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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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@ -835,7 +835,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
if (&this->actor == player->actor.parent) {
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
player->csAction = PLAYER_CSACTION_NONE;
if (this->timers[0] == 0) {
func_8002F6D4(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, 10.0f, 0);
}
@ -865,7 +865,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
if (&this->actor == player->actor.parent) {
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
player->csAction = PLAYER_CSACTION_NONE;
}
Math_ApproachF(&this->tentRippleSize, 0.15f, 0.5f, 0.01);
if (this->meltIndex < 41) {
@ -1225,7 +1225,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
(fabsf(player->actor.world.pos.x - -180.0f) < 40.0f))) {
// checks if Link is on one of the four platforms
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1333,11 +1333,11 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
Math_ApproachF(&this->actor.speed, sp80, 1.0f, sp78);
Math_ApproachF(&this->subCamYawRate, sp7C, 1.0f, 128.0f);
if (this->work[MO_TENT_MOVE_TIMER] == 525) {
func_8002DF54(play, &this->actor, PLAYER_CSMODE_2);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
}
if (this->work[MO_TENT_MOVE_TIMER] > 540) {
this->csState = MO_INTRO_REVEAL;
func_8002DF54(play, &this->actor, PLAYER_CSMODE_1);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
sMorphaTent1->drawActor = true;
player->actor.world.pos.x = 180.0f;
player->actor.world.pos.z = -210.0f;
@ -1446,7 +1446,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
// MO_BATTLE / SUB_CAM_ID_DONE
this->csState = this->subCamId = 0;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
}
break;
}
@ -1511,7 +1511,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
switch (this->csState) {
case MO_DEATH_START:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1681,7 +1681,7 @@ void BossMo_DeathCs(BossMo* 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);
sMorphaTent1->actor.world.pos.y = -1000.0f;
}
} else {
@ -1786,7 +1786,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
if (player->actor.parent != NULL) {
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
player->csAction = PLAYER_CSACTION_NONE;
}
} else {
this->actor.colChkInfo.health = 1;
@ -1805,7 +1805,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
if (player->actor.parent == &sMorphaTent1->actor) {
player->actionVar2 = 0x65;
player->actor.parent = NULL;
player->csMode = PLAYER_CSMODE_NONE;
player->csAction = PLAYER_CSACTION_NONE;
}
}
this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;