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11 commits

Author SHA1 Message Date
GRAnimated 8e13c083bb
Merge 6b310ab521 into 0f550e5aae 2026-04-23 03:18:10 +02:00
guymakinggames 0f550e5aae
MapObj: Implement RocketFlower (#1024)
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lint / custom-lint (push) Waiting to run
Check and verify that setup works on NixOS / nixos_verify (push) Waiting to run
progress / publish_progress (push) Waiting to run
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Trigger full-sync on the tracker repo on push / api-trigger-workflow (push) Waiting to run
2026-04-23 00:55:05 +02:00
guymakinggames 129691c069
MapObj: Implement MoonBasementFloor (#1022) 2026-04-23 00:02:29 +02:00
guymakinggames 9090655294
MapObj: Implement BossKnuckleFix (#1021) 2026-04-22 23:27:25 +02:00
MonsterDruide1 572c2d6736
Library/Sequence: Fix vtable of Sequence (#1087) 2026-04-22 22:45:21 +02:00
Narr the Reg b847fd4117
Library/Movement: Implement ClockMovement (#1053) 2026-04-22 20:18:01 +02:00
GRAnimated 6b310ab521 Review fixes 2026-03-10 15:36:13 -04:00
GRAnimated 3081776453 fix common 2026-03-10 09:09:26 -04:00
GRAnimated 93d43731f4 finish review 2026-03-09 23:57:16 -04:00
GRAnimated e0b44fc799 start review 2026-03-09 21:38:59 -04:00
GRAnimated e11b2b3bc9 feat: implement TrafficRailWatcher 2026-03-09 20:27:59 -04:00
27 changed files with 1099 additions and 119 deletions

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MapObj/BreakablePole.o:
'.text':
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MapObj/MoonBasementGate.o:
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@ -82302,103 +82302,103 @@ MapObj/RocketFlower.o:
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MapObj/RocketFlowerEquipWatcher.o:
'.text':
@ -111352,39 +111352,40 @@ Npc/TrafficRailWatcher.o:
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Npc/TrafficRailWatcherDirector.o:
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@ -133676,7 +133677,7 @@ Scene/ProjectActorFactory.o:
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@ -134846,7 +134847,7 @@ Scene/ProjectActorFactory.o:
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@ -135906,7 +135907,7 @@ Scene/ProjectActorFactory.o:
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@ -264305,60 +264306,60 @@ Library/Movement/ClockMovement.o:
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Library/Movement/EnemyStateBlowDown.o:
'.text':
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View file

@ -250,7 +250,7 @@ void ClockMapParts::exeRotate() {
mTimer++;
if (mTimer >= mRotateTimer) {
mCurrentStep = modi(mCurrentStep + mTurnStepCount + 1, mTurnStepCount);
mCurrentStep = wrapValue(mCurrentStep + 1, mTurnStepCount);
startNerveAction(this, "Wait");
tryStartSe(this, "RotateEnd");
}

View file

@ -205,6 +205,10 @@ void makeBoxMullerRandomGauss(sead::Vector2f* outBox, f32 randA, f32 randB);
f32 modf(f32 a, f32 b);
s32 modi(s32 a, s32 b);
inline s32 wrapValue(s32 value, s32 maxRange) {
return modi(value + maxRange, maxRange);
}
inline f32 wrapValue(f32 value, f32 maxRange) {
return modf(value + maxRange, maxRange) + 0.0f;
}

View file

@ -0,0 +1,101 @@
#include "Library/Movement/ClockMovement.h"
#include "Library/Math/MathUtil.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "Library/Placement/PlacementFunction.h"
namespace {
using namespace al;
NERVE_IMPL(ClockMovement, Delay);
NERVE_IMPL(ClockMovement, RotateSign);
NERVE_IMPL(ClockMovement, Rotate);
NERVE_IMPL(ClockMovement, Wait);
NERVES_MAKE_STRUCT(ClockMovement, Delay, RotateSign, Rotate);
NERVES_MAKE_NOSTRUCT(ClockMovement, Wait);
} // namespace
namespace al {
ClockMovement::ClockMovement(const ActorInitInfo& info) : NerveExecutor("クロックパーツ動作") {
getQuat(&mInitialQuat, info);
mCurrentQuat = mInitialQuat;
tryGetArg(&mClockAngleDegree, info, "ClockAngleDegree");
tryGetArg(&mRotateAxis, info, "RotateAxis");
tryGetArg(&mDelayTime, info, "DelayTime");
tryGetArg(&mRotateSignTime, info, "RotateSignTime");
tryGetArg(&mRotateTime, info, "RotateTime");
tryGetArg(&mWaitTime, info, "WaitTime");
if (mDelayTime == 0)
initNerve(&NrvClockMovement.RotateSign, 0);
else
initNerve(&NrvClockMovement.Delay, 0);
s32 stepsPerCycle = 1;
if (mClockAngleDegree != 0) {
stepsPerCycle = sead::Mathi::lcm(sead::Mathi::abs(mClockAngleDegree), 360) /
sead::Mathi::abs(mClockAngleDegree);
}
mMaxStepIndex = stepsPerCycle;
}
void ClockMovement::exeDelay() {
if (isGreaterEqualStep(this, mDelayTime - 1)) {
if (mRotateSignTime > 0)
setNerve(this, &NrvClockMovement.RotateSign);
else
setNerve(this, &NrvClockMovement.Rotate);
}
}
void ClockMovement::exeRotateSign() {
f32 rotateAngle = wrapValue(static_cast<f32>(mCurrentStepIndex * mClockAngleDegree), 360.0f);
rotateQuatLocalDirDegree(&mCurrentQuat, mInitialQuat, mRotateAxis,
rotateAngle +
sead::Mathf::sin(getNerveStep(this) * sead::Mathf::pi2() / 18.0f));
if (isGreaterEqualStep(this, mRotateSignTime - 1))
setNerve(this, &NrvClockMovement.Rotate);
}
void ClockMovement::exeRotate() {
f32 rotateAngle = wrapValue(
(calcNerveRate(this, mRotateTime) + mCurrentStepIndex) * mClockAngleDegree, 360.0f);
rotateQuatLocalDirDegree(&mCurrentQuat, mInitialQuat, mRotateAxis, rotateAngle);
if (isGreaterEqualStep(this, mRotateTime)) {
mCurrentStepIndex = wrapValue(mCurrentStepIndex + 1, mMaxStepIndex);
setNerve(this, &Wait);
}
}
void ClockMovement::exeWait() {
if (isGreaterEqualStep(this, mWaitTime)) {
if (mRotateSignTime > 0)
setNerve(this, &NrvClockMovement.RotateSign);
else
setNerve(this, &NrvClockMovement.Rotate);
}
}
bool ClockMovement::isFirstStepDelay() const {
return isNerve(this, &NrvClockMovement.Delay) && isFirstStep(this);
}
bool ClockMovement::isFirstStepRotateSign() const {
return isNerve(this, &NrvClockMovement.RotateSign) && isFirstStep(this);
}
bool ClockMovement::isFirstStepRotate() const {
return isNerve(this, &NrvClockMovement.Rotate) && isFirstStep(this);
}
bool ClockMovement::isFirstStepWait() const {
return isNerve(this, &Wait) && isFirstStep(this);
}
} // namespace al

View file

@ -0,0 +1,36 @@
#pragma once
#include <math/seadQuat.h>
#include "Library/Nerve/NerveExecutor.h"
namespace al {
struct ActorInitInfo;
class ClockMovement : public NerveExecutor {
public:
ClockMovement(const ActorInitInfo& info);
void exeDelay();
void exeRotateSign();
void exeRotate();
void exeWait();
bool isFirstStepDelay() const;
bool isFirstStepRotateSign() const;
bool isFirstStepRotate() const;
bool isFirstStepWait() const;
private:
sead::Quatf mCurrentQuat = sead::Quatf::unit;
sead::Quatf mInitialQuat = sead::Quatf::unit;
s32 mRotateAxis = 0;
s32 mClockAngleDegree = 90;
s32 mCurrentStepIndex = 0;
s32 mMaxStepIndex = 4;
s32 mDelayTime = 0;
s32 mRotateSignTime = 36;
s32 mRotateTime = 60;
s32 mWaitTime = 0;
};
static_assert(sizeof(ClockMovement) == 0x50);
} // namespace al

View file

@ -59,7 +59,7 @@ void SwingMovement::exeMove() {
if (updateRotate())
setNerve(this, &Stop);
mFrameInCycle = modi((mFrameInCycle + 1) + mSwingCycle, mSwingCycle);
mFrameInCycle = wrapValue(mFrameInCycle + 1, mSwingCycle);
}
void SwingMovement::exeStop() {

View file

@ -323,11 +323,8 @@ s32 getNextRailPointNo(const IUseRail* railHolder) {
s32 newIndex = getRailPointNo(railHolder) + modifier;
s32 railPointNum = getRailPointNum(railHolder);
if (isLoop) {
s32 sum = railPointNum + newIndex;
s32 railPointNumAgain = getRailPointNum(railHolder);
return modi(sum + railPointNumAgain, railPointNumAgain);
}
if (isLoop)
return wrapValue(railPointNum + newIndex, getRailPointNum(railHolder));
return sead::Mathi::clamp2(0, newIndex, railPointNum - 1);
}

View file

@ -26,6 +26,8 @@ public:
virtual void drawMain() const;
virtual void drawSub() const;
AudioKeeper* getAudioKeeper() const override { return mAudioKeeper; }
virtual bool isDisposable() const;
virtual Scene* getCurrentScene() const { return nullptr; }
@ -34,8 +36,6 @@ public:
void setSceneCreator(SceneCreator* sceneCreator) override { mSceneCreator = sceneCreator; }
AudioKeeper* getAudioKeeper() const override { return mAudioKeeper; }
void initAudio(const GameSystemInfo&, const char*, s32, s32, s32, const char*);
void initAudioKeeper(const char*);
void initDrawSystemInfo(const SequenceInitInfo&);

View file

@ -17,8 +17,7 @@ void FlowMapCtrl::update() {
flowParameters.y =
calcRate01(halfInterval - sead::Mathi::abs(halfInterval - mFlowStep), 0.0f, halfInterval);
flowParameters.z = calcRate01(mFlowStep, 0.0f, mInterval);
flowParameters.w =
calcRate01(modi(mFlowStep + halfInterval + mInterval, mInterval), 0.0f, mInterval);
flowParameters.w = calcRate01(wrapValue(mFlowStep + halfInterval, mInterval), 0.0f, mInterval);
s32 materialCount = getMaterialCount(mParent);
for (s32 i = 0; i < materialCount; i++) {
@ -27,7 +26,7 @@ void FlowMapCtrl::update() {
}
mFlowStep++;
mFlowStep = modi(mFlowStep + mInterval, mInterval);
mFlowStep = wrapValue(mFlowStep, mInterval);
}
} // namespace al

View file

@ -0,0 +1,48 @@
#pragma once
#include <basis/seadTypes.h>
#include <math/seadQuat.h>
#include <math/seadVector.h>
#include "Library/Scene/ISceneObj.h"
#include "Scene/SceneObjFactory.h"
namespace al {
class LiveActor;
}
class KoopaHackStopCtrl : public al::ISceneObj {
public:
static constexpr s32 sSceneObjId = SceneObjID_KoopaStopHackCtrl;
KoopaHackStopCtrl();
const char* getSceneObjName() const override { return "崩落クッパの停止制御"; }
void startStop(const al::LiveActor* actor);
void endStop(const al::LiveActor* actor);
void resetPosture(const al::LiveActor* actor, const sead::Quatf& quat,
const sead::Vector3f& trans);
bool tryResetPosture(al::LiveActor* actor);
private:
const al::LiveActor* mStopActor = nullptr;
bool mIsNeedResetPosture = false;
sead::Quatf mResetQuat = sead::Quatf::unit;
sead::Vector3f mResetTrans = sead::Vector3f::zero;
bool mIsStatusDemoForSceneKoopaHack = false;
};
static_assert(sizeof(KoopaHackStopCtrl) == 0x38, "KoopaHackStopCtrl");
namespace KoopaHackFunction {
void startStopKoopaHack(al::LiveActor* actor);
void endStopKoopaHack(al::LiveActor* actor);
void resetPostureKoopaHack(al::LiveActor* actor, const sead::Quatf& quat,
const sead::Vector3f& trans);
bool isStopKoopaHack(const al::LiveActor* actor);
bool isStatusDemoForSceneKoopaHack(const al::LiveActor* actor);
void setStatusDemoForSceneKoopaHack(const al::LiveActor* actor);
void resetStatusDemoForSceneKoopaHack(const al::LiveActor* actor);
} // namespace KoopaHackFunction

View file

@ -65,8 +65,8 @@ void KoopaLandPointHolder::decidePointEitherFarSide(const sead::Vector3f& pos) {
}
mInvalidPoints[mCurrentLandPoint] = false;
s32 prevPoint = al::modi(mCurrentLandPoint - 1 + mLandPoints, mLandPoints);
s32 nextPoint = al::modi(mCurrentLandPoint + 1 + mLandPoints, mLandPoints);
s32 prevPoint = al::wrapValue(mCurrentLandPoint - 1, mLandPoints);
s32 nextPoint = al::wrapValue(mCurrentLandPoint + 1, mLandPoints);
f32 prevDist = getKoopaLandPointDistance(mPointsTrans[prevPoint], pos);
f32 nextDist = getKoopaLandPointDistance(mPointsTrans[nextPoint], pos);

View file

@ -638,7 +638,8 @@ void Bubble::control() {
if (!al::isNerve(this, &NrvBubble.StandBy) && !al::isNerve(this, &NrvBubble.Delay) &&
(!isHack() || !rs::isActiveHackStartDemo(mPlayerHack)) &&
!al::isClipped(mClippingProbeActor) && !mIsClipped) {
mReviveDelayCount = al::modi(mReviveDelayCount + 1 + mReviveDelayTime, mReviveDelayTime);
mReviveDelayCount =
al::wrapValue(static_cast<s32>(mReviveDelayCount + 1), mReviveDelayTime);
}
mIsClipped = al::isClipped(mClippingProbeActor);

View file

@ -505,7 +505,8 @@ void Gamane::exeHack() {
mCoinsLeft--;
}
mHackCoinAppearCounter = al::modi((mHackCoinAppearCounter++ + 1) + 6, 6);
// NOTE: this is only one increment, as post-incrementing is used
mHackCoinAppearCounter = al::wrapValue(mHackCoinAppearCounter++ + 1, 6);
}
void Gamane::exeTrampled() {

View file

@ -25,7 +25,7 @@ HosuiTrailKeeper::HosuiTrailKeeper(const al::ActorInitInfo& initInfo) {
void HosuiTrailKeeper::appearTrail(const sead::Vector3f& pos, const sead::Vector3f& dir) {
s32 count = mTrails.size();
s32 prevIdx = al::modi(mIndex + count - 1 + count, count);
s32 prevIdx = al::wrapValue(mIndex + count - 1, count);
HosuiTrail* prevTrail = mTrails[prevIdx];
if (al::isAlive(prevTrail) && (pos - al::getTrans(prevTrail)).length() < 120.0f)
@ -56,12 +56,12 @@ void HosuiTrailKeeper::appearTrail(const sead::Vector3f& pos, const sead::Vector
trail->setFollowCollisionParts(triangle.getCollisionParts());
}
s32 disappearIdx = al::modi(mIndex + 5 + count, count);
s32 disappearIdx = al::wrapValue(mIndex + 5, count);
HosuiTrail* disappearTrail = mTrails[disappearIdx];
if (al::isAlive(disappearTrail))
disappearTrail->disappear();
mIndex = al::modi(mIndex + 1 + count, count);
mIndex = al::wrapValue(mIndex + 1, count);
}
void HosuiTrailKeeper::forceKillAll() {

View file

@ -243,8 +243,7 @@ void MenuSelectParts::exeSelect() {
s32 direction = mKeyRepeatCtrl->isUp() ? -1 : 1;
al::startAction(mLayoutArray[calcPartsIndex(mCursorItemIndex)], "Wait");
mCursorItemIndex =
al::modi(mCursorItemIndex + direction + mMenuItemAmount, mMenuItemAmount);
mCursorItemIndex = al::wrapValue(mCursorItemIndex + direction, mMenuItemAmount);
f32 pitch = ((1.0f - (f32)mCursorItemIndex / (mMenuItemAmount - 1)) * 0.375f) + 1.0f;
al::PadRumbleParam param;

View file

@ -161,15 +161,15 @@ void WindowConfirmData::exeWait() {
if (rs::isRepeatUiDown(mWindowConfirmLayout)) {
if (mSelectionCooldown == 0)
changeSelectingIdx(al::modi((mSelectionIndex + 1) + 2, 2));
mSelectionCooldown = al::modi((mSelectionCooldown + 1) + 10, 10);
changeSelectingIdx(al::wrapValue(mSelectionIndex + 1, 2));
mSelectionCooldown = al::wrapValue(mSelectionCooldown + 1, 10);
return;
}
if (rs::isRepeatUiUp(mWindowConfirmLayout)) {
if (mSelectionCooldown == 0)
changeSelectingIdx(al::modi((mSelectionIndex - 1) + 2, 2));
mSelectionCooldown = al::modi((mSelectionCooldown + 1) + 10, 10);
changeSelectingIdx(al::wrapValue(mSelectionIndex - 1, 2));
mSelectionCooldown = al::wrapValue(mSelectionCooldown + 1, 10);
return;
}

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@ -0,0 +1,89 @@
#include "MapObj/BossKnuckleFix.h"
#include <math/seadVector.h>
#include "Library/LiveActor/ActorActionFunction.h"
#include "Library/LiveActor/ActorAnimFunction.h"
#include "Library/LiveActor/ActorCollisionFunction.h"
#include "Library/LiveActor/ActorInitUtil.h"
#include "Library/LiveActor/ActorPoseUtil.h"
#include "Library/LiveActor/ActorResourceFunction.h"
#include "Library/LiveActor/ActorSensorUtil.h"
#include "Library/LiveActor/LiveActorFunction.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "Library/Obj/CollisionObj.h"
#include "Library/Stage/StageSwitchUtil.h"
#include "Util/SensorMsgFunction.h"
namespace {
NERVE_IMPL(BossKnuckleFix, Wait);
NERVE_IMPL(BossKnuckleFix, ReactionLarge);
NERVE_IMPL(BossKnuckleFix, Reaction);
NERVES_MAKE_STRUCT(BossKnuckleFix, Wait, ReactionLarge, Reaction);
} // namespace
BossKnuckleFix::BossKnuckleFix(const char* name) : al::LiveActor(name) {}
void BossKnuckleFix::init(const al::ActorInitInfo& info) {
al::initActorWithArchiveName(this, info, "BossKnuckleBody", "Fix");
al::initNerve(this, &NrvBossKnuckleFix.Wait, 0);
// NOTE: color of embedded grand shine is hardcoded to 5 (Sand)
al::startMclAnimAndSetFrameAndStop(al::getSubActor(this, "グランドシャイン"), "Color", 5.0f);
al::trySyncStageSwitchKill(this);
makeActorAlive();
mCollisionObj = new al::CollisionObj(info, al::getModelResource(this), "MoveLimit",
al::getHitSensor(this, "Body"), nullptr, nullptr);
al::setCollisionPartsSpecialPurposeName(mCollisionObj, "MoveLimit");
al::setTrans(mCollisionObj, al::getTrans(this));
al::setRotate(mCollisionObj, {0.0f, 90.0f, 0.0f});
mCollisionObj->makeActorAlive();
}
bool BossKnuckleFix::receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) {
if (rs::isMsgPlayerDisregardHomingAttack(message))
return true;
if (al::isNerve(this, &NrvBossKnuckleFix.Wait) &&
(rs::isMsgSphinxRideAttackTouch(message) || rs::isMsgPlayerAndCapHipDropAll(message))) {
rs::requestHitReactionToAttacker(message, self, other);
mReactionCount++;
if (mReactionCount >= 3) {
mReactionCount = 0;
al::setNerve(this, &NrvBossKnuckleFix.ReactionLarge);
} else
al::setNerve(this, &NrvBossKnuckleFix.Reaction);
return !rs::isMsgPlayerAndCapHipDropAll(message);
}
return false;
}
void BossKnuckleFix::exeWait() {
if (al::isFirstStep(this))
al::startAction(this, "MapWait");
}
void BossKnuckleFix::exeReaction() {
if (al::isFirstStep(this))
al::startAction(this, "MapReaction");
if (al::isActionEnd(this))
al::setNerve(this, &NrvBossKnuckleFix.Wait);
}
void BossKnuckleFix::exeReactionLarge() {
if (al::isFirstStep(this)) {
al::startAction(this, "MapReactionLarge");
al::tryOnStageSwitch(this, "ReactionOn");
}
if (al::isActionEnd(this))
al::setNerve(this, &NrvBossKnuckleFix.Wait);
}

View file

@ -0,0 +1,31 @@
#pragma once
#include <basis/seadTypes.h>
#include "Library/LiveActor/LiveActor.h"
namespace al {
struct ActorInitInfo;
class CollisionObj;
class HitSensor;
class SensorMsg;
} // namespace al
class BossKnuckleFix : public al::LiveActor {
public:
BossKnuckleFix(const char* name);
void init(const al::ActorInitInfo& info) override;
bool receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) override;
void exeWait();
void exeReaction();
void exeReactionLarge();
private:
al::CollisionObj* mCollisionObj = nullptr;
s32 mReactionCount = 0;
};
static_assert(sizeof(BossKnuckleFix) == 0x118);

View file

@ -0,0 +1,165 @@
#include "MapObj/MoonBasementFloor.h"
#include "Library/LiveActor/ActorActionFunction.h"
#include "Library/LiveActor/ActorClippingFunction.h"
#include "Library/LiveActor/ActorFlagFunction.h"
#include "Library/LiveActor/ActorInitFunction.h"
#include "Library/LiveActor/ActorInitUtil.h"
#include "Library/LiveActor/ActorMovementFunction.h"
#include "Library/Math/MathUtil.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "Library/Placement/PlacementFunction.h"
#include "Library/Stage/StageSwitchUtil.h"
#include "Library/Thread/FunctorV0M.h"
#include "Boss/Koopa/KoopaHackStopCtrl.h"
#include "Util/SensorMsgFunction.h"
namespace {
NERVE_IMPL(MoonBasementFloor, Wait)
NERVE_IMPL(MoonBasementFloor, FallSignStart)
NERVE_IMPL_(MoonBasementFloor, FallSignStartByMeteor, FallSignStart)
NERVE_IMPL_(MoonBasementFloor, FallSignStartBySwitch, FallSignStart)
NERVE_IMPL(MoonBasementFloor, FallSignBySwitch)
NERVE_IMPL_(MoonBasementFloor, FallByMeteor, Fall)
NERVE_IMPL(MoonBasementFloor, FallSign)
NERVE_IMPL(MoonBasementFloor, Fall)
NERVES_MAKE_STRUCT(MoonBasementFloor, Wait, FallSignStart, FallSignStartByMeteor,
FallSignStartBySwitch, FallSignBySwitch, FallByMeteor, FallSign, Fall)
const f32 sFallGravity = 0.2f;
const f32 sFallScale = 0.95f;
const f32 sFallGravityByMeteor = 0.2f;
const f32 sFallScaleByMeteor = 0.95f;
struct MoonFallParams {
const f32* gravity;
const f32* scale;
};
const MoonFallParams sFallParams{&sFallGravity, &sFallScale};
const MoonFallParams sFallParamsByMeteor{&sFallGravityByMeteor, &sFallScaleByMeteor};
inline const MoonFallParams& getMoonFallParams(al::LiveActor* actor) {
return al::isNerve(actor, &NrvMoonBasementFloor.FallByMeteor) ? sFallParamsByMeteor :
sFallParams;
}
} // namespace
MoonBasementFloor::MoonBasementFloor(const char* name) : al::LiveActor(name) {}
void MoonBasementFloor::init(const al::ActorInitInfo& info) {
using MoonBasementFloorFunctor =
al::FunctorV0M<MoonBasementFloor*, void (MoonBasementFloor::*)()>;
al::initActorChangeModel(this, info);
al::initNerve(this, &NrvMoonBasementFloor.Wait, 0);
f32 rotate = sead::Mathf::floor(al::getRandom(0.0f, 3.99f));
al::addRotateAndRepeatY(this, rotate * 90.0);
if (al::listenStageSwitchOn(
this, "SwitchFallStart",
MoonBasementFloorFunctor(this, &MoonBasementFloor::startFallBySwitch))) {
al::tryGetArg(&mFallSignStepBySwitch, info, "FallSignStepBySwitch");
}
al::trySyncStageSwitchKill(this);
}
void MoonBasementFloor::startFallBySwitch() {
if (!al::isAlive(this))
return;
if (al::isNerve(this, &NrvMoonBasementFloor.Fall))
return;
if (al::isNerve(this, &NrvMoonBasementFloor.FallByMeteor))
return;
s32 fallSignStepBySwitch = mFallSignStepBySwitch;
al::invalidateClipping(this);
if (fallSignStepBySwitch == 0)
al::setNerve(this, &NrvMoonBasementFloor.FallSignStart);
else
al::setNerve(this, &NrvMoonBasementFloor.FallSignStartBySwitch);
}
void MoonBasementFloor::movement() {
if (!KoopaHackFunction::isStopKoopaHack(this))
al::LiveActor::movement();
}
bool MoonBasementFloor::receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) {
if (!al::isNerve(this, &NrvMoonBasementFloor.Wait))
return false;
if (rs::isMsgKoopaTouchFloor(message)) {
al::startHitReaction(this, "クッパ着地");
al::invalidateClipping(this);
al::setNerve(this, &NrvMoonBasementFloor.FallSignStart);
return true;
}
if (rs::isMsgMoonBasementAttackMeteor(message)) {
al::invalidateClipping(this);
al::setNerve(this, &NrvMoonBasementFloor.FallSignStartByMeteor);
return true;
}
return false;
}
void MoonBasementFloor::exeWait() {
if (al::isFirstStep(this))
al::startAction(this, "Wait");
}
void MoonBasementFloor::exeFallSignStart() {
if (al::isFirstStep(this))
al::startAction(this, "FallSignStart");
if (al::isActionEnd(this)) {
if (al::isNerve(this, &NrvMoonBasementFloor.FallSignStartBySwitch))
al::setNerve(this, &NrvMoonBasementFloor.FallSignBySwitch);
else if (al::isNerve(this, &NrvMoonBasementFloor.FallSignStartByMeteor))
al::setNerve(this, &NrvMoonBasementFloor.FallByMeteor);
else
al::setNerve(this, &NrvMoonBasementFloor.FallSign);
}
}
void MoonBasementFloor::exeFallSign() {
if (al::isFirstStep(this))
al::startAction(this, "FallSign");
al::setNerveAtActionEnd(this, &NrvMoonBasementFloor.Fall);
}
void MoonBasementFloor::exeFallSignBySwitch() {
if (al::isFirstStep(this))
al::startAction(this, "FallSignBySwitch");
s32 fallSignStep = mFallSignStepBySwitch;
if (fallSignStep < 0)
fallSignStep = 30;
al::setNerveAtGreaterEqualStep(this, &NrvMoonBasementFloor.Fall, fallSignStep);
}
void MoonBasementFloor::exeFall() {
if (al::isFirstStep(this))
al::startAction(this, "Fall");
al::addVelocityToGravity(this, *getMoonFallParams(this).gravity);
al::scaleVelocity(this, *getMoonFallParams(this).scale);
if (al::isGreaterEqualStep(this, 300)) {
al::startHitReaction(this, "消滅");
kill();
}
}

View file

@ -0,0 +1,34 @@
#pragma once
#include <basis/seadTypes.h>
#include "Library/LiveActor/LiveActor.h"
namespace al {
struct ActorInitInfo;
class HitSensor;
class SensorMsg;
} // namespace al
class MoonBasementFloor : public al::LiveActor {
public:
MoonBasementFloor(const char* name);
void init(const al::ActorInitInfo& info) override;
void movement() override;
bool receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) override;
void startFallBySwitch();
void exeWait();
void exeFallSignStart();
void exeFallSign();
void exeFallSignBySwitch();
void exeFall();
private:
s32 mFallSignStepBySwitch = -1;
};
static_assert(sizeof(MoonBasementFloor) == 0x110);

237
src/MapObj/RocketFlower.cpp Normal file
View file

@ -0,0 +1,237 @@
#include "MapObj/RocketFlower.h"
#include "Library/Collision/PartsConnectorUtil.h"
#include "Library/Effect/EffectSystemInfo.h"
#include "Library/LiveActor/ActorActionFunction.h"
#include "Library/LiveActor/ActorAnimFunction.h"
#include "Library/LiveActor/ActorClippingFunction.h"
#include "Library/LiveActor/ActorInitUtil.h"
#include "Library/LiveActor/ActorMovementFunction.h"
#include "Library/LiveActor/ActorPoseUtil.h"
#include "Library/LiveActor/ActorSensorUtil.h"
#include "Library/Math/MathUtil.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "MapObj/RocketFlowerFunction.h"
#include "Util/PlayerUtil.h"
#include "Util/SensorMsgFunction.h"
namespace {
NERVE_IMPL(RocketFlower, Wait);
NERVE_IMPL(RocketFlower, Attach);
NERVE_IMPL(RocketFlower, WaitFollow);
NERVE_IMPL(RocketFlower, Follow);
NERVE_IMPL(RocketFlower, WaitAttach);
NERVES_MAKE_STRUCT(RocketFlower, Wait, Attach, WaitFollow, Follow, WaitAttach);
} // namespace
RocketFlower::RocketFlower(const char* name) : al::LiveActor(name) {}
void RocketFlower::init(const al::ActorInitInfo& info) {
al::initActor(this, info);
al::initNerve(this, &NrvRocketFlower.Wait, 0);
makeActorAlive();
mMtxConnector = al::tryCreateMtxConnector(this, info);
mFlowerSub = new al::LiveActor("ロケットフラワーの花");
al::initChildActorWithArchiveNameNoPlacementInfo(mFlowerSub, info, "RocketFlowerDash", nullptr);
al::startAction(mFlowerSub, "Wait");
mFlowerSub->makeActorDead();
RocketFlowerFunction::createRocketFlowerEquipWatcherIfNotExist(this, info);
al::setHitSensorPosPtr(this, "Equip", al::getTransPtr(mFlowerSub));
al::startAction(this, "Wait");
}
void RocketFlower::initAfterPlacement() {
if (mMtxConnector)
al::attachMtxConnectorToCollision(mMtxConnector, this, false);
}
void RocketFlower::attackSensor(al::HitSensor* self, al::HitSensor* other) {
if (!al::isSensorName(self, "Equip"))
return;
if (isEnableEquip()) {
if (rs::sendMsgRocketFlowerExtension(other, self))
al::setNerve(this, &NrvRocketFlower.Attach);
}
}
bool RocketFlower::isEnableEquip() const {
if (al::isNerve(this, &NrvRocketFlower.Follow) && !al::isNewNerve(this))
return true;
return al::isNerve(this, &NrvRocketFlower.WaitAttach);
}
bool RocketFlower::receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) {
if (al::isMsgPlayerSpinAttack(message)) {
if (al::isNerve(this, &NrvRocketFlower.Wait)) {
al::invalidateClipping(this);
al::setNerve(this, &NrvRocketFlower.WaitFollow);
}
} else if (rs::isMsgCapItemGet(message)) {
if (al::isNerve(this, &NrvRocketFlower.Wait)) {
al::invalidateClipping(this);
al::setNerve(this, &NrvRocketFlower.Follow);
return true;
}
} else if (al::isMsgPlayerObjTouch(message) || rs::isMsgBlowObjAttack(message) ||
rs::isMsgFireDamageAll(message) || rs::isMsgHammerBrosHammerEnemyAttack(message) ||
rs::isMsgHammerBrosHammerHackAttack(message) || rs::isMsgHosuiAttack(message) ||
al::isMsgEnemyAttack(message) || al::isMsgKickStoneAttack(message) ||
rs::isMsgRadishAttack(message) || rs::isMsgSeedAttack(message) ||
rs::isMsgTankBullet(message) || rs::isMsgGamaneBulletThrough(message) ||
rs::isMsgHackAttackPoison(message) || rs::isMsgYoshiTongueAttack(message)) {
if (al::isSensorMapObj(self)) {
if (mReactionFrame == 0)
al::startAction(this, "Reaction");
mReactionFrame = 30;
}
} else if (rs::isMsgCapAttack(message)) {
if (al::isSensorMapObj(self) && !al::isNerve(this, &NrvRocketFlower.Wait) &&
!al::isNerve(this, &NrvRocketFlower.WaitFollow)) {
if (mReactionFrame == 0)
al::startAction(this, "Reaction");
mReactionFrame = 30;
}
} else if (al::isMsgPlayerPutOnEquipment(message) && al::isSensorName(self, "Equip") &&
isEnableEquip()) {
if (RocketFlowerFunction::requestEquipRocketFlower(this, other)) {
al::setNerve(this, &NrvRocketFlower.Attach);
return true;
}
terminateFollow();
}
return false;
}
void RocketFlower::terminateFollow() {
al::invalidateHitSensor(this, "Equip");
al::validateClipping(this);
mFlowerSub->kill();
al::startAction(this, "Appear");
mReactionFrame = 30;
al::startHitReaction(this, "復帰");
al::setNerve(this, &NrvRocketFlower.Wait);
}
void RocketFlower::exeWait() {
if (al::isFirstStep(this)) {
al::startVisAnim(this, "Show");
al::invalidateHitSensor(this, "Equip");
}
}
void RocketFlower::exeWaitFollow() {
if (trySyncFlyingCapPos()) {
al::setNerve(this, &NrvRocketFlower.Follow);
return;
}
if (al::isGreaterEqualStep(this, 30)) {
al::validateClipping(this);
al::setNerve(this, &NrvRocketFlower.Wait);
}
}
bool RocketFlower::trySyncFlyingCapPos() {
sead::Vector3f flyingCapPos;
if (!rs::tryGetFlyingCapPos(&flyingCapPos, this))
return false;
flyingCapPos += 50.0f * sead::Vector3f::ey;
al::resetPosition(mFlowerSub, flyingCapPos);
sead::Vector3f toPlayerHead = rs::getPlayerHeadPos(this) - flyingCapPos;
if (al::tryNormalizeOrZero(&toPlayerHead)) {
sead::Quatf quat;
quat.makeVectorRotation(sead::Vector3f::ez, toPlayerHead);
al::setQuat(mFlowerSub, quat);
}
return true;
}
void RocketFlower::exeFollow() {
if (al::isFirstStep(this)) {
appearFlowerSub();
mFollowLostFrame = 0;
}
if (trySyncFlyingCapPos()) {
mFollowLostFrame = 0;
return;
}
if (rs::isEquipCapCatched(this)) {
al::validateHitSensor(this, "Equip");
al::setNerve(this, &NrvRocketFlower.WaitAttach);
return;
}
if (mFollowLostFrame >= 16)
terminateFollow();
mFollowLostFrame++;
}
void RocketFlower::appearFlowerSub() {
al::startVisAnim(this, "Hide");
mFlowerSub->appear();
al::startAction(mFlowerSub, "Wait");
al::startAction(this, "ReactionCap");
mReactionFrame = 30;
al::startHitReaction(this, "花が取れた");
}
void RocketFlower::exeWaitAttach() {
rs::tryCalcPlayerModelHeadJointPos(al::getTransPtr(mFlowerSub), this);
if (al::isGreaterEqualStep(this, 20))
terminateFollow();
}
void RocketFlower::exeAttach() {
if (al::isFirstStep(this))
al::startAction(mFlowerSub, "Dash");
}
void RocketFlower::setFollowFlowerPose(const sead::Quatf& quat, const sead::Vector3f& trans) {
al::setQuat(mFlowerSub, quat);
al::resetPosition(mFlowerSub, trans);
}
void RocketFlower::disappear() {
al::startHitReaction(mFlowerSub, "消滅");
}
void RocketFlower::disappearForce() {
al::tryKillEmitterAndParticleAll(mFlowerSub);
al::invalidateHitSensor(this, "Equip");
al::validateClipping(this);
mFlowerSub->kill();
al::startAction(this, "Wait");
mReactionFrame = 30;
al::setNerve(this, &NrvRocketFlower.Wait);
}
void RocketFlower::control() {
if (al::isActionOneTime(this) && al::isActionEnd(this))
al::startAction(this, "Wait");
if (mReactionFrame != 0)
mReactionFrame--;
if (mMtxConnector)
al::connectPoseQT(this, mMtxConnector);
}

48
src/MapObj/RocketFlower.h Normal file
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@ -0,0 +1,48 @@
#pragma once
#include <math/seadQuat.h>
#include <math/seadVector.h>
#include "Library/LiveActor/LiveActor.h"
namespace al {
struct ActorInitInfo;
class HitSensor;
class MtxConnector;
class SensorMsg;
} // namespace al
class RocketFlower : public al::LiveActor {
public:
RocketFlower(const char* name);
void init(const al::ActorInitInfo& info) override;
void initAfterPlacement() override;
void attackSensor(al::HitSensor* self, al::HitSensor* other) override;
bool receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
al::HitSensor* self) override;
void control() override;
bool isEnableEquip() const;
void terminateFollow();
void exeWait();
void exeWaitFollow();
bool trySyncFlyingCapPos();
void exeFollow();
void appearFlowerSub();
void exeWaitAttach();
void exeAttach();
void setFollowFlowerPose(const sead::Quatf& quat, const sead::Vector3f& trans);
void disappear();
void disappearForce();
private:
al::MtxConnector* mMtxConnector = nullptr;
al::LiveActor* mFlowerSub = nullptr;
s32 mReactionFrame = 0;
u32 mFollowLostFrame = 0;
};
static_assert(sizeof(RocketFlower) == 0x120);

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@ -0,0 +1,17 @@
#pragma once
namespace al {
struct ActorInitInfo;
class HitSensor;
class LiveActor;
} // namespace al
class RocketFlower;
namespace RocketFlowerFunction {
void createRocketFlowerEquipWatcherIfNotExist(const al::LiveActor* actor,
const al::ActorInitInfo& info);
bool requestEquipRocketFlower(RocketFlower* flower, al::HitSensor* sensor);
} // namespace RocketFlowerFunction

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@ -82,18 +82,18 @@ void SmallBirdStateFlyAway::exeFlyAway() {
mIsColliding = false;
startActionAtRandomFrameIfNotPlaying(mActor, "Fly");
if (rs::isModeE3MovieRom()) {
gVerticalAccelIndex = al::modi(gVerticalAccelIndex + 7, 6);
gVerticalAccelIndex = al::wrapValue(gVerticalAccelIndex + 1, 6);
mVerticalAccel = gE3MovieVerticalAccel[gVerticalAccelIndex];
gHorizontalAccelIndex = al::modi(gHorizontalAccelIndex + 5, 4);
gHorizontalAccelIndex = al::wrapValue(gHorizontalAccelIndex + 1, 4);
mHorizontalAccel = gE3MovieHorizontalAccel[gHorizontalAccelIndex];
} else {
gVerticalAccelIndex = al::modi(gVerticalAccelIndex + 5, 4);
gVerticalAccelIndex = al::wrapValue(gVerticalAccelIndex + 1, 4);
mVerticalAccel = gVerticalAccel[gVerticalAccelIndex];
mHorizontalAccel = gHorizontalAccel;
}
mTargetAccelDir = {0, mVerticalAccel, mHorizontalAccel};
al::normalize(&mTargetAccelDir);
gCollisionCheckOffsetStep = al::modi(gCollisionCheckOffsetStep + 11, 10);
gCollisionCheckOffsetStep = al::wrapValue(gCollisionCheckOffsetStep + 1, 10);
mCollisionCheckOffsetStep = gCollisionCheckOffsetStep;
}

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@ -0,0 +1,128 @@
#include "Npc/TrafficRailWatcher.h"
#include "Library/LiveActor/LiveActor.h"
#include "Library/Math/MathUtil.h"
#include "Library/Placement/PlacementFunction.h"
#include "Library/Placement/PlacementId.h"
#include "Library/Placement/PlacementInfo.h"
#include "Library/Rail/RailUtil.h"
TrafficRailWatcher::TrafficRailWatcher(const al::PlacementInfo& placementInfo) {
mPlacementId = al::createPlacementId(placementInfo);
mActors = new ActorInfo*[32];
for (s32 i = 0; i < 32; i++)
mActors[i] = nullptr;
}
void TrafficRailWatcher::registerActor(const al::LiveActor* actor) {
mActors[mActorCount] = new ActorInfo(actor);
mActorCount++;
}
inline TrafficRailWatcher::ActorInfo* getActor(TrafficRailWatcher::ActorInfo** actorList,
const al::LiveActor* actor) {
// BUG: No bounds checking. Requesting an actor that is not in the actor list will softlock the
// thread
for (s32 i = 0; true; i++) {
TrafficRailWatcher::ActorInfo* info = actorList[i];
if (info->actor == actor)
return info;
}
return nullptr;
}
void TrafficRailWatcher::stopByTraffic(const al::LiveActor* actor) {
getActor(mActors, actor)->status = ActorStatus::StoppedByTraffic;
}
void TrafficRailWatcher::restartByTraffic(const al::LiveActor* actor) {
getActor(mActors, actor)->status = ActorStatus::Normal;
}
bool TrafficRailWatcher::isEqual(const al::PlacementInfo& placementInfo) const {
al::PlacementId placementId;
al::getPlacementId(&placementId, placementInfo);
return al::isEqualPlacementId(*mPlacementId, placementId);
}
bool TrafficRailWatcher::isExist(const al::LiveActor* actor) const {
for (s32 i = 0; i < mActorCount; i++)
if (mActors[i]->actor == actor)
return true;
return false;
}
// TODO: Add to sead as a math util
inline f32 modLength(f32 value, f32 length) {
return al::modf(value + length, length) + 0.0f;
}
bool isNearOnTrafficRail(const al::LiveActor* actor,
const TrafficRailWatcher::ActorInfo* otherInfo) {
if (otherInfo->status != TrafficRailWatcher::ActorStatus::StoppedByTraffic &&
otherInfo->status != TrafficRailWatcher::ActorStatus::StoppedByNpc)
return false;
const al::LiveActor* other = otherInfo->actor;
if (!al::isRailGoingToEnd(actor) && al::isRailGoingToEnd(other))
return false;
f32 actorCoord = al::getRailCoord(actor);
f32 nextRailCoord = modLength(al::getRailCoord(actor) + 150.0f, al::getRailTotalLength(actor));
f32 startCoord = actorCoord;
f32 endCoord = nextRailCoord;
if (!al::isRailGoingToEnd(actor)) {
// We are going backwards, revert direction
endCoord = actorCoord;
startCoord = nextRailCoord;
}
if (al::isLoopRail(actor) && endCoord < startCoord) {
if (startCoord < al::getRailCoord(other))
return true;
return al::getRailCoord(other) < endCoord;
}
if (startCoord < al::getRailCoord(other))
return al::getRailCoord(other) < endCoord;
return false;
return al::getRailCoord(other) < endCoord;
}
bool TrafficRailWatcher::tryStopByOtherNpc(const al::LiveActor* actor) {
ActorInfo* actorInfo = nullptr;
for (s32 i = 0; i < mActorCount; i++) {
if (mActors[i]->actor == actor) {
actorInfo = mActors[i];
break;
}
}
for (s32 j = 0; j < mActorCount; j++) {
if (mActors[j] != actorInfo && isNearOnTrafficRail(actor, mActors[j])) {
actorInfo->status = ActorStatus::StoppedByNpc;
return true;
}
}
return false;
}
bool TrafficRailWatcher::tryRestartByOtherNpc(const al::LiveActor* actor) {
ActorInfo* actorInfo = nullptr;
for (s32 i = 0; i < mActorCount; i++) {
if (mActors[i]->actor == actor) {
actorInfo = mActors[i];
break;
}
}
for (s32 i = 0; i < mActorCount; i++)
if (mActors[i] != actorInfo && isNearOnTrafficRail(actor, mActors[i]))
return false;
actorInfo->status = ActorStatus::Normal;
return true;
}

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@ -0,0 +1,41 @@
#pragma once
#include <basis/seadTypes.h>
namespace al {
class LiveActor;
class PlacementId;
class PlacementInfo;
} // namespace al
class TrafficRailWatcher {
public:
enum class ActorStatus { Normal, StoppedByTraffic, StoppedByNpc };
struct ActorInfo {
ActorInfo(const al::LiveActor* liveActor) {
actor = liveActor;
status = ActorStatus::Normal;
}
const al::LiveActor* actor;
ActorStatus status;
};
TrafficRailWatcher(const al::PlacementInfo& placementInfo);
void registerActor(const al::LiveActor* actor);
void stopByTraffic(const al::LiveActor* actor);
void restartByTraffic(const al::LiveActor* actor);
bool isEqual(const al::PlacementInfo& placementInfo) const;
bool isExist(const al::LiveActor* actor) const;
bool tryStopByOtherNpc(const al::LiveActor* actor);
bool tryRestartByOtherNpc(const al::LiveActor* actor);
private:
al::PlacementId* mPlacementId = nullptr;
s32 mActorCount = 0;
ActorInfo** mActors = nullptr;
};
static_assert(sizeof(TrafficRailWatcher) == 0x18);

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@ -69,6 +69,7 @@
#include "MapObj/AllDeadWatcherWithShine.h"
#include "MapObj/AnagramAlphabet.h"
#include "MapObj/BlockEmpty2D.h"
#include "MapObj/BossKnuckleFix.h"
#include "MapObj/CapBomb.h"
#include "MapObj/CapHanger.h"
#include "MapObj/CapSwitch.h"
@ -87,12 +88,14 @@
#include "MapObj/LavaPan.h"
#include "MapObj/MeganeMapParts.h"
#include "MapObj/MoonBasementBreakParts.h"
#include "MapObj/MoonBasementFloor.h"
#include "MapObj/MoonBasementSlideObj.h"
#include "MapObj/MoonWorldCaptureParadeLift.h"
#include "MapObj/PeachWorldTree.h"
#include "MapObj/PoleGrabCeil.h"
#include "MapObj/ReactionMapParts.h"
#include "MapObj/RiseMapPartsHolder.h"
#include "MapObj/RocketFlower.h"
#include "MapObj/RouletteSwitch.h"
#include "MapObj/SaveFlagCheckObj.h"
#include "MapObj/ShineTowerRocket.h"
@ -164,7 +167,7 @@ const al::NameToCreator<al::ActorCreatorFunction> sProjectActorFactoryEntries[]
{"BossForestWander", al::createActorFunction<BossForestWander>},
{"BossKnuckle", nullptr},
{"BossKnuckleCounterGround", nullptr},
{"BossKnuckleFix", nullptr},
{"BossKnuckleFix", al::createActorFunction<BossKnuckleFix>},
{"BossMagma", nullptr},
{"BossRaid", nullptr},
{"BossRaidNpc", nullptr},
@ -411,7 +414,7 @@ const al::NameToCreator<al::ActorCreatorFunction> sProjectActorFactoryEntries[]
{"MoonBasementFallObj", nullptr},
{"MoonBasementFinalGate", nullptr},
{"MoonBasementFallObjDecoration", nullptr},
{"MoonBasementFloor", nullptr},
{"MoonBasementFloor", al::createActorFunction<MoonBasementFloor>},
{"MoonBasementGate", nullptr},
{"MoonBasementMeteorAreaObj", nullptr},
{"MoonBasementPillar", nullptr},
@ -670,7 +673,7 @@ const al::NameToCreator<al::ActorCreatorFunction> sProjectActorFactoryEntries[]
{"RiseMapParts", nullptr},
{"ReactionMapParts", al::createActorFunction<ReactionMapParts>},
{"RiseMapPartsHolder", al::createActorFunction<RiseMapPartsHolder>},
{"RocketFlower", nullptr},
{"RocketFlower", al::createActorFunction<RocketFlower>},
{"RollingCubeMapParts", al::createActorFunction<al::RollingCubeMapParts>},
{"RippleFixMapParts", nullptr},
{"RotateMapParts", al::createActorFunction<al::RotateMapParts>},