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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>
This commit is contained in:
mzxrules 2024-10-14 15:23:50 -04:00 committed by GitHub
parent d0b4725869
commit 2f54db142e
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GPG key ID: B5690EEEBB952194
10 changed files with 35 additions and 37 deletions

View file

@ -144,7 +144,7 @@ void MagicDark_DimLighting(PlayState* play, f32 intensity) {
f32 colorScale;
f32 fogScale;
if (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_5) {
if (play->roomCtx.curRoom.type != ROOM_TYPE_BOSS) {
intensity = CLAMP_MIN(intensity, 0.0f);
intensity = CLAMP_MAX(intensity, 1.0f);
fogScale = intensity - 0.2f;

View file

@ -6359,8 +6359,8 @@ void func_8083BCD0(Player* this, PlayState* play, s32 controlStickDirection) {
s32 Player_ActionHandler_10(Player* this, PlayState* play) {
s32 controlStickDirection;
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) &&
(play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (sFloorType != FLOOR_TYPE_7) &&
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
(sFloorType != FLOOR_TYPE_7) &&
(SurfaceType_GetFloorEffect(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1)) {
controlStickDirection = this->controlStickDirections[this->controlStickDataIndex];
@ -6562,8 +6562,8 @@ s32 Player_ActionHandler_8(Player* this, PlayState* play) {
}
s32 func_8083C61C(PlayState* play, Player* this) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (AMMO(ITEM_DEKU_NUT) != 0)) {
if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
(AMMO(ITEM_DEKU_NUT) != 0)) {
Player_SetupAction(play, this, Player_Action_8084E604, 0);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom);
this->unk_6AD = 0;
@ -10920,14 +10920,13 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
if ((!(this->stateFlags1 & PLAYER_STATE1_14) &&
(controlStickDirection <= PLAYER_STICK_DIR_FORWARD) &&
(Player_CheckHostileLockOn(this) ||
((sFloorType != FLOOR_TYPE_7) &&
(Player_FriendlyLockOnOrParallel(this) ||
((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
!(this->stateFlags1 & PLAYER_STATE1_22) &&
(controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
((sFloorType != FLOOR_TYPE_7) && (Player_FriendlyLockOnOrParallel(this) ||
((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
!(this->stateFlags1 & PLAYER_STATE1_22) &&
(controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
doAction = DO_ACTION_ATTACK;
} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
Player_IsZTargeting(this) && (controlStickDirection >= PLAYER_STICK_DIR_LEFT)) {
} else if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && Player_IsZTargeting(this) &&
(controlStickDirection >= PLAYER_STICK_DIR_LEFT)) {
doAction = DO_ACTION_JUMP;
} else if ((this->heldItemAction >= PLAYER_IA_SWORD_MASTER) ||
((this->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE) &&