4API_CALLABLE(N(UnkFunc62)) {
33 script->functionTemp[1] = 0;
34 script->functionTemp[0] = 0;
36 script->functionTemp[0] = 2;
40 if (script->functionTemp[0] == 0) {
45 stateCurrentX = state->
curPos.
x;
46 stateCurrentZ = actor->
curPos.
z;
47 state->
curPos.
z = stateCurrentZ;
48 state->
angle =
atan2(stateCurrentX, stateCurrentZ, stateGoalX, stateGoalZ);
49 state->
dist =
dist2D(stateCurrentX, stateCurrentZ, stateGoalX, stateGoalZ);
86 state->
vel = phi_f20 + ((phi_f0 * phi_f2 * temp_f22_2) + temp_f22_2);
100 velocity = state->
vel;
104 state->
vel = velocity + ((phi_f0 * phi_f2 * temp_f22_3) + temp_f22_3);
108 script->functionTemp[0] = 1;
111 switch (script->functionTemp[0]) {
132 phi_f20_2 = state->
vel;
136 state->
vel = phi_f20_2 + ((phi_f0_2 * phi_f2_2 * temp_f22_5) + temp_f22_5);
138 temp_f20_6 = state->
vel;
142 state->
vel = temp_f20_6 + ((phi_f0_2 * phi_f2_2 * temp_f22_6) + temp_f22_6);
166 script->functionTemp[0] = 3;
169 currentPosX64 = state->
curPos.
x;
@ SOUND_QUICK_PLAYER_JUMP
s32 evt_get_variable(Evt *script, Bytecode var)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void set_actor_anim(s32 actorID, s32 partID, AnimID animID)
Actor * get_actor(s32 actorID)
void sfx_play_sound(s32 soundID)