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