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| | STATIC_ASSERT (sizeof(daE_WB_HIO_c)==0x5C) |
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| static void | anm_init (e_wb_class *i_actor, int i_anmId, f32 i_morf, u8 i_attr, f32 i_rate) |
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| static int | nodeCallBack (J3DJoint *i_joint, int param_1) |
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| static void | himo_control1 (e_wb_class *i_this, cXyz *i_pos, int i_idx, s8 param_3) |
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| static void | himo_control2 (e_wb_class *i_this, cXyz *i_pos, int i_idx, s8 param_3) |
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| static int | e_wb_lr_wall_check (e_wb_class *i_this) |
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| static int | daE_WB_Draw (e_wb_class *i_this) |
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| static s16 | e_wb_wall_check (e_wb_class *i_this) |
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| static s8 | gake_check (e_wb_class *i_this) |
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| static BOOL | e_wb_saku_jump_check (e_wb_class *i_this) |
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| static int | e_wb_saku_check_sub (e_wb_class *i_this, s16 param_1) |
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| static int | e_wb_saku_check (e_wb_class *i_this) |
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| static void | e_wb_wait (e_wb_class *i_this) |
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| static void | e_wb_ride (e_wb_class *i_this) |
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| static void | e_wb_pl_ride_now (e_wb_class *i_this) |
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| static void | e_wb_pl_ride (e_wb_class *i_this) |
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| static void | e_wb_f_wait (e_wb_class *i_this) |
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| static int | pl_pass_check (e_wb_class *i_this, f32 param_1) |
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| static void | e_wb_f_run (e_wb_class *i_this) |
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| static void * | s_wbstart_sub (void *i_actor, void *i_data) |
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| static void | e_wb_b_wait (e_wb_class *i_this) |
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| static void | e_wb_b_run2 (e_wb_class *i_this) |
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| static void | e_wb_b_wait2 (e_wb_class *i_this) |
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| static void | e_wb_b_run (e_wb_class *i_this) |
| | Handles the running action state for the Bullbo enemy.
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| static void | arrow_rd_set (e_wb_class *i_this) |
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| static void | e_wb_b_ikki (e_wb_class *i_this) |
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| static void | e_wb_b_ikki_end (e_wb_class *i_this) |
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| static void | e_wb_b_ikki2 (e_wb_class *i_this) |
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| static void | e_wb_b_ikki2_end (e_wb_class *i_this) |
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| static void | e_wb_b_lv9_end (e_wb_class *i_this) |
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| static void | e_wb_a_run (e_wb_class *i_this) |
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| static void | e_wb_s_damage (e_wb_class *i_this) |
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| static int | e_wb_damage (e_wb_class *i_this) |
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| static int | e_wb_bg_damage (e_wb_class *i_this) |
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| static int | e_wb_lr_damage (e_wb_class *i_this) |
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| static void | e_wb_kiba_start (e_wb_class *i_this) |
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| static void | e_wb_kiba_end (e_wb_class *i_this) |
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| static void | damage_check (e_wb_class *i_this) |
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| static void | effect_set (e_wb_class *i_this) |
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| static void | wb_rd_reset (e_wb_class *i_this) |
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| static void | wb_c_rd_reset (e_wb_class *i_this) |
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| static void * | s_rddel_sub (void *param_0, void *param_1) |
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| static void * | s_rdcount_sub (void *i_actor, void *i_data) |
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| static void * | s_rddel2_sub (void *i_actor, void *i_data) |
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| static void | e_wb_crv_wait (e_wb_class *i_this) |
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| static s8 | e_wb_c_run (e_wb_class *i_this) |
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| static void | action (e_wb_class *i_this) |
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| static void * | s_wbZrevise_sub (void *i_actor, void *i_data) |
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| static void * | s_spd0_sub (void *i_actor, void *i_data) |
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| static void * | s_wbdel_sub (void *i_actor, void *i_data) |
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| static void * | s_rdArrowWait_sub (void *i_actor, void *i_data) |
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| static void | cam_3d_morf (e_wb_class *i_this, f32 i_scale) |
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| static void | demo_camera (e_wb_class *i_this) |
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| static void | anm_se_eff_set (e_wb_class *i_this) |
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| static int | daE_WB_Execute (e_wb_class *i_this) |
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| static int | daE_WB_IsDelete (e_wb_class *i_this) |
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| static int | daE_WB_Delete (e_wb_class *i_this) |
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| static int | useHeapInit (fopAc_ac_c *a_this) |
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| static int | daE_WB_Create (fopAc_ac_c *a_this) |
| |
Handles the running action state for the Bullbo enemy.
This function controls the Bullbo's behavior while running, including path initialization, following a generated path, adjusting speed based on the player's horse, handling jumps over fences or walls, and transitioning to other states like waiting or catching up.
The path is an octagonal loop with randomized radii, regenerated when the Bullbo reaches a waypoint or periodically. Speed and animation are adjusted dynamically to match or exceed the player's pace during chases.
- Parameters
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| i_this | Pointer to the Bullbo instance (e_wb_class). |