2020-08-04 08:49:11 +02:00
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#include "common.h"
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2020-08-14 02:29:25 +02:00
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s32 MakeLerp(script_context* script, s32 initialCall) {
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s32* ptrReadPos = script->ptrReadPos;
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2020-08-15 02:17:20 +02:00
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script->varTable[0xC] = get_variable(script, *ptrReadPos++); // start
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script->varTable[0xD] = get_variable(script, *ptrReadPos++); // end
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script->varTable[0xF] = get_variable(script, *ptrReadPos++); // duration
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script->varTable[0xB] = get_variable(script, *ptrReadPos++); // easing type
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2020-08-15 02:49:33 +02:00
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script->varTable[0xE] = 0; // elapsed
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2020-08-15 02:17:20 +02:00
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2020-08-14 02:29:25 +02:00
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return 2;
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}
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2020-08-04 08:49:11 +02:00
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2020-08-15 02:49:33 +02:00
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s32 UpdateLerp(script_context* script, s32 initialCall) {
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script->varTable[0x0] = (s32) update_lerp(
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script->varTable[0xB],
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2020-08-15 05:12:30 +02:00
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script->varTable[0xC],
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script->varTable[0xD],
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2020-08-15 02:49:33 +02:00
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script->varTable[0xE],
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script->varTable[0xF]
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);
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if (script->varTable[0xE] >= script->varTable[0xF]) {
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script->varTable[0x1] = 0; // finished
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} else {
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script->varTable[0x1] = 1; // lerping
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}
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script->varTable[0xE]++;
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return 2;
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}
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2020-08-04 08:49:11 +02:00
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2020-08-15 05:25:48 +02:00
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s32 RandInt(script_context* script, s32 initialCall) {
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bytecode* ptrReadPos = script->ptrReadPos;
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s32 maxVar = get_variable(script, *ptrReadPos++);
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bytecode outVar = *ptrReadPos++;
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set_variable(script, outVar, rand_int(maxVar));
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return 2;
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}
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2020-08-04 08:49:11 +02:00
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2020-08-15 06:27:01 +02:00
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s32 GetAngleBetweenNPCs(script_context* script, s32 initialCall) {
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bytecode* ptrReadPos = script->ptrReadPos;
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NPC aID = get_variable(script, *ptrReadPos++);
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NPC bID = get_variable(script, *ptrReadPos++);
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bytecode outVar = *ptrReadPos++;
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npc* a = resolve_npc(script, aID);
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npc* b = resolve_npc(script, bID);
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set_variable(script, outVar, atan2(a->pos.x, a->pos.z, b->pos.x, b->pos.z));
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return 2;
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}
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2020-08-04 08:49:11 +02:00
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleToNPC);
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleToPlayer);
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INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerApproach);
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INCLUDE_ASM(code_f8f60_len_1560, IsPlayerWithin);
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INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerLeave);
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INCLUDE_ASM(code_f8f60_len_1560, AddVectorPolar);
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INCLUDE_ASM(code_f8f60_len_1560, setup_path_data);
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INCLUDE_ASM(code_f8f60_len_1560, func_802D5270);
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INCLUDE_ASM(code_f8f60_len_1560, LoadPath);
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INCLUDE_ASM(code_f8f60_len_1560, GetNextPathPos);
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INCLUDE_ASM(code_f8f60_len_1560, GetDist2D);
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INCLUDE_ASM(code_f8f60_len_1560, SetValueByRef);
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INCLUDE_ASM(code_f8f60_len_1560, GetValueByRef);
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INCLUDE_ASM(code_f8f60_len_1560, EnableStatusMenu);
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INCLUDE_ASM(code_f8f60_len_1560, ShowStatusMenu);
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INCLUDE_ASM(code_f8f60_len_1560, SetGameMode);
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INCLUDE_ASM(code_f8f60_len_1560, ClampAngleInt);
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INCLUDE_ASM(code_f8f60_len_1560, ClampAngleFloat);
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