Super Mario 64 Source
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Functions | Variables
fly_guy.inc.c File Reference

Functions

static void fly_guy_act_idle (void)
 Return to regular size. More...
 
static void fly_guy_act_approach_mario (void)
 Turn toward mario or home, and when positioned nicely, either lunge or shoot fire. More...
 
static void fly_guy_act_lunge (void)
 Lunge downward at mario, then twirl back up. More...
 
static void fly_guy_act_shoot_fire (void)
 Turn toward mario, then shoot fire. More...
 
void bhv_fly_guy_update (void)
 Update function for fly guy. More...
 

Variables

static struct ObjectHitbox sFlyGuyHitbox
 Behavior for bhvFlyGuy. More...
 
static s16 sFlyGuyJitterAmounts [] = { 0x1000, -0x2000, 0x2000 }
 Unused jitter amounts. More...
 

Function Documentation

◆ bhv_fly_guy_update()

void bhv_fly_guy_update ( void  )

Update function for fly guy.

◆ fly_guy_act_approach_mario()

static void fly_guy_act_approach_mario ( void  )
static

Turn toward mario or home, and when positioned nicely, either lunge or shoot fire.

If mario is far away, stop and return to the idle action.

◆ fly_guy_act_idle()

static void fly_guy_act_idle ( void  )
static

Return to regular size.

When mario is close enough or home is far enough, turn toward mario/home and enter the approach mario action.

◆ fly_guy_act_lunge()

static void fly_guy_act_lunge ( void  )
static

Lunge downward at mario, then twirl back up.

Enter the approach mario action afterward.

◆ fly_guy_act_shoot_fire()

static void fly_guy_act_shoot_fire ( void  )
static

Turn toward mario, then shoot fire.

Then enter the idle action.

By triggering this repeatedly, we can keep obj_grow_then_shrink

Variable Documentation

◆ sFlyGuyHitbox

struct ObjectHitbox sFlyGuyHitbox
static
Initial value:
= {
0,
2,
0,
2,
70,
60,
40,
50,
}
#define INTERACT_BOUNCE_TOP
Definition: interaction.h:21

Behavior for bhvFlyGuy.

Hitbox for fly guy.

◆ sFlyGuyJitterAmounts

s16 sFlyGuyJitterAmounts[] = { 0x1000, -0x2000, 0x2000 }
static

Unused jitter amounts.