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2 changed files with 5 additions and 5 deletions
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@ -914,7 +914,7 @@ typedef struct Player {
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s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
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s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
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s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
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s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
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s16 appearTimer; // Player_Action_BlueWarpArrive: Counts up, appear at 20 frames (1 second)
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s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second)
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854;
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/* 0x0854 */ f32 unk_854;
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@ -314,7 +314,7 @@ void Player_Action_WaitForCutscene(Player* this, PlayState* play);
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void Player_Action_StartWarpSongArrive(Player* this, PlayState* play);
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void Player_Action_StartWarpSongArrive(Player* this, PlayState* play);
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
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void Player_Action_8084F88C(Player* this, PlayState* play);
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void Player_Action_8084F88C(Player* this, PlayState* play);
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void Player_Action_OpenDoor(Player* this, PlayState* play);
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void Player_Action_TryOpeningDoor(Player* this, PlayState* play);
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void Player_Action_ExitGrotto(Player* this, PlayState* play);
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void Player_Action_ExitGrotto(Player* this, PlayState* play);
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void Player_Action_8084FA54(Player* this, PlayState* play);
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void Player_Action_8084FA54(Player* this, PlayState* play);
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void Player_Action_8084FB10(Player* this, PlayState* play);
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void Player_Action_8084FB10(Player* this, PlayState* play);
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@ -5347,7 +5347,7 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
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((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_OpenDoor == this->actionFunc)) {
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_TryOpeningDoor == this->actionFunc)) {
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doorActor = this->doorActor;
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doorActor = this->doorActor;
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if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
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if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
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@ -10568,7 +10568,7 @@ void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
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}
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}
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void Player_StartMode_Door(PlayState* play, Player* this) {
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void Player_StartMode_Door(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_OpenDoor, 0);
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Player_SetupAction(play, this, Player_Action_TryOpeningDoor, 0);
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Player_StartAnimMovement(play, this,
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Player_StartAnimMovement(play, this,
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT |
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT |
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ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT);
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ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT);
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@ -14373,7 +14373,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) {
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* Automatically open a door (no need for the A button).
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* Automatically open a door (no need for the A button).
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* Note: If no door is in useable range, a softlock will occur.
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* Note: If no door is in useable range, a softlock will occur.
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*/
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*/
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void Player_Action_OpenDoor(Player* this, PlayState* play) {
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void Player_Action_TryOpeningDoor(Player* this, PlayState* play) {
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Player_ActionHandler_1(this, play);
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Player_ActionHandler_1(this, play);
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}
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}
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