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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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@ -653,7 +653,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
case DEATH_START:
this->deathState = DEATH_RETREAT;
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_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -747,7 +747,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
this->work[FD2_ACTION_STATE]++;
this->subCamVelFactor = 0.0f;
this->subCamAccel = 0.02f;
func_8002DF54(play, &bossFd->actor, PLAYER_CSMODE_1);
func_8002DF54(play, &bossFd->actor, PLAYER_CSACTION_1);
}
}
if ((bossFd->work[BFD_ACTION_STATE] == BOSSFD_BONES_FALL) && (bossFd->timers[0] == 5)) {
@ -781,7 +781,7 @@ void BossFd2_Death(BossFd2* 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);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Flags_SetClear(play, play->roomCtx.curRoom.num);