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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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@ -3,7 +3,7 @@
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#include "assets/objects/object_tw/object_tw.h"
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#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
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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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typedef enum TwEffType {
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/* 0 */ TWEFF_NONE,
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@ -457,7 +457,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
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Actor_SetScale(&this->actor, 0.01f);
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this->actor.update = BossTw_BlastUpdate;
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this->actor.draw = BossTw_BlastDraw;
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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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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInitBlasts);
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@ -646,7 +646,7 @@ void BossTw_SetupFlyTo(BossTw* this, PlayState* play) {
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BossTw* otherTw = (BossTw*)this->actor.parent;
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this->unk_5F8 = 1;
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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->actionFunc = BossTw_FlyTo;
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this->rotateSpeed = 0.0f;
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Animation_MorphToLoop(&this->skelAnime, &gTwinrovaKotakeKoumeFlyAnim, -10.0f);
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@ -1470,7 +1470,7 @@ void BossTw_SetupWait(BossTw* this, PlayState* play) {
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this->actionFunc = BossTw_Wait;
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this->visible = false;
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this->actor.world.pos.y = -2000.0f;
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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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void BossTw_Wait(BossTw* this, PlayState* play) {
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@ -1632,7 +1632,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
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this->csState1 = 1;
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this->visible = true;
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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->actor.shape.rot.y = 0;
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BossTw_SetupWait(sKotakePtr, play);
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BossTw_SetupWait(sKoumePtr, play);
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@ -1753,7 +1753,7 @@ void BossTw_SetupCSWait(BossTw* this, PlayState* play) {
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this->actionFunc = BossTw_CSWait;
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this->visible = false;
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this->actor.world.pos.y = -2000.0f;
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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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/**
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@ -1766,7 +1766,7 @@ void BossTw_TwinrovaSetupIntroCS(BossTw* this, PlayState* play) {
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this->actionFunc = BossTw_TwinrovaIntroCS;
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this->visible = false;
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this->actor.world.pos.y = -2000.0f;
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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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void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
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@ -2372,7 +2372,7 @@ void BossTw_TwinrovaSetupDeathCS(BossTw* this, PlayState* play) {
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this->actionFunc = BossTw_TwinrovaDeathCS;
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Animation_MorphToLoop(&this->skelAnime, &gTwinrovaDamageAnim, -3.0f);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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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->csState2 = this->csState1 = 0;
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this->work[CS_TIMER_1] = this->work[CS_TIMER_2] = 0;
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this->work[INVINC_TIMER] = 10000;
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@ -2670,7 +2670,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TW_DEATHBALL_KOUME);
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_TW, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TW_DEATHBALL_KOTAKE);
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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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}
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Actor_SetScale(&this->actor, this->actor.scale.x);
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@ -2723,7 +2723,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
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sKoumePtr->work[YAW_TGT] = sKotakePtr->work[YAW_TGT] = sKoumePtr->actor.shape.rot.x =
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sKotakePtr->actor.shape.rot.x = sKoumePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y = 0;
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Player_SetCsActionWithHaltedActors(play, &sKoumePtr->actor, PLAYER_CSACTION_1);
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sKoumePtr->actor.flags |= ACTOR_FLAG_0;
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sKoumePtr->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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}
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break;
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case 2:
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