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Document Attention/Lock-on Related Actor Flags (#2161)
* document actor flags 0, 2, 3, and 27 * format * fly -> hover * wodring
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181 changed files with 616 additions and 597 deletions
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@ -12,7 +12,7 @@
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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#define MO_WATER_LEVEL(play) play->colCtx.colHeader->waterBoxes[0].ySurface
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@ -526,7 +526,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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}
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switch (this->work[MO_TENT_ACTION_STATE]) {
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case MO_TENT_WAIT:
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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if (this == sMorphaTent2) {
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this->work[MO_TENT_ACTION_STATE] = MO_TENT_SPAWN;
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this->timers[0] = 70;
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@ -919,7 +919,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Vec3f spFC;
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Vec3f spF0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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Math_ApproachF(&this->baseAlpha, 0.0, 1.0f, 5.0f);
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for (indS1 = 0; indS1 < 40; indS1++) {
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indS0 = sTentSpawnIndex[(s16)Rand_ZeroFloat(20.9f)];
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@ -963,7 +963,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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}
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break;
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case MO_TENT_DESPAWN:
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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Math_ApproachF(&this->baseAlpha, 0, 1.0f, 5.0f);
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if ((this->baseAlpha <= 0.5f) && (this->timers[0] == 0)) {
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this->meltIndex = 0;
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@ -990,7 +990,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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case MO_TENT_DEATH_3:
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this->baseBubblesTimer = 20;
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Math_ApproachF(&sMorphaCore->waterLevel, -300.0f, 0.1f, 0.8f);
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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for (indS1 = 0; indS1 < 41; indS1++) {
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sin = Math_SinS(((s16)this->fwork[MO_TENT_SWING_LAG_X] * indS1) + this->xSwing);
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tempf1 = this->fwork[MO_TENT_SWING_SIZE_X] * (indS1 * 0.025f * sin);
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@ -1357,8 +1357,8 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->subCamFov = 60.0f;
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this->actor.world.pos = sMorphaTent1->actor.world.pos;
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_INTRO_REVEAL;
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this->actor.flags &= ~ACTOR_FLAG_0;
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sMorphaTent1->actor.flags |= ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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sMorphaTent1->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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goto intro_reveal;
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}
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sMorphaTent1->xSwing = 0xCEC;
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@ -1569,7 +1569,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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Rand_ZeroFloat(0.08f) + 0.13f);
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}
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this->drawActor = false;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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Actor_PlaySfx(&this->actor, NA_SE_EN_MOFER_CORE_JUMP);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 70, NA_SE_EN_MOFER_LASTVOICE);
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}
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@ -1810,7 +1810,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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sMorphaTent1->cutScale = 1.0f;
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sMorphaTent1->work[MO_TENT_ACTION_STATE] = MO_TENT_CUT;
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sMorphaTent1->timers[0] = 40;
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sMorphaTent1->actor.flags &= ~ACTOR_FLAG_0;
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sMorphaTent1->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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if (player->actor.parent == &sMorphaTent1->actor) {
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player->av2.actionVar2 = 0x65;
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player->actor.parent = NULL;
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@ -1877,7 +1877,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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if ((this->csState != MO_BATTLE) && (this->csState < MO_DEATH_START)) {
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BossMo_IntroCs(this, play);
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if (this->work[MO_TENT_ACTION_STATE] == MO_CORE_INTRO_WAIT) {
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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return;
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}
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} else if (this->csState >= MO_DEATH_START) {
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@ -1910,7 +1910,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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}
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switch (this->work[MO_TENT_ACTION_STATE]) {
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case MO_CORE_MOVE:
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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if ((this->timers[0] == 0) &&
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((sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_WAIT) ||
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(sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_READY)) &&
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@ -1949,7 +1949,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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}
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break;
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case MO_CORE_STUNNED:
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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if (this->timers[0] == 0) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_MOVE;
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this->timers[0] = 30;
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@ -1966,7 +1966,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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if (this->timers[0] == 0) {
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switch (this->work[MO_TENT_ACTION_STATE]) {
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case MO_CORE_ATTACK:
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this->actor.flags |= ACTOR_FLAG_0;
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this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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this->work[MO_CORE_POS_IN_TENT]++;
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if (sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_ATTACK) {
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temp = (s16)(Math_SinS(this->work[MO_TENT_MOVE_TIMER] * 0x300) * 10.0f) + 15;
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@ -1991,7 +1991,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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this->timers[0] = 0;
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break;
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case MO_CORE_INTRO_REVEAL:
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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this->work[MO_CORE_POS_IN_TENT]++;
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temp = (s16)(Math_SinS(this->work[MO_TENT_MOVE_TIMER] * 0x500) * 10.0f) + 15;
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if (this->work[MO_CORE_POS_IN_TENT] >= temp) {
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@ -2258,7 +2258,7 @@ void BossMo_UpdateCore(Actor* thisx, PlayState* play) {
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}
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BossMo_UpdateEffects(this, play);
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if (player->actor.parent != NULL) {
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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}
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#if !PLATFORM_N64
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