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Rename RoomBehaviorType1 to RoomType (#2271)
* Rename RoomBehaviorType1 to RoomType * suggestions * Update include/z64scene.h --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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10 changed files with 35 additions and 37 deletions
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@ -144,7 +144,7 @@ void MagicDark_DimLighting(PlayState* play, f32 intensity) {
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f32 colorScale;
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f32 fogScale;
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if (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_5) {
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if (play->roomCtx.curRoom.type != ROOM_TYPE_BOSS) {
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intensity = CLAMP_MIN(intensity, 0.0f);
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intensity = CLAMP_MAX(intensity, 1.0f);
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fogScale = intensity - 0.2f;
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@ -6359,8 +6359,8 @@ void func_8083BCD0(Player* this, PlayState* play, s32 controlStickDirection) {
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s32 Player_ActionHandler_10(Player* this, PlayState* play) {
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s32 controlStickDirection;
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) &&
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(play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (sFloorType != FLOOR_TYPE_7) &&
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
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(sFloorType != FLOOR_TYPE_7) &&
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(SurfaceType_GetFloorEffect(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1)) {
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controlStickDirection = this->controlStickDirections[this->controlStickDataIndex];
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@ -6562,8 +6562,8 @@ s32 Player_ActionHandler_8(Player* this, PlayState* play) {
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}
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s32 func_8083C61C(PlayState* play, Player* this) {
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if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
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(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (AMMO(ITEM_DEKU_NUT) != 0)) {
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if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
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(AMMO(ITEM_DEKU_NUT) != 0)) {
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Player_SetupAction(play, this, Player_Action_8084E604, 0);
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Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom);
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this->unk_6AD = 0;
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@ -10920,14 +10920,13 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
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if ((!(this->stateFlags1 & PLAYER_STATE1_14) &&
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(controlStickDirection <= PLAYER_STICK_DIR_FORWARD) &&
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(Player_CheckHostileLockOn(this) ||
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((sFloorType != FLOOR_TYPE_7) &&
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(Player_FriendlyLockOnOrParallel(this) ||
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((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
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!(this->stateFlags1 & PLAYER_STATE1_22) &&
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(controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
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((sFloorType != FLOOR_TYPE_7) && (Player_FriendlyLockOnOrParallel(this) ||
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((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
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!(this->stateFlags1 & PLAYER_STATE1_22) &&
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(controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
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doAction = DO_ACTION_ATTACK;
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} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
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Player_IsZTargeting(this) && (controlStickDirection >= PLAYER_STICK_DIR_LEFT)) {
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} else if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && Player_IsZTargeting(this) &&
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(controlStickDirection >= PLAYER_STICK_DIR_LEFT)) {
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doAction = DO_ACTION_JUMP;
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} else if ((this->heldItemAction >= PLAYER_IA_SWORD_MASTER) ||
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((this->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE) &&
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