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name action wrappers (#2261)
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parent
ba9c60552b
commit
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1 changed files with 42 additions and 24 deletions
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@ -3453,23 +3453,41 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun
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return 1;
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return 1;
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}
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}
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void func_80835DAC(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
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/**
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s32 temp;
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* Calls `Player_SetupAction` to setup a new action, but takes extra measures to
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* preserve AnimMovement while doing so.
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*/
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void Player_SetupActionPreserveAnimMovement(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
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s32 savedMovementFlags;
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temp = this->skelAnime.movementFlags;
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savedMovementFlags = this->skelAnime.movementFlags;
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// Setting `skelAnime.movementFlags` to 0 will prevent `Player_FinishAnimMovement` from ending
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// AnimMovement when `Player_SetupAction` is called.
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this->skelAnime.movementFlags = 0;
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this->skelAnime.movementFlags = 0;
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Player_SetupAction(play, this, actionFunc, flags);
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Player_SetupAction(play, this, actionFunc, flags);
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this->skelAnime.movementFlags = temp;
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this->skelAnime.movementFlags = savedMovementFlags;
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}
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}
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void func_80835DE4(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
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/**
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s32 temp;
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* Calls `Player_SetupAction` to setup a new action, but takes extra measures to
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* preserve the current itemAction while doing so.
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*
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* Note that `itemAction` must be PLAYER_IA_NONE or higher for the action change to take place.
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*/
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void Player_SetupActionPreserveItemAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
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s32 savedItemAction;
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if (this->itemAction >= 0) {
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if (this->itemAction >= PLAYER_IA_NONE) {
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temp = this->itemAction;
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savedItemAction = this->itemAction;
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// Setting `itemAction` to `heldItemAction` will prevent `func_8008EC70` from running when
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// `Player_SetupAction` is called.
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this->itemAction = this->heldItemAction;
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this->itemAction = this->heldItemAction;
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Player_SetupAction(play, this, actionFunc, flags);
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Player_SetupAction(play, this, actionFunc, flags);
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this->itemAction = temp;
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this->itemAction = savedItemAction;
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Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction));
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Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction));
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}
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}
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}
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}
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@ -5617,7 +5635,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
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}
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}
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void func_8083A2F8(PlayState* play, Player* this) {
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void func_8083A2F8(PlayState* play, Player* this) {
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func_80835DAC(play, this, Player_Action_8084B530, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084B530, 0);
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this->stateFlags1 |= PLAYER_STATE1_6 | PLAYER_STATE1_29;
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this->stateFlags1 |= PLAYER_STATE1_6 | PLAYER_STATE1_29;
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@ -5628,7 +5646,7 @@ void func_8083A2F8(PlayState* play, Player* this) {
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}
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}
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void func_8083A360(PlayState* play, Player* this) {
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void func_8083A360(PlayState* play, Player* this) {
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func_80835DAC(play, this, Player_Action_8084CC98, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084CC98, 0);
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}
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}
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void func_8083A388(PlayState* play, Player* this) {
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void func_8083A388(PlayState* play, Player* this) {
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@ -5639,7 +5657,7 @@ void func_8083A3B0(PlayState* play, Player* this) {
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s32 sp1C = this->av2.actionVar2;
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s32 sp1C = this->av2.actionVar2;
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s32 sp18 = this->av1.actionVar1;
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s32 sp18 = this->av1.actionVar1;
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func_80835DAC(play, this, Player_Action_8084BF1C, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084BF1C, 0);
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this->actor.velocity.y = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->av2.actionVar2 = sp1C;
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this->av2.actionVar2 = sp1C;
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@ -5647,11 +5665,11 @@ void func_8083A3B0(PlayState* play, Player* this) {
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}
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}
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void func_8083A40C(PlayState* play, Player* this) {
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void func_8083A40C(PlayState* play, Player* this) {
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func_80835DAC(play, this, Player_Action_8084C760, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084C760, 0);
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}
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}
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void func_8083A434(PlayState* play, Player* this) {
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void func_8083A434(PlayState* play, Player* this) {
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func_80835DAC(play, this, Player_Action_8084E6D4, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084E6D4, 0);
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_29;
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_29;
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@ -5922,7 +5940,7 @@ void func_8083AE40(Player* this, s16 objectId) {
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}
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}
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void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) {
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void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) {
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func_80835DE4(play, this, Player_Action_808507F4, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_808507F4, 0);
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this->av1.actionVar1 = magicSpell - 3;
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this->av1.actionVar1 = magicSpell - 3;
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@ -6025,7 +6043,7 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) {
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(this->exchangeItemId == EXCH_ITEM_BOTTLE_BLUE_FIRE))))))) {
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(this->exchangeItemId == EXCH_ITEM_BOTTLE_BLUE_FIRE))))))) {
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if ((play->actorCtx.titleCtx.delayTimer == 0) && (play->actorCtx.titleCtx.alpha == 0)) {
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if ((play->actorCtx.titleCtx.delayTimer == 0) && (play->actorCtx.titleCtx.alpha == 0)) {
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func_80835DE4(play, this, Player_Action_8084F104, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084F104, 0);
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if (sp2C >= 0) {
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if (sp2C >= 0) {
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giEntry = &sGetItemTable[D_80854528[sp2C] - 1];
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giEntry = &sGetItemTable[D_80854528[sp2C] - 1];
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@ -6052,7 +6070,7 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) {
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(this->itemAction == PLAYER_IA_MAGIC_BEAN))) {
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(this->itemAction == PLAYER_IA_MAGIC_BEAN))) {
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if (this->exchangeItemId == EXCH_ITEM_MAGIC_BEAN) {
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if (this->exchangeItemId == EXCH_ITEM_MAGIC_BEAN) {
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Inventory_ChangeAmmo(ITEM_MAGIC_BEAN, -1);
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Inventory_ChangeAmmo(ITEM_MAGIC_BEAN, -1);
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func_80835DE4(play, this, Player_Action_8084279C, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084279C, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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this->stateFlags1 |= PLAYER_STATE1_29;
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this->av2.actionVar2 = 0x50;
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this->av2.actionVar2 = 0x50;
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this->av1.actionVar1 = -1;
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this->av1.actionVar1 = -1;
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@ -6087,20 +6105,20 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) {
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sp2C = Player_ActionToBottle(this, this->itemAction);
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sp2C = Player_ActionToBottle(this, this->itemAction);
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if (sp2C >= 0) {
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if (sp2C >= 0) {
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if (sp2C == 0xC) {
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if (sp2C == 0xC) {
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func_80835DE4(play, this, Player_Action_8084EED8, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EED8, 0);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_bug_out);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_bug_out);
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func_80835EA4(play, 3);
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func_80835EA4(play, 3);
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} else if ((sp2C > 0) && (sp2C < 4)) {
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} else if ((sp2C > 0) && (sp2C < 4)) {
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func_80835DE4(play, this, Player_Action_8084EFC0, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EFC0, 0);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_fish_out);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_fish_out);
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func_80835EA4(play, (sp2C == 1) ? 1 : 5);
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func_80835EA4(play, (sp2C == 1) ? 1 : 5);
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} else {
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} else {
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func_80835DE4(play, this, Player_Action_8084EAC0, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EAC0, 0);
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Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_start);
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Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_start);
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func_80835EA4(play, 2);
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func_80835EA4(play, 2);
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}
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}
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} else {
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} else {
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func_80835DE4(play, this, Player_Action_8084E3C4, 0);
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Player_SetupActionPreserveItemAction(play, this, Player_Action_8084E3C4, 0);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_okarina_start);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_okarina_start);
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this->stateFlags2 |= PLAYER_STATE2_27;
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this->stateFlags2 |= PLAYER_STATE2_27;
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func_80835EA4(play, (this->unk_6A8 != NULL) ? 0x5B : 0x5A);
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func_80835EA4(play, (this->unk_6A8 != NULL) ? 0x5B : 0x5A);
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@ -7540,7 +7558,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) {
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}
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}
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void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) {
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void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) {
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func_80835DAC(play, this, Player_Action_8084C5F8, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084C5F8, 0);
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, (4.0f / 3.0f));
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, (4.0f / 3.0f));
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}
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}
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@ -8103,7 +8121,7 @@ void Player_Action_808407CC(Player* this, PlayState* play) {
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}
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}
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if (!Player_FriendlyLockOnOrParallel(this)) {
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if (!Player_FriendlyLockOnOrParallel(this)) {
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func_80835DAC(play, this, Player_Action_80840BC8, 1);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_80840BC8, 1);
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this->yaw = this->actor.shape.rot.y;
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this->yaw = this->actor.shape.rot.y;
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return;
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return;
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}
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}
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@ -13030,7 +13048,7 @@ s32 func_8084C9BC(Player* this, PlayState* play) {
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if (EN_HORSE_CHECK_1(rideActor) ||
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if (EN_HORSE_CHECK_1(rideActor) ||
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(EN_HORSE_CHECK_4(rideActor) && CHECK_BTN_ALL(sControlInput->press.button, BTN_A))) {
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(EN_HORSE_CHECK_4(rideActor) && CHECK_BTN_ALL(sControlInput->press.button, BTN_A))) {
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rideActor->actor.child = NULL;
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rideActor->actor.child = NULL;
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func_80835DAC(play, this, Player_Action_8084D3E4, 0);
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Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084D3E4, 0);
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this->unk_878 = sp34 - rideActor->actor.world.pos.y;
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this->unk_878 = sp34 - rideActor->actor.world.pos.y;
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Player_AnimPlayOnce(play, this,
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Player_AnimPlayOnce(play, this,
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(this->mountSide < 0) ? &gPlayerAnim_link_uma_left_down
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(this->mountSide < 0) ? &gPlayerAnim_link_uma_left_down
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