (use-local-clock)
:bounds (static-bspherem 0 0 0 16)
:parts ((sp-item 1890) (sp-item 1891) (sp-item 1892))
)
(defpart 1892
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :index #xf :page #x2))
(sp-flt spt-num 64.0)
(sp-flt spt-y (meters 1))
(sp-rnd-flt spt-scale-x (meters 0.24) (meters 0.24) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 255.0)
(sp-flt spt-g 255.0)
(sp-flt spt-b 255.0)
(sp-rnd-flt spt-a 96.0 32.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.033333335) (meters 0.13333334) 1.0)
(sp-flt spt-accel-y -0.13653333)
(sp-flt spt-friction 0.99)
(sp-int-plain-rnd spt-timer 60 89 1)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 140.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
(sp-rnd-flt spt-conerot-radius (meters 0) (meters 1.5) 1.0)
)
)
(defpart 1891
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :page #x2))
(sp-flt spt-num 8.0)
(sp-rnd-flt spt-x (meters -2) (meters 4) 1.0)
(sp-flt spt-y (meters 1))
(sp-rnd-flt spt-z (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-scale-x (meters 3) (meters 2) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 255.0)
(sp-flt spt-g 255.0)
(sp-flt spt-b 255.0)
(sp-rnd-flt spt-a 64.0 64.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0) (meters 0.016666668) 1.0)
(sp-flt spt-scalevel-x (meters 0.006666667))
(sp-rnd-flt spt-rotvel-z (degrees -0.3) (degrees 0.6) 1.0)
(sp-copy-from-other spt-scalevel-y -4)
(sp-flt spt-fade-a -0.28444445)
(sp-flt spt-friction 0.99)
(sp-int spt-timer 450)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 120.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
(sp-rnd-flt spt-conerot-radius (meters 0) (meters 1.5) 1.0)
)
)
(defpart 1890
:init-specs ((sp-tex spt-texture (new 'static 'texture-id :page #x2))
(sp-flt spt-num 16.0)
(sp-rnd-flt spt-x (meters -2) (meters 4) 1.0)
(sp-flt spt-y (meters 1))
(sp-rnd-flt spt-z (meters -2) (meters 4) 1.0)
(sp-rnd-flt spt-scale-x (meters 1) (meters 1) 1.0)
(sp-rnd-flt spt-rot-z (degrees 0.0) (degrees 360.0) 1.0)
(sp-copy-from-other spt-scale-y -4)
(sp-flt spt-r 255.0)
(sp-flt spt-g 255.0)
(sp-flt spt-b 255.0)
(sp-rnd-flt spt-a 32.0 32.0 1.0)
(sp-rnd-flt spt-vel-y (meters 0.13333334) (meters 0.033333335) 1.0)
(sp-flt spt-scalevel-x (meters 0.006666667))
(sp-rnd-flt spt-rotvel-z (degrees -1.2) (degrees 1.2) 1.0)
(sp-copy-from-other spt-scalevel-y -4)
(sp-flt spt-fade-a -0.35555556)
(sp-flt spt-friction 0.99)
(sp-int spt-timer 180)
(sp-cpuinfo-flags bit2 bit12)
(sp-rnd-flt spt-conerot-x (degrees 0.0) (degrees 120.0) 1.0)
(sp-rnd-flt spt-conerot-y (degrees 0.0) (degrees 360.0) 1.0)
(sp-rnd-flt spt-conerot-radius (meters 0) (meters 1.5) 1.0)
)
)
;; WARN: rewrite_to_get_var got a none typed variable. Is there unreachable code? [OP: 98]
;; WARN: rewrite_to_get_var got a none typed variable. Is there unreachable code? [OP: 176]
;; WARN: rewrite_to_get_var got a none typed variable. Is there unreachable code? [OP: 194]
(defbehavior ice-cube-default-event-handler ice-cube ((arg0 process) (arg1 int) (arg2 symbol) (arg3 event-message-block))
(let ((v1-0 arg2))
(the-as
object
(cond
((= v1-0 'attack)
(cond
((and (= (-> arg0 type) target)
(= (-> self cprims-type) 2)
(not (send-event *target* 'query 'powerup (pickup-type eco-red)))
)
(when (and (cond
((= (-> arg0 type) target)
(send-event arg0 'attack (-> arg3 param 0) (new 'static 'attack-info))
)
(else
(let ((a1-3 (new 'stack-no-clear 'event-message-block)))
(set! (-> a1-3 from) self)
(set! (-> a1-3 num-params) 4)
(set! (-> a1-3 message) 'attack)
(set! (-> a1-3 param 0) (-> arg3 param 0))
(set! (-> a1-3 param 1) (the-as uint #f))
(let ((v1-20 (+ *global-attack-id* 1)))
(set! *global-attack-id* v1-20)
(set! (-> a1-3 param 2) (the-as uint v1-20))
)
(set! (-> a1-3 param 3) (the-as uint 0))
(send-event-function arg0 a1-3)
)
)
)
(= (-> arg0 type) target)
)
(set-collide-offense (-> self collide-info) 2 (collide-offense no-offense))
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf8))
(level-hint-spawn (game-text-id snow-ice-cube-hint) "sksp0350" (the-as entity #f) *entity-pool* (game-task none))
)
)
(else
(nav-enemy-set-hit-from-direction arg0)
(go ice-cube-shatter)
)
)
)
((= v1-0 'touch)
(when (and (cond
((= (-> arg0 type) target)
(send-event arg0 'attack (-> arg3 param 0) (new 'static 'attack-info))
)
(else
(let ((a1-7 (new 'stack-no-clear 'event-message-block)))
(set! (-> a1-7 from) self)
(set! (-> a1-7 num-params) 4)
(set! (-> a1-7 message) 'attack)
(set! (-> a1-7 param 0) (-> arg3 param 0))
(set! (-> a1-7 param 1) (the-as uint #f))
(let ((v1-38 (+ *global-attack-id* 1)))
(set! *global-attack-id* v1-38)
(set! (-> a1-7 param 2) (the-as uint v1-38))
)
(set! (-> a1-7 param 3) (the-as uint 0))
(send-event-function arg0 a1-7)
)
)
)
(= (-> arg0 type) target)
)
(set-collide-offense (-> self collide-info) 2 (collide-offense no-offense))
;; NOTE fixed decompiler bug
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf8))
)
)
((= v1-0 'touched)
(when (!= (-> arg0 type) target)
(cond
((= (-> arg0 type) target)
(send-event arg0 'attack (-> arg3 param 0) (static-attack-info ((mode #f))))
)
(else
(let ((a1-10 (new 'stack-no-clear 'event-message-block)))
(set! (-> a1-10 from) self)
(set! (-> a1-10 num-params) 4)
(set! (-> a1-10 message) 'attack)
(set! (-> a1-10 param 0) (-> arg3 param 0))
(set! (-> a1-10 param 1) (the-as uint #f))
(let ((v1-54 (+ *global-attack-id* 1)))
(set! *global-attack-id* v1-54)
(set! (-> a1-10 param 2) (the-as uint v1-54))
)
(set! (-> a1-10 param 3) (the-as uint 0))
(send-event-function arg0 a1-10)
)
)
)
)
)
)
)
)
)
(defmethod initialize-collision ice-cube ((obj ice-cube))
(let ((s5-0 (new 'process 'collide-shape-moving obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s5-0 reaction) default-collision-reaction)
(set! (-> s5-0 no-reaction)
(the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing)
)
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 5) 0)))
(set! (-> s4-0 prim-core collide-as) (collide-kind enemy))
(set! (-> s4-0 collide-with) (collide-kind target))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 12288.0 0.0 14745.6)
(set-root-prim! s5-0 s4-0)
(let ((s3-0 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
(set! (-> s3-0 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-0 collide-with) (collide-kind target))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set! (-> s3-0 prim-core offense) (collide-offense touch))
(set-vector! (-> s3-0 local-sphere) 0.0 3276.8 0.0 3276.8)
(append-prim s4-0 s3-0)
)
(let ((s3-1 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
(set! (-> s3-1 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-1 collide-with) (collide-kind target))
(set! (-> s3-1 prim-core action) (collide-action solid))
(set! (-> s3-1 prim-core offense) (collide-offense touch))
(set-vector! (-> s3-1 local-sphere) 0.0 5734.4 0.0 3276.8)
(append-prim s4-0 s3-1)
)
(let ((s3-2 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
(set! (-> s3-2 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-2 collide-with) (collide-kind target))
(set! (-> s3-2 prim-core action) (collide-action solid))
(set! (-> s3-2 prim-core offense) (collide-offense touch))
(set-vector! (-> s3-2 local-sphere) 0.0 8192.0 0.0 3276.8)
(append-prim s4-0 s3-2)
)
(let ((s3-3 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 1))))
(set! (-> s3-3 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-3 collide-with) (collide-kind target))
(set! (-> s3-3 prim-core offense) (collide-offense normal-attack))
(set! (-> s3-3 transform-index) 6)
(set-vector! (-> s3-3 local-sphere) 819.2 0.0 0.0 2048.0)
(append-prim s4-0 s3-3)
)
(let ((s3-4 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 1))))
(set! (-> s3-4 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-4 collide-with) (collide-kind target))
(set! (-> s3-4 prim-core offense) (collide-offense normal-attack))
(set! (-> s3-4 transform-index) 4)
(set-vector! (-> s3-4 local-sphere) 0.0 2048.0 0.0 4505.6)
(append-prim s4-0 s3-4)
)
)
(set! (-> s5-0 nav-radius) 6144.0)
(backup-collide-with-as s5-0)
(set! (-> s5-0 max-iteration-count) (the-as uint 1))
(set! (-> obj collide-info) s5-0)
)
(set! (-> obj cprims-type) (the-as uint 0))
(set-root-prim-collide-with! (-> obj collide-info) (collide-kind target))
(set! (-> obj collide-info event-self) 'touched)
(dummy-57 obj)
0
(none)
)
(defmethod dummy-57 ice-cube ((obj ice-cube))
(when (!= (-> obj cprims-type) 1)
(set! (-> obj cprims-type) (the-as uint 1))
(let ((v1-3 (-> obj collide-info root-prim)))
(set-vector! (-> v1-3 local-sphere) 0.0 12288.0 0.0 14745.6)
(set-vector! (-> (the-as collide-shape-prim-group v1-3) prims 3 local-sphere) 819.2 0.0 0.0 2048.0)
(set-vector! (-> (the-as collide-shape-prim-group v1-3) prims 4 local-sphere) 0.0 2048.0 0.0 4505.6)
)
)
(none)
)
(defmethod dummy-58 ice-cube ((obj ice-cube))
(when (!= (-> obj cprims-type) 2)
(set! (-> obj cprims-type) (the-as uint 2))
(let ((v1-3 (-> obj collide-info root-prim)))
(set-vector! (-> v1-3 local-sphere) 0.0 12288.0 0.0 16384.0)
(set-vector! (-> (the-as collide-shape-prim-group v1-3) prims 3 local-sphere) 819.2 0.0 0.0 4915.2)
(set-vector! (-> (the-as collide-shape-prim-group v1-3) prims 4 local-sphere) 0.0 2048.0 0.0 9420.8)
)
)
(none)
)
(defmethod TODO-RENAME-48 ice-cube ((obj ice-cube))
(process-drawable-from-entity! obj (-> obj entity))
(initialize-skeleton obj *ice-cube-sg* '())
(TODO-RENAME-45 obj *ice-cube-nav-enemy-info*)
(set! (-> obj neck up) (the-as uint 0))
(set! (-> obj neck nose) (the-as uint 1))
(set! (-> obj neck ear) (the-as uint 2))
0
(none)
)
(defmethod deactivate ice-cube ((obj ice-cube))
(if (nonzero? (-> obj part2))
(kill-and-free-particles (-> obj part2))
)
(if (nonzero? (-> obj part3))
(kill-and-free-particles (-> obj part3))
)
(if (nonzero? (-> obj part4))
(kill-and-free-particles (-> obj part4))
)
((method-of-type process-drawable deactivate) obj)
(none)
)
(defmethod relocate ice-cube ((obj ice-cube) (arg0 int))
(if (nonzero? (-> obj part2))
(&+! (-> obj part2) arg0)
)
(if (nonzero? (-> obj part3))
(&+! (-> obj part3) arg0)
)
(if (nonzero? (-> obj part4))
(&+! (-> obj part4) arg0)
)
(the-as ice-cube ((the-as (function nav-enemy int nav-enemy) (find-parent-method ice-cube 7)) obj arg0))
)
(defmethod init-from-entity! ice-cube ((obj ice-cube) (arg0 entity-actor))
(set! (-> obj part) (create-launch-control (-> *part-group-id-table* 507) obj))
(set! (-> obj part2) (create-launch-control (-> *part-group-id-table* 508) obj))
(set! (-> obj part3) (create-launch-control (-> *part-group-id-table* 509) obj))
(set! (-> obj part4) (create-launch-control (-> *part-group-id-table* 567) obj))
(initialize-collision obj)
(TODO-RENAME-48 obj)
(let ((s4-0 (-> obj path curve num-cverts)))
(if (<= s4-0 0)
(go process-drawable-art-error "no path")
)
(let ((v1-21 (res-lump-value arg0 'mode uint128 :default (the-as uint128 -1))))
(if (and (>= (the-as int v1-21) 0) (< (the-as int v1-21) s4-0))
(set! (-> obj force-spawn-pt) (the-as int v1-21))
(set! (-> obj force-spawn-pt) -1)
)
)
)
(go ice-cube-trying-to-appear)
(none)
)
(defmethod dummy-60 ice-cube ((obj ice-cube) (arg0 symbol))
(let ((gp-0 (new 'stack-no-clear 'vector)))
(when (-> obj tracking-player?)
(if (and *target* arg0)
(set! (-> obj target-pt quad) (-> (target-pos 0) quad))
)
)
(vector-! gp-0 (-> obj target-pt) (-> obj collide-info trans))
(seek-toward-heading-vec! (-> obj collide-info) gp-0 524288.0 (seconds 0.1))
(let ((v0-5 (< (fabs (deg- (quaternion-y-angle (-> obj collide-info quat)) (vector-y-angle gp-0))) 364.0889)))
(b! #t cfg-10 :delay (nop!))
(the-as none 0)
(set! v0-5 (the-as symbol #f))
(label cfg-10)
v0-5
)
)
)
(defmethod dummy-51 ice-cube ((obj ice-cube) (arg0 vector) (arg1 vector))
(let ((s5-0 (new 'stack-no-clear 'vector)))
(let* ((s4-0 (new 'stack-no-clear 'collide-tri-result))
(f0-0 40960.0)
(f30-0 (+ f0-0 40960.0))
)
(set! (-> s5-0 quad) (-> arg0 quad))
(+! (-> s5-0 y) f0-0)
(let ((f0-2 (fill-and-probe-using-y-probe
*collide-cache*
s5-0
f30-0
(collide-kind background)
(-> obj collide-info process)
s4-0
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(new 'static 'pat-surface :noentity #x1)
)
)
)
(if (or (< f0-2 0.0) (= (logand #b111000 (the-as int (-> s4-0 pat))) 8)) ;; yes this is bugged
(return #f)
)
(set! (-> s5-0 y) (- (-> s5-0 y) (* f0-2 f30-0)))
)
)
(set! (-> arg1 quad) (-> s5-0 quad))
)
#t
)
(defmethod dummy-52 ice-cube ((obj ice-cube) (arg0 vector))
(when *target*
(let ((f0-0 (vector-vector-xz-distance arg0 (target-pos 0))))
(when (and (>= f0-0 40960.0) (>= 81920.0 f0-0) (not (TODO-RENAME-50 obj arg0)))
(let ((a0-4 (new 'stack-no-clear 'vector)))
(set! (-> a0-4 quad) (-> arg0 quad))
(set! (-> a0-4 w) (-> obj collide-info root-prim local-sphere w))
(if (sphere-in-view-frustum? (the-as sphere a0-4))
(return #t)
)
)
)
)
)
#f
)
(defmethod dummy-53 ice-cube ((obj ice-cube) (arg0 vector) (arg1 vector))
(local-vars (s1-0 int) (s2-0 int))
(let ((s3-0 (-> obj path curve num-cverts)))
(if (<= s3-0 0)
(return #f)
)
(cond
((>= (-> obj force-spawn-pt) 0)
(set! s1-0 (-> obj force-spawn-pt))
(set! s2-0 1)
)
(else
(set! s1-0 (rand-vu-int-count s3-0))
(set! s2-0 s3-0)
)
)
(while (> s2-0 0)
(eval-path-curve-div! (-> obj path) arg0 (the float s1-0) 'interp)
(when (dummy-52 obj arg0)
(let ((a1-3 (new 'stack-no-clear 'vector))
(s3-1 (new 'stack-no-clear 'collide-tri-result))
)
(set! (-> a1-3 quad) (-> arg0 quad))
(set! (-> a1-3 y) (+ 16384.0 (-> a1-3 y)))
(if (>= (fill-and-probe-using-line-sphere
*collide-cache*
a1-3
(new 'static 'vector :y -32768.0 :w 1.0)
409.6
(collide-kind background)
obj
s3-1
(new 'static 'pat-surface :noentity #x1)
)
0.0
)
(set! (-> arg0 quad) (-> s3-1 intersect quad))
)
)
(cond
(*target*
(vector-! arg1 (target-pos 0) arg0)
(set! (-> arg1 y) 0.0)
)
(else
(set-vector! arg1 (rand-vu-float-range -4096.0 4096.0) 0.0 (rand-vu-float-range -4096.0 4096.0) 1.0)
(set! (-> arg1 x) (+ 409.6 (-> arg1 x)))
)
)
(vector-normalize! arg1 1.0)
(return #t)
)
(set! s1-0 (mod (+ s1-0 1) s3-0))
(+! s2-0 -1)
)
)
#f
)
(defstate ice-cube-trying-to-appear (ice-cube)
:enter (behavior ()
(ja-channel-set! 0)
(ja-post)
(logior! (-> self draw status) (draw-status hidden))
(clear-collide-with-as (-> self collide-info))
(none)
)
:exit (behavior ()
(logclear! (-> self draw status) (draw-status hidden))
(restore-collide-with-as (-> self collide-info))
(none)
)
:trans (behavior ()
(when (and *target* (>= 163840.0 (vector-vector-distance (-> self collide-info trans) (-> *target* control trans))))
(let ((s5-0 (new 'stack-no-clear 'vector))
(gp-0 (new 'stack-no-clear 'vector))
)
(when (dummy-53 self s5-0 gp-0)
(set! (-> self collide-info trans quad) (-> s5-0 quad))
(forward-up->quaternion (-> self collide-info quat) gp-0 *up-vector*)
(dummy-57 self)
(go ice-cube-appear)
)
)
)
(none)
)
:code (behavior ()
(logior! (-> self mask) (process-mask sleep-code))
(suspend)
0
(none)
)
)
(defstate ice-cube-appear (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(dummy-57 self)
(set! (-> self ground-y) (-> self collide-info trans y))
(spawn (-> self part) (-> self collide-info trans))
(set-current-poly! (-> self nav) (dummy-16 (-> self nav) (-> self collide-info trans)))
(set! (-> self collide-info trans y) (+ -12288.0 (-> self collide-info trans y)))
(set! (-> self collide-info transv quad) (-> *null-vector* quad))
(set! (-> self collide-info transv y) (rand-vu-float-range 102400.0 114688.0))
(none)
)
:trans (behavior ()
(when (and (< (-> self collide-info trans y) (-> self ground-y)) (< (-> self collide-info transv y) 0.0))
(set! (-> self collide-info trans y) (-> self ground-y))
(set! (-> self collide-info transv quad) (-> *null-vector* quad))
(go ice-cube-appear-land)
)
(let* ((s5-0 (-> self node-list))
(a0-2 (-> s5-0 length))
(gp-0 (new 'stack-no-clear 'vector))
)
(vector<-cspace! gp-0 (-> s5-0 data (nav-enemy-rnd-int-count a0-2)))
(spawn (-> self part2) gp-0)
)
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.2))
(ja-no-eval :group! ice-cube-appear-jump-up-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
(loop
(suspend)
)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-falling-post)
)
(defstate ice-cube-appear-land (ice-cube)
:event ice-cube-default-event-handler
:code (behavior ()
(let ((gp-0 (new 'stack-no-clear 'vector)))
(vector<-cspace! gp-0 (-> self node-list data 29))
(spawn (-> self part4) gp-0)
(vector<-cspace! gp-0 (-> self node-list data 25))
(spawn (-> self part4) gp-0)
)
(ja-channel-push! 1 (seconds 0.1))
(ja-no-eval :group! ice-cube-appear-land-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
(if (TODO-RENAME-46 self (-> self nav-info notice-distance))
(go ice-cube-become-mean)
(go-virtual nav-enemy-idle)
)
(none)
)
:post (the-as (function none :behavior ice-cube) ja-post)
)
(defstate nav-enemy-idle (ice-cube)
:virtual #t
:event ice-cube-default-event-handler
:enter (behavior ()
(let ((t9-0 (-> (method-of-type nav-enemy nav-enemy-idle) enter)))
(if t9-0
(t9-0)
)
)
(set! (-> self draw force-lod) -1)
(logior! (-> self mask) (process-mask actor-pause))
(none)
)
)
(defstate nav-enemy-patrol (ice-cube)
:virtual #t
:event ice-cube-default-event-handler
:enter (behavior ()
(let ((t9-0 (-> (method-of-type nav-enemy nav-enemy-patrol) enter)))
(if t9-0
(t9-0)
)
)
(set! (-> self draw force-lod) -1)
(logior! (-> self mask) (process-mask actor-pause))
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.2))
(let ((t9-1 (-> (method-of-type nav-enemy nav-enemy-patrol) code)))
(if t9-1
((the-as (function none) t9-1))
)
)
(none)
)
)
(defstate nav-enemy-notice (ice-cube)
:virtual #t
:enter (the-as (function none :behavior ice-cube) #f)
:exit (the-as (function none :behavior ice-cube) #f)
:trans (the-as (function none :behavior ice-cube) #f)
:code (behavior ()
(dummy-57 self)
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logclear! (-> self nav-enemy-flags) (nav-enemy-flags navenmf1))
(logclear! (-> self mask) (process-mask actor-pause))
(go ice-cube-face-player)
(none)
)
:post (the-as (function none :behavior ice-cube) #f)
)
(defstate ice-cube-face-player (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(set! (-> self state-time) (-> *display* base-frame-counter))
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf2))
(dummy-57 self)
(logclear! (-> self mask) (process-mask actor-pause))
(if (or (not *target*)
(logtest? (-> *target* state-flags)
(state-flags being-attacked invulnerable timed-invulnerable invuln-powerup do-not-notice dying)
)
(not (nav-enemy-test-point-near-nav-mesh? (-> *target* control shadow-pos)))
)
(go-virtual nav-enemy-patrol)
)
(set! (-> self tracking-player?) #t)
(set! (-> self target-pt quad) (-> (target-pos 0) quad))
(nav-enemy-neck-control-look-at)
(set-vector! (-> self collide-info transv) 0.0 114688.0 0.0 1.0)
(none)
)
:code (behavior ()
(local-vars (gp-0 symbol))
(ja-channel-push! 1 (seconds 0.2))
(ja-no-eval :group! ice-cube-appear-jump-up-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(let ((f30-0 (-> self collide-info transv y)))
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
32768.0
#f
#f
#f
)
(if (< 0.0 f30-0)
(set! (-> self collide-info transv y) f30-0)
)
)
(+! (-> self collide-info transv y) (* -544768.0 (-> *display* seconds-per-frame)))
(let* ((v1-26 (>= 0.0 (-> self collide-info transv y)))
(v1-27 (and v1-26 (logtest? (-> self collide-info status) (cshape-moving-flags onsurf))))
)
(set! gp-0 (dummy-60 self (not v1-27)))
)
(suspend)
(ja :num! (seek!))
)
(loop
(let ((s5-0
(and (>= 0.0 (-> self collide-info transv y))
(logtest? (-> self collide-info status) (cshape-moving-flags onsurf))
)
)
)
(set! gp-0 (and s5-0 gp-0))
(if gp-0
(goto cfg-26)
)
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
32768.0
#f
#f
#f
)
(+! (-> self collide-info transv y) (* -544768.0 (-> *display* seconds-per-frame)))
(set! gp-0 (dummy-60 self (not s5-0)))
)
(suspend)
)
(label cfg-26)
(let ((gp-1 (new 'stack-no-clear 'vector)))
(vector<-cspace! gp-1 (-> self node-list data 29))
(spawn (-> self part4) gp-1)
(vector<-cspace! gp-1 (-> self node-list data 25))
(spawn (-> self part4) gp-1)
)
(ja-no-eval :group! ice-cube-appear-land-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
(go ice-cube-become-mean)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defstate ice-cube-become-mean (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(set! (-> self draw force-lod) 0)
(logclear! (-> self mask) (process-mask actor-pause))
(dummy-57 self)
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.075))
(let ((gp-0 #f))
(ja-no-eval :group! ice-cube-extend-spikes-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(when (and (not gp-0) (>= (ja-aframe-num 0) 8.0))
(set! gp-0 #t)
(dummy-58 self)
)
(suspend)
(ja :num! (seek!))
)
)
(go ice-cube-mean-turn-to-charge)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defmethod dummy-54 ice-cube ((obj ice-cube) (arg0 vector))
(let* ((s4-0 (-> obj path curve num-cverts))
(s2-0 (nav-enemy-rnd-int-count s4-0))
(s5-0 (new 'stack-no-clear 'vector))
)
(dotimes (s3-0 s4-0)
(eval-path-curve-div! (-> obj path) s5-0 (the float s2-0) 'interp)
(when (>= (vector-vector-xz-distance s5-0 (-> obj collide-info trans)) 32768.0)
(when (dummy-51 obj s5-0 s5-0)
(set! (-> obj target-pt quad) (-> s5-0 quad))
(return #t)
)
)
(set! s2-0 (mod (+ s2-0 1) s4-0))
)
)
#f
)
(defstate ice-cube-mean-turn-to-charge (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(set! (-> self state-time) (-> *display* base-frame-counter))
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf2))
(dummy-58 self)
(if (or (not *target*)
(logtest? (-> *target* state-flags)
(state-flags being-attacked invulnerable timed-invulnerable invuln-powerup do-not-notice dying)
)
(not (nav-enemy-test-point-near-nav-mesh? (-> *target* control shadow-pos)))
)
(go ice-cube-retract-spikes)
)
(set! (-> self tracking-player?) #t)
(set! (-> self target-pt quad) (-> (target-pos 0) quad))
(nav-enemy-neck-control-look-at)
(set-vector! (-> self collide-info transv) 0.0 114688.0 0.0 1.0)
(none)
)
:code (behavior ()
(local-vars (gp-0 symbol))
(ja-channel-push! 1 (seconds 0.075))
(ja-no-eval :group! ice-cube-turn-on-player-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(let ((f30-0 (-> self collide-info transv y)))
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
32768.0
#f
#f
#f
)
(if (< 0.0 f30-0)
(set! (-> self collide-info transv y) f30-0)
)
)
(+! (-> self collide-info transv y) (* -544768.0 (-> *display* seconds-per-frame)))
(let* ((v1-26 (>= 0.0 (-> self collide-info transv y)))
(v1-27 (and v1-26 (logtest? (-> self collide-info status) (cshape-moving-flags onsurf))))
)
(set! gp-0 (dummy-60 self (not v1-27)))
)
(suspend)
(ja :num! (seek!))
)
(loop
(let ((s5-0
(and (>= 0.0 (-> self collide-info transv y))
(logtest? (-> self collide-info status) (cshape-moving-flags onsurf))
)
)
)
(set! gp-0 (and s5-0 gp-0))
(if gp-0
(goto cfg-26)
)
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
32768.0
#f
#f
#f
)
(+! (-> self collide-info transv y) (* -544768.0 (-> *display* seconds-per-frame)))
(set! gp-0 (dummy-60 self (not s5-0)))
)
(suspend)
)
(label cfg-26)
(let ((gp-1 (new 'stack-no-clear 'vector)))
(vector<-cspace! gp-1 (-> self node-list data 29))
(spawn (-> self part4) gp-1)
(vector<-cspace! gp-1 (-> self node-list data 25))
(spawn (-> self part4) gp-1)
)
(ja-no-eval :group! ice-cube-turn-on-player-land-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
(go ice-cube-mean-charge)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defstate ice-cube-mean-charge (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(set! (-> self state-time) (-> *display* base-frame-counter))
(dummy-58 self)
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav-enemy-flags) (nav-enemy-flags navenmf2))
(set! (-> self next-skid-sound-time) (-> *display* base-frame-counter))
(if (or (not *target*)
(logtest? (-> *target* state-flags)
(state-flags being-attacked invulnerable timed-invulnerable invuln-powerup do-not-notice dying)
)
(not (nav-enemy-test-point-near-nav-mesh? (-> *target* control shadow-pos)))
)
(go ice-cube-retract-spikes)
)
(set! (-> self target-speed) (-> self nav-info run-travel-speed))
(set! (-> self acceleration) (-> self nav-info run-acceleration))
(set! (-> self rotate-speed) (-> self nav-info run-rotate-speed))
(set! (-> self turn-time) (-> self nav-info run-turn-time))
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logclear! (-> self nav flags) (nav-control-flags navcf8))
(set-root-prim-collide-with! (-> self collide-info) (collide-kind cak-2 cak-3 target crate enemy))
(set! (-> self track-target?) #t)
(set! (-> self slow-down?) #f)
(set! (-> self speed) 81920.0)
(set! (-> self prev-charge-angle-diff) 0.0)
(let ((a0-6 (-> self collide-info trans)))
(set! (-> self starting-pos quad) (-> a0-6 quad))
)
(set! (-> self charge-angle) (quaternion-y-angle (-> self collide-info quat)))
(none)
)
:exit (behavior ()
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
(logior! (-> self nav flags) (nav-control-flags navcf8))
(set-root-prim-collide-with! (-> self collide-info) (collide-kind target))
(none)
)
:trans (behavior ()
2022-06-12 15:29:30 -04:00
(when (or (not *target*) (logtest? (-> *target* state-flags) (state-flags do-not-notice)))
(cond
((= (-> self speed) 0.0)
(go ice-cube-mean-charge-done)
)
(else
(set! (-> self slow-down?) #t)
(set! (-> self track-target?) #f)
(set! (-> self tracking-player?) #f)
)
)
)
(if (-> self tracking-player?)
(set! (-> self target-pt quad) (-> (target-pos 0) quad))
)
(let ((gp-1 (new 'stack-no-clear 'vector))
(s5-0 (new 'stack-no-clear 'vector))
)
(vector-! gp-1 (-> self target-pt) (-> self starting-pos))
(vector-! s5-0 (-> self collide-info trans) (-> self starting-pos))
(let ((f30-0 (vector-xz-length gp-1))
(f28-0 (vector-xz-length s5-0))
)
(if (< (+ 14336.0 f30-0) f28-0)
(set! (-> self slow-down?) #t)
)
(let ((f0-5 (atan (-> gp-1 x) (-> gp-1 z)))
(gp-2 (-> self nav target-pos))
)
(if (< f30-0 (+ 8192.0 f28-0))
(set! (-> self track-target?) #f)
)
(cond
((-> self track-target?)
(let ((f26-0 (deg-seek-smooth (-> self charge-angle) f0-5 (* 2730.6667 (-> *display* seconds-per-frame)) 0.25)))
(set! (-> self prev-charge-angle-diff) (deg- f26-0 (-> self charge-angle)))
(set! (-> self charge-angle) f26-0)
)
)
(else
(let ((f0-11 (* 0.99 (-> self prev-charge-angle-diff))))
(set! (-> self prev-charge-angle-diff) f0-11)
(+! (-> self charge-angle) f0-11)
)
)
)
(set-vector! gp-2 0.0 0.0 (+ 15360.0 (fmax f30-0 f28-0)) 1.0)
(vector-rotate-around-y! gp-2 gp-2 (-> self charge-angle))
(vector+! gp-2 gp-2 (-> self starting-pos))
(TODO-RENAME-28 (-> self nav) (collide-kind wall-object ground-object))
(dummy-11 (-> self nav) gp-2)
)
)
)
(set! (-> self nav travel y) 0.0)
(when (-> self slow-down?)
(set! (-> self speed)
(seek-with-smooth (-> self speed) 0.0 (* 81920.0 (-> *display* seconds-per-frame)) 0.8 1638.4)
)
(if (>= 0.0 (-> self speed))
(go ice-cube-mean-charge-done)
)
(when (zero? (nav-enemy-rnd-int-count 45))
(let ((gp-3 (new 'stack-no-clear 'vector)))
(vector<-cspace! gp-3 (-> self node-list data 29))
(spawn (-> self part4) gp-3)
(vector<-cspace! gp-3 (-> self node-list data 25))
(spawn (-> self part4) gp-3)
)
)
(when (>= (-> *display* base-frame-counter) (-> self next-skid-sound-time))
(set! (-> self next-skid-sound-time) (+ (-> *display* base-frame-counter) (nav-enemy-rnd-int-range 60 120)))
(sound-play "ice-stop" :vol (the float (the int (* 0.0012207031 (-> self speed)))))
)
)
(let ((f30-1 (* (vector-xz-length (-> self nav travel)) (-> *display* frames-per-second))))
(if (< f30-1 13107.2)
(go ice-cube-mean-charge-done)
)
(set! (-> self collide-info transv quad) (-> self nav travel quad))
(if (< (-> self speed) f30-1)
(set! f30-1 (-> self speed))
)
(set! (-> self anim-blend) (fmin 1.0 (* 0.000016276043 f30-1)))
(vector-normalize! (-> self collide-info transv) f30-1)
)
(set! (-> self collide-info transv y) (+ -36864.0 (-> self collide-info transv y)))
(quaternion-rotate-y-to-vector!
(-> self collide-info quat)
(-> self collide-info quat)
(the-as quaternion (-> self collide-info transv))
(* 16384.0 (-> *display* seconds-per-frame))
)
(integrate-for-enemy-with-move-to-ground!
(-> self collide-info)
(-> self collide-info transv)
(collide-kind background)
8192.0
#f
#f
#f
)
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.2))
(ja :group! ice-cube-invuln-run-ja :num! min)
(until (-> self slow-down?)
(suspend)
(ja :num! (loop!))
)
(ja-channel-push! 2 (seconds 0.07))
(ja :group! ice-cube-invuln-stopping-upright-ja :num! min)
(ja :chan 1 :group! ice-cube-invuln-stopping-ja :num! (chan 0) :frame-interp (-> self anim-blend))
(loop
(suspend)
(ja :num! (loop!))
(ja :chan 1 :num! (chan 0) :frame-interp (-> self anim-blend))
)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defstate ice-cube-mean-charge-done (ice-cube)
:event ice-cube-default-event-handler
:code (behavior ()
(dummy-58 self)
(nav-enemy-neck-control-inactive)
(go ice-cube-retract-spikes)
(none)
)
)
(defstate ice-cube-retract-spikes (ice-cube)
:event ice-cube-default-event-handler
:code (behavior ()
(dummy-58 self)
(nav-enemy-neck-control-inactive)
(ja-channel-push! 1 (seconds 0.07))
(let ((gp-0 #f))
(ja-no-eval :group! ice-cube-retract-spikes-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(when (and (not gp-0) (>= (ja-aframe-num 0) 3.0))
(set! gp-0 #t)
(dummy-57 self)
)
(suspend)
(ja :num! (seek!))
)
)
(go ice-cube-tired)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defstate ice-cube-tired (ice-cube)
:event ice-cube-default-event-handler
:enter (behavior ()
(set! (-> self state-time) (-> *display* base-frame-counter))
(none)
)
:trans (behavior ()
(when (>= (- (-> *display* base-frame-counter) (-> self state-time)) (seconds 2))
(cond
((or (not *target*) (< (-> self enemy-info idle-distance)
(vector-vector-distance (-> self collide-info trans) (-> *target* control trans))
)
)
(go-virtual nav-enemy-idle)
)
((TODO-RENAME-46 self (-> self nav-info notice-distance))
(go ice-cube-face-player)
)
(else
(go-virtual nav-enemy-patrol)
)
)
)
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.2))
(ja-no-eval :group! ice-cube-head-wipe-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
(ja-channel-push! 1 (seconds 0.2))
(loop
(ja-no-eval :group! ice-cube-breathing-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
(none)
)
:post (the-as (function none :behavior ice-cube) nav-enemy-simple-post)
)
(defstate ice-cube-shatter (ice-cube)
:code (behavior ()
(logclear! (-> self mask) (process-mask actor-pause))
(let ((gp-0 (new 'stack-no-clear 'vector)))
(vector<-cspace! gp-0 (-> self node-list data 3))
(spawn (-> self part3) gp-0)
)
(drop-pickup (-> self enemy-info) #t *entity-pool* (-> self enemy-info) 0)
(clear-collide-with-as (-> self collide-info))
(cleanup-for-death self)
(let ((gp-1 (new 'stack 'joint-exploder-tuning 1)))
(set! (-> gp-1 duration) (seconds 3))
(set! (-> gp-1 gravity) -327680.0)
(set! (-> gp-1 fountain-rand-transv-lo quad) (-> (target-pos 0) quad))
(process-spawn
joint-exploder
*ice-cube-break-sg*
2
gp-1
(new 'static 'joint-exploder-static-params
:joints (new 'static 'boxed-array :type joint-exploder-static-joint-params
(new 'static 'joint-exploder-static-joint-params :joint-index 28)
(new 'static 'joint-exploder-static-joint-params :joint-index 23)
(new 'static 'joint-exploder-static-joint-params :joint-index 8)
(new 'static 'joint-exploder-static-joint-params :joint-index 7)
(new 'static 'joint-exploder-static-joint-params :joint-index 26)
(new 'static 'joint-exploder-static-joint-params :joint-index 21)
(new 'static 'joint-exploder-static-joint-params :joint-index 24)
(new 'static 'joint-exploder-static-joint-params :joint-index 29)
(new 'static 'joint-exploder-static-joint-params :joint-index 11)
(new 'static 'joint-exploder-static-joint-params :joint-index 4)
(new 'static 'joint-exploder-static-joint-params :joint-index 6)
(new 'static 'joint-exploder-static-joint-params :joint-index 5)
(new 'static 'joint-exploder-static-joint-params :joint-index 12)
(new 'static 'joint-exploder-static-joint-params :joint-index 13)
(new 'static 'joint-exploder-static-joint-params :joint-index 14)
(new 'static 'joint-exploder-static-joint-params :joint-index 15)
(new 'static 'joint-exploder-static-joint-params :joint-index 16)
(new 'static 'joint-exploder-static-joint-params :joint-index 17)
(new 'static 'joint-exploder-static-joint-params :joint-index 18)
(new 'static 'joint-exploder-static-joint-params :joint-index 19)
(new 'static 'joint-exploder-static-joint-params :joint-index 3)
(new 'static 'joint-exploder-static-joint-params :joint-index 20)
)
)
:to self
)
)
(sound-play "ice-explode")
(suspend)
(ja-channel-set! 0)
(ja-post)
(until (not (-> self child))
(suspend)
)
(none)
)
)