Merge branch 'data' of github.com:nanaian/papermario into data

This commit is contained in:
Alex Bates 2021-02-05 13:49:56 +00:00
commit 9e014be29a

View File

@ -3,77 +3,51 @@
MenuIcon* D_802A1E80;
void* D_80108A64; // an image
#ifdef NON_MATCHING
ApiStatus func_802A1000_72F720(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus;
Actor* player;
Actor* player2;
s32 sellValue;
s32 numCoins;
s32 pickupDelay;
f32 facingAngleSign;
s32 i;
BattleStatus* battleStatus = BATTLE_STATUS;
Actor* player = PLAYER_ACTOR;
s32 sellValue = gItemTable[battleStatus->selectedItemID].sellValue;
f32 posX;
f32 posY;
f32 posY = player->currentPos.y + player->size.y;
f32 posZ;
s32 iconX;
s32 iconY;
s32 iconZ;
i = 0;
facingAngleSign = 0.0f;
battleStatus = BATTLE_STATUS;
sellValue = gItemTable[battleStatus->selectedItemID].sellValue;
posY = battleStatus->playerActor->currentPos.y + battleStatus->playerActor->size.y;
player = PLAYER_ACTOR;
f32 facingAngleSign = 0.0f;
s32 outVal = 0;
// If Refund is equipped, the player gets
if (heroes_is_ability_active(battleStatus->playerActor, Ability_REFUND)) {
//player2 = player;
if (heroes_is_ability_active(player, Ability_REFUND) && sellValue > 0) {
s32 iconX;
s32 iconY;
s32 iconZ;
s32 i;
if (sellValue > 0) {
// 75% of the item's sell value, rounded up
sellValue = (sellValue * 75 + 99) / 100;
// 75% of the item's sell value, rounded up
sellValue = (sellValue * 75 + 99) / 100;
pickupDelay = 1;
player2 = player;
for (i = 0; i < sellValue; i++) {
posX = player->currentPos.x;
posZ = player->currentPos.z;
while (i < sellValue) {
posX = player2->currentPos.x;
posZ = player2->currentPos.z;
make_item_entity(ItemId_COIN, posX, posY, posZ, 0x17, 1 + 3 * i, facingAngleSign, 0);
add_coins(1);
make_item_entity(ItemId_COIN, posX, posY, posZ, 0x17, pickupDelay, facingAngleSign, 0);
add_coins(1);
pickupDelay += 3;
facingAngleSign += 30.0f;
i++;
}
i = (i * 3) + 30;
//player2 = player;
posX = player2->currentPos.x;
posY = player2->currentPos.y;
posZ = player2->currentPos.z;
get_screen_coords(gCurrentCameraID, posX, posY, posZ, &iconX, &iconY, &iconZ);
D_802A1E80 = create_icon(&D_80108A64);
set_icon_render_pos(D_802A1E80, iconX + 36, iconY - 63);
facingAngleSign += 30.0f;
}
outVal = (i * 3) + 30;
posX = player->currentPos.x;
posY = player->currentPos.y;
posZ = player->currentPos.z;
get_screen_coords(gCurrentCameraID, posX, posY, posZ, &iconX, &iconY, &iconZ);
D_802A1E80 = create_icon(&D_80108A64);
set_icon_render_pos(D_802A1E80, iconX + 36, iconY - 63);
}
script->varTable[0] = i;
script->varTable[0] = outVal;
return ApiStatus_DONE2;
}
#else
INCLUDE_ASM(ApiStatus, "battle/item/coconut", func_802A1000_72F720, ScriptInstance* script, s32 isInitialCall);
#endif
ApiStatus func_802A11D4_72F8F4(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = BATTLE_STATUS;