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Document Attention/Lock-on Related Actor Flags (#2161)

* document actor flags 0, 2, 3, and 27

* format

* fly -> hover

* wodring
This commit is contained in:
fig02 2024-09-07 17:53:48 -04:00 committed by GitHub
parent a039aeffb7
commit 2056ae5f1a
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GPG key ID: B5690EEEBB952194
181 changed files with 616 additions and 597 deletions

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@ -9,7 +9,7 @@
#include "terminal.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_26)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_4 | ACTOR_FLAG_26)
void EnRu1_Init(Actor* thisx, PlayState* play);
void EnRu1_Destroy(Actor* thisx, PlayState* play);
@ -1505,7 +1505,7 @@ void func_80AEE050(EnRu1* this) {
s32 func_80AEE264(EnRu1* this, PlayState* play) {
if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
if (GET_INFTABLE(INFTABLE_143)) {
this->actor.textId = 0x404E;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
@ -1837,7 +1837,7 @@ s32 func_80AEF0BC(EnRu1* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gRutoChildSitAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE, -8.0f);
play->msgCtx.msgMode = MSGMODE_PAUSED;
this->action = 26;
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
return true;
}
return false;
@ -1877,7 +1877,7 @@ void func_80AEF29C(EnRu1* this, PlayState* play) {
void func_80AEF2AC(EnRu1* this, PlayState* play) {
this->action = 24;
this->drawConfig = 1;
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
}
void func_80AEF2D0(EnRu1* this, PlayState* play) {
@ -2034,7 +2034,7 @@ void func_80AEF890(EnRu1* this, PlayState* play) {
void func_80AEF930(EnRu1* this, PlayState* play) {
if (func_80AEB104(this) == 3) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.textId = 0x4048;
Message_ContinueTextbox(play, this->actor.textId);
func_80AEF4A8(this, play);
@ -2132,7 +2132,7 @@ void func_80AEFC54(EnRu1* this, PlayState* play) {
this->action = 41;
this->unk_28C = EnRu1_FindSwitch(play);
func_80AEB0EC(this, 1);
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
} else {
Actor_Kill(&this->actor);
}
@ -2160,7 +2160,7 @@ void func_80AEFD38(EnRu1* this, PlayState* play) {
s32 func_80AEFDC0(EnRu1* this, PlayState* play) {
if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_RUTO);
if (this->actor.textId == 0) {
this->actor.textId = 0x402C;
@ -2173,7 +2173,7 @@ s32 func_80AEFDC0(EnRu1* this, PlayState* play) {
s32 func_80AEFE38(EnRu1* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
return true;
}
return false;