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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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fig02 2024-09-07 17:53:48 -04:00 committed by GitHub
parent a039aeffb7
commit 2056ae5f1a
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181 changed files with 616 additions and 597 deletions

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@ -1,7 +1,7 @@
#include "z_en_okuta.h"
#include "assets/objects/object_okuta/object_okuta.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
void EnOkuta_Init(Actor* thisx, PlayState* play);
void EnOkuta_Destroy(Actor* thisx, PlayState* play);
@ -145,7 +145,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play) {
EnOkuta_SetupWaitToAppear(this);
} else {
ActorShape_Init(&thisx->shape, 1100.0f, ActorShadow_DrawCircle, 18.0f);
thisx->flags &= ~ACTOR_FLAG_0;
thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
thisx->flags |= ACTOR_FLAG_4;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sProjectileColliderInit);
@ -197,7 +197,7 @@ void EnOkuta_SpawnRipple(EnOkuta* this, PlayState* play) {
void EnOkuta_SetupWaitToAppear(EnOkuta* this) {
this->actor.draw = NULL;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnOkuta_WaitToAppear;
this->actor.world.pos.y = this->actor.home.pos.y;
}
@ -205,7 +205,7 @@ void EnOkuta_SetupWaitToAppear(EnOkuta* this) {
void EnOkuta_SetupAppear(EnOkuta* this, PlayState* play) {
this->actor.draw = EnOkuta_Draw;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.flags |= ACTOR_FLAG_0;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Animation_PlayOnce(&this->skelAnime, &gOctorokAppearAnim);
EnOkuta_SpawnBubbles(this, play);
this->actionFunc = EnOkuta_Appear;
@ -559,7 +559,7 @@ void EnOkuta_ColliderCheck(EnOkuta* this, PlayState* play) {
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
Enemy_StartFinishingBlow(play, &this->actor);
this->actor.colChkInfo.health = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
if (this->actor.colChkInfo.damageEffect == 3) {
EnOkuta_SetupFreeze(this);
} else {