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Player Docs: csMode -> csAction (#1547)

* csmode -> cs action

* format
This commit is contained in:
fig02 2023-09-26 12:48:41 -04:00 committed by GitHub
parent 092f602638
commit 2cb4ff4fd3
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GPG key ID: 4AEE18F83AFDEB23
66 changed files with 737 additions and 734 deletions

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@ -269,7 +269,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
break;
case 1:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_1);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Play_ClearAllSubCameras(play);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
@ -297,11 +297,11 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
}
if (this->unk_198 == 110) {
func_8002DF54(play, &this->actor, PLAYER_CSMODE_9);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_9);
}
if (this->unk_198 == 5) {
func_8002DF54(play, &this->actor, PLAYER_CSMODE_12);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_12);
}
if (this->unk_198 < 6) {
@ -416,7 +416,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
BossDodongo_SetupWalk(this);
this->unk_1DA = 50;
this->unk_1BC = 0;
@ -948,7 +948,7 @@ void BossDodongo_Update(Actor* thisx, PlayState* play2) {
magmaScale = ((s16)(Rand_ZeroOne() * 50)) - 50;
}
if (player2->csMode >= PLAYER_CSMODE_10) {
if (player2->csAction >= PLAYER_CSACTION_10) {
phi_s0_3 = -1;
}
@ -1302,7 +1302,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
case 0:
this->csState = 5;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_1);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1612,7 +1612,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
this->csState = 100;
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f, -3304.0f,
0, 0, 0, WARP_DUNGEON_CHILD);
this->skelAnime.playSpeed = 0.0f;