mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-15 06:06:04 +00:00
[Player ZTarget] Some func_80836BEC docs (#2172)
* some func_80836BEC docs * review * fix * newline * linbreak * format * usingHoldTargeting
This commit is contained in:
parent
37efc27162
commit
2232f67917
1 changed files with 35 additions and 21 deletions
|
@ -3540,23 +3540,23 @@ s32 func_80836AB8(Player* this, s32 arg1) {
|
|||
return var;
|
||||
}
|
||||
|
||||
// Update things related to Z Targeting
|
||||
// Player_UpdateZTargeting
|
||||
void func_80836BEC(Player* this, PlayState* play) {
|
||||
s32 ignoreLeash = false;
|
||||
s32 zTrigPressed = CHECK_BTN_ALL(sControlInput->cur.button, BTN_Z);
|
||||
Actor* actorToTarget;
|
||||
s32 zButtonHeld = CHECK_BTN_ALL(sControlInput->cur.button, BTN_Z);
|
||||
Actor* nextLockOnActor;
|
||||
s32 pad;
|
||||
s32 holdTarget;
|
||||
s32 cond;
|
||||
s32 usingHoldTargeting;
|
||||
s32 isTalking;
|
||||
|
||||
if (!zTrigPressed) {
|
||||
if (!zButtonHeld) {
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_30;
|
||||
}
|
||||
|
||||
if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != PLAYER_CSACTION_NONE) ||
|
||||
(this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->stateFlags3 & PLAYER_STATE3_7)) {
|
||||
this->unk_66C = 0;
|
||||
} else if (zTrigPressed || (this->stateFlags2 & PLAYER_STATE2_13) || (this->unk_684 != NULL)) {
|
||||
} else if (zButtonHeld || (this->stateFlags2 & PLAYER_STATE2_13) || (this->unk_684 != NULL)) {
|
||||
if (this->unk_66C <= 5) {
|
||||
this->unk_66C = 5;
|
||||
} else {
|
||||
|
@ -3572,36 +3572,49 @@ void func_80836BEC(Player* this, PlayState* play) {
|
|||
ignoreLeash = true;
|
||||
}
|
||||
|
||||
cond = func_8083224C(play);
|
||||
if (cond || (this->unk_66C != 0) || (this->stateFlags1 & (PLAYER_STATE1_12 | PLAYER_STATE1_25))) {
|
||||
if (!cond) {
|
||||
isTalking = func_8083224C(play);
|
||||
|
||||
if (isTalking || (this->unk_66C != 0) || (this->stateFlags1 & (PLAYER_STATE1_12 | PLAYER_STATE1_25))) {
|
||||
if (!isTalking) {
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_25) &&
|
||||
((this->heldItemAction != PLAYER_IA_FISHING_POLE) || (this->unk_860 == 0)) &&
|
||||
CHECK_BTN_ALL(sControlInput->press.button, BTN_Z)) {
|
||||
|
||||
if (this->actor.category == ACTORCAT_PLAYER) {
|
||||
actorToTarget = play->actorCtx.attention.naviHoverActor;
|
||||
// The next lock-on actor defaults to the actor Navi is hovering over.
|
||||
// This may change to the arrow hover actor below.
|
||||
nextLockOnActor = play->actorCtx.attention.naviHoverActor;
|
||||
} else {
|
||||
actorToTarget = &GET_PLAYER(play)->actor;
|
||||
// Dark Link will always lock onto the player.
|
||||
nextLockOnActor = &GET_PLAYER(play)->actor;
|
||||
}
|
||||
|
||||
holdTarget = (gSaveContext.zTargetSetting != 0) || (this->actor.category != ACTORCAT_PLAYER);
|
||||
// Get saved Z Target setting.
|
||||
// Dark Link uses Hold Targeting.
|
||||
usingHoldTargeting = (gSaveContext.zTargetSetting != 0) || (this->actor.category != ACTORCAT_PLAYER);
|
||||
|
||||
this->stateFlags1 |= PLAYER_STATE1_15;
|
||||
|
||||
if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
|
||||
if ((actorToTarget == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) {
|
||||
actorToTarget = play->actorCtx.attention.arrowHoverActor;
|
||||
if ((nextLockOnActor != NULL) && !(nextLockOnActor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
|
||||
|
||||
// Navi hovers over the current lock-on actor, so `nextLockOnActor` and `focusActor`
|
||||
// will be the same if already locked on.
|
||||
// In this case, `nextLockOnActor` will be the arrow hover actor instead.
|
||||
if ((nextLockOnActor == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) {
|
||||
nextLockOnActor = play->actorCtx.attention.arrowHoverActor;
|
||||
}
|
||||
|
||||
if (actorToTarget != this->focusActor) {
|
||||
if (!holdTarget) {
|
||||
if (nextLockOnActor != this->focusActor) {
|
||||
// Set new lock-on
|
||||
|
||||
if (!usingHoldTargeting) {
|
||||
this->stateFlags2 |= PLAYER_STATE2_13;
|
||||
}
|
||||
this->focusActor = actorToTarget;
|
||||
|
||||
this->focusActor = nextLockOnActor;
|
||||
this->unk_66C = 15;
|
||||
this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
|
||||
} else {
|
||||
if (!holdTarget) {
|
||||
if (!usingHoldTargeting) {
|
||||
func_8008EDF0(this);
|
||||
}
|
||||
}
|
||||
|
@ -3629,6 +3642,7 @@ void func_80836BEC(Player* this, PlayState* play) {
|
|||
|
||||
if (this->focusActor != NULL) {
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_16 | PLAYER_STATE1_PARALLEL);
|
||||
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
|
||||
!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) {
|
||||
this->stateFlags1 |= PLAYER_STATE1_16;
|
||||
|
|
Loading…
Reference in a new issue