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fig02 2024-11-23 23:10:33 -05:00
parent 90af676481
commit 43fdb5f3cc
2 changed files with 5 additions and 5 deletions

View file

@ -914,7 +914,7 @@ typedef struct Player {
s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
s16 appearTimer; // Player_Action_BlueWarpArrive: Counts up, appear at 20 frames (1 second)
s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second)
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854;

View file

@ -314,7 +314,7 @@ void Player_Action_WaitForCutscene(Player* this, PlayState* play);
void Player_Action_StartWarpSongArrive(Player* this, PlayState* play);
void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
void Player_Action_8084F88C(Player* this, PlayState* play);
void Player_Action_OpenDoor(Player* this, PlayState* play);
void Player_Action_TryOpeningDoor(Player* this, PlayState* play);
void Player_Action_ExitGrotto(Player* this, PlayState* play);
void Player_Action_8084FA54(Player* this, PlayState* play);
void Player_Action_8084FB10(Player* this, PlayState* play);
@ -5347,7 +5347,7 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_OpenDoor == this->actionFunc)) {
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_TryOpeningDoor == this->actionFunc)) {
doorActor = this->doorActor;
if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
@ -10568,7 +10568,7 @@ void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
}
void Player_StartMode_Door(PlayState* play, Player* this) {
Player_SetupAction(play, this, Player_Action_OpenDoor, 0);
Player_SetupAction(play, this, Player_Action_TryOpeningDoor, 0);
Player_StartAnimMovement(play, this,
ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT |
ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT);
@ -14373,7 +14373,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) {
* Automatically open a door (no need for the A button).
* Note: If no door is in useable range, a softlock will occur.
*/
void Player_Action_OpenDoor(Player* this, PlayState* play) {
void Player_Action_TryOpeningDoor(Player* this, PlayState* play) {
Player_ActionHandler_1(this, play);
}