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Player Docs: public facing csAction things (#1561)

* name public csAction functions

* format

* adjust function comment

* format
This commit is contained in:
fig02 2023-10-28 07:46:24 -04:00 committed by GitHub
parent 3475651701
commit 4908b8b37c
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64 changed files with 359 additions and 317 deletions

View file

@ -375,8 +375,8 @@ void func_8002DE74(PlayState* play, Player* player);
void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
int func_8002DEEC(Player* player);
void func_8002DF18(PlayState* play, Player* player);
s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction);
s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction);
s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
void func_8002DF90(DynaPolyActor* dynaActor);
void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play);

View file

@ -402,7 +402,7 @@ typedef struct PlayState {
/* 0x11D44 */ int (*isPlayerDroppingFish)(struct PlayState* play);
/* 0x11D48 */ s32 (*startPlayerFishing)(struct PlayState* play);
/* 0x11D4C */ s32 (*grabPlayer)(struct PlayState* play, Player* player);
/* 0x11D50 */ s32 (*startPlayerCutscene)(struct PlayState* play, Actor* actor, s32 csAction);
/* 0x11D50 */ s32 (*tryPlayerCsAction)(struct PlayState* play, Actor* actor, s32 csAction);
/* 0x11D54 */ void (*func_11D54)(Player* player, struct PlayState* play);
/* 0x11D58 */ s32 (*damagePlayer)(struct PlayState* play, s32 damage);
/* 0x11D5C */ void (*talkWithPlayer)(struct PlayState* play, Actor* actor);

View file

@ -726,7 +726,7 @@ typedef struct Player {
/* 0x0445 */ u8 prevCsAction;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x0448 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;

View file

@ -1057,20 +1057,45 @@ void func_8002DF18(PlayState* play, Player* player) {
func_8006DC68(play, player);
}
s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
/**
* Sets a Player Cutscene Action specified by `csAction`.
* There are no safety checks to see if Player is already in some form of a cutscene state.
* This will instantly take effect.
*
* `haltActorsDuringCsAction` being set to false in this function means that all actors will
* be able to update while Player is performing the cutscene action.
*
* Note: due to how player implements initializing the cutscene action state, `haltActorsDuringCsAction`
* will only be considered the first time player starts a `csAction`.
* Player must leave the cutscene action state and enter it again before halting actors can be toggled.
*/
s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction) {
Player* player = GET_PLAYER(play);
player->csAction = csAction;
player->unk_448 = actor;
player->csActor = csActor;
player->cv.haltActorsDuringCsAction = false;
return true;
}
s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction) {
/**
* Sets a Player Cutscene Action specified by `csAction`.
* There are no safety checks to see if Player is already in some form of a cutscene state.
* This will instantly take effect.
*
* `haltActorsDuringCsAction` being set to true in this function means that eventually `PLAYER_STATE1_29` will be set.
* This makes it so actors belonging to categories `ACTORCAT_ENEMY` and `ACTORCAT_MISC` will not update
* while Player is performing the cutscene action.
*
* Note: due to how player implements initializing the cutscene action state, `haltActorsDuringCsAction`
* will only be considered the first time player starts a `csAction`.
* Player must leave the cutscene action state and enter it again before halting actors can be toggled.
*/
s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction) {
Player* player = GET_PLAYER(play);
func_8002DF38(play, actor, csAction);
Player_SetCsAction(play, csActor, csAction);
player->cv.haltActorsDuringCsAction = true;
return true;

View file

@ -5266,11 +5266,11 @@ s32 Camera_Unique9(Camera* camera) {
} else { // initField is a PlayerCsAction
if ((camera->player->stateFlags1 & PLAYER_STATE1_27) &&
(player->currentBoots != PLAYER_BOOTS_IRON)) {
func_8002DF38(camera->play, camera->target, PLAYER_CSACTION_8);
Player_SetCsAction(camera->play, camera->target, PLAYER_CSACTION_8);
osSyncPrintf("camera: demo: player demo set WAIT\n");
} else {
osSyncPrintf("camera: demo: player demo set %d\n", rwData->curKeyFrame->initField);
func_8002DF38(camera->play, camera->target, rwData->curKeyFrame->initField);
Player_SetCsAction(camera->play, camera->target, rwData->curKeyFrame->initField);
}
}
}
@ -6236,14 +6236,14 @@ s32 Camera_Demo5(Camera* camera) {
framesDiff = camera->play->state.frames - sDemo5PrevAction12Frame;
if (player->stateFlags1 & PLAYER_STATE1_11) {
// holding object over head.
func_8002DF54(camera->play, camera->target, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_8);
} else if (ABS(framesDiff) > 3000) {
func_8002DF54(camera->play, camera->target, PLAYER_CSACTION_12);
Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_12);
} else {
func_8002DF54(camera->play, camera->target, PLAYER_CSACTION_69);
Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_69);
}
} else {
func_8002DF54(camera->play, camera->target, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_1);
}
}
@ -6305,7 +6305,7 @@ s32 Camera_Demo6(Camera* camera) {
FALLTHROUGH;
case 1:
if (stateTimers[camera->animState] < rwData->animTimer) {
func_8002DF54(camera->play, &camera->player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(camera->play, &camera->player->actor, PLAYER_CSACTION_8);
Actor_GetWorld(&focusPosRot, camFocus);
rwData->atTarget.x = focusPosRot.pos.x;
rwData->atTarget.y = focusPosRot.pos.y - 20.0f;
@ -7842,7 +7842,7 @@ void Camera_Finish(Camera* camera) {
player->stateFlags1 &= ~PLAYER_STATE1_29;
if (player->csAction != PLAYER_CSACTION_NONE) {
func_8002DF54(camera->play, &player->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(camera->play, &player->actor, PLAYER_CSACTION_7);
osSyncPrintf("camera: player demo end!!\n");
}

View file

@ -278,7 +278,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 2290: {
Actor* rideActor = player->rideActor;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
if (rideActor != NULL) {
rideActor->freezeTimer = 180;
}
@ -290,7 +290,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
} break;
case 5120:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
csInfo->keyFrames = D_80121314;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121314);
@ -301,7 +301,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 4510:
D_8012133C[0].eyeTargetInit = actor->world.pos;
D_8012133C[0].eyeTargetInit.y = player->actor.world.pos.y + 40.0f;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
csInfo->keyFrames = D_8012133C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012133C);
@ -320,7 +320,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
subCam->roll = 0;
subCam->fov = 50.0f;
if (subCam->childCamId != CAM_ID_MAIN) {
@ -335,7 +335,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
if (Rand_ZeroOne() < 0.0f) {
D_801213B4[3].eyeTargetInit.x = -D_801213B4[3].eyeTargetInit.x;
}
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
csInfo->keyFrames = D_801213B4;
csInfo->keyFrameCount = ARRAY_COUNT(D_801213B4);
@ -382,11 +382,11 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 6;
subCam->fov = 75.0f;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
break;
case 3040:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
D_8012151C[0].timerInit = timer - 1;
csInfo->keyFrames = D_8012151C;
@ -411,7 +411,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_8012156C);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
break;
case 3010:
@ -443,7 +443,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3090:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
csInfo->keyFrames = D_80121814;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121814);
@ -460,7 +460,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 70.0f;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
break;
case 3380:
@ -468,7 +468,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_801218B4;
csInfo->keyFrameCount = ARRAY_COUNT(D_801218B4);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
i = Quake_Request(subCam, QUAKE_TYPE_1);
@ -481,13 +481,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80121904;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121904);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
case 3050:
Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
func_8002DF54(play, &player->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_5);
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_8012013C[D_801202FC - 2].pos);
@ -517,7 +517,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
subCam->stateFlags |= CAM_STATE_1;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121954[0]);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -525,7 +525,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80121A44;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121A44);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
subCam->stateFlags |= CAM_STATE_1;
break;
@ -552,7 +552,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0x50;
subCam->fov = 55.0f;
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
break;
case 3170:
@ -569,7 +569,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_CopyCamera(play, CAM_ID_MAIN, subCamId);
subCam->roll = -1;
subCam->fov = 55.0f;
func_8002DF38(play, actor, PLAYER_CSACTION_1);
Player_SetCsAction(play, actor, PLAYER_CSACTION_1);
break;
case 3160:
@ -583,7 +583,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 55.0f;
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
break;
case 3180:
@ -598,13 +598,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 60.0f;
func_8002DF38(play, actor, PLAYER_CSACTION_1);
Player_SetCsAction(play, actor, PLAYER_CSACTION_1);
break;
case 3190:
Play_ChangeCameraSetting(play, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_8002DF38(play, actor, PLAYER_CSACTION_12);
Player_SetCsAction(play, actor, PLAYER_CSACTION_12);
break;
case 3230:
@ -618,7 +618,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0x1E;
subCam->fov = 75.0f;
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Actor_GetWorldPosShapeRot(&spA0, actor);
Actor_GetFocus(&sp8C, &player->actor);
spC0.x = sp8C.pos.x;
@ -648,7 +648,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 45.0f;
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
break;
case 3220:
@ -665,7 +665,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
subCam->roll = 0;
subCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spD0.yaw + 0x7FFF;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
break;
case 3240:
@ -674,13 +674,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80121D3C;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121D3C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
case 6001:
Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Actor_GetWorld(&spA0, actor);
if (spA0.pos.z > -750.0f) {
OnePointCutscene_SetCsCamPoints(subCam, D_801208E8, D_801208E4, D_801206A0, D_80120820);
@ -696,7 +696,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 3400:
Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_801204D4[D_80120694 - 2].pos);
@ -713,13 +713,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80121DB4;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121DB4);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
case 3310:
Play_ChangeCameraSetting(play, subCamId, CAM_SET_FIRE_STAIRCASE);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_CopyCamera(play, subCamId, CAM_ID_MAIN);
i = Quake_Request(subCam, QUAKE_TYPE_1);
@ -754,7 +754,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80121FBC;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121FBC);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
i = Quake_Request(subCam, QUAKE_TYPE_3);
@ -767,7 +767,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_8012205C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012205C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -783,7 +783,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
D_801220D4[1].eyeTargetInit.y = 80.0f;
D_801220D4[1].eyeTargetInit.x = -D_801220D4[1].eyeTargetInit.x;
}
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
csInfo->keyFrames = D_801220D4;
csInfo->keyFrameCount = ARRAY_COUNT(D_801220D4);
@ -795,7 +795,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_8012219C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012219C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -803,7 +803,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_801222B4;
csInfo->keyFrameCount = ARRAY_COUNT(D_801222B4);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
i = Quake_Request(subCam, QUAKE_TYPE_1);
@ -816,7 +816,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_8012237C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012237C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
i = Quake_Request(subCam, QUAKE_TYPE_1);
@ -829,7 +829,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_801223CC;
csInfo->keyFrameCount = ARRAY_COUNT(D_801223CC);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
player->stateFlags1 |= PLAYER_STATE1_29;
player->actor.freezeTimer = 90;
@ -844,7 +844,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_801224BC;
csInfo->keyFrameCount = ARRAY_COUNT(D_801224BC);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
i = Quake_Request(subCam, QUAKE_TYPE_1);
@ -859,19 +859,19 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = 0x3FFC;
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
break;
case 4110:
csInfo->keyFrames = D_8012269C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012269C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
case 4120:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
D_80122714[1].timerInit = 80;
csInfo->keyFrames = D_80122714;
csInfo->keyFrameCount = ARRAY_COUNT(D_80122714);
@ -891,7 +891,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_801228A4;
csInfo->keyFrameCount = ARRAY_COUNT(D_801228A4);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -900,7 +900,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_8012296C;
csInfo->keyFrameCount = ARRAY_COUNT(D_8012296C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -909,7 +909,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80122A0C;
csInfo->keyFrameCount = ARRAY_COUNT(D_80122A0C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -918,7 +918,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80122A5C;
csInfo->keyFrameCount = ARRAY_COUNT(D_80122A5C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -927,7 +927,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80122B9C;
csInfo->keyFrameCount = ARRAY_COUNT(D_80122B9C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@ -951,7 +951,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_80122C3C);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
func_8002DF38(play, &player->actor, PLAYER_CSACTION_1);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_1);
i = Quake_Request(subCam, QUAKE_TYPE_3);
Quake_SetSpeed(i, 12000);
@ -963,12 +963,12 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrames = D_80122C8C;
csInfo->keyFrameCount = ARRAY_COUNT(D_80122C8C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
case 3260:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
D_80122CB4[1].timerInit = timer - 5;
csInfo->keyFrames = D_80122CB4;
@ -978,7 +978,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3261:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
D_80122D04[1].timerInit = timer - 10;
csInfo->keyFrames = D_80122D04;

View file

@ -3816,7 +3816,7 @@ void Interface_Draw(PlayState* play) {
gSaveContext.subTimerState = SUBTIMER_STATE_RESPAWN;
gSaveContext.save.cutsceneIndex = 0;
Message_StartTextbox(play, 0x71B0, NULL);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
} else {
sSubTimerStateTimer = 40;
gSaveContext.subTimerState = SUBTIMER_STATE_STOP;

View file

@ -400,7 +400,8 @@ void Play_Init(GameState* thisx) {
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init((void*)zAllocAligned, zAllocSize - (zAllocAligned - zAlloc));
// "Zelda Heap"
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, (u8*)zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned,
(u8*)zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
Actor_InitContext(this, &this->actorCtx, this->playerEntry);

View file

@ -254,7 +254,7 @@ void BgBreakwall_Wait(BgBreakwall* this, PlayState* play) {
gSaveContext.cutsceneTrigger = 1;
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
func_8002DF54(play, NULL, PLAYER_CSACTION_49);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_49);
}
if (this->dyna.actor.params < 0) {

View file

@ -191,7 +191,7 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
return;
}
}
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->actionFunc = BgDyYoseizo_ChooseType;
}
}
@ -199,7 +199,7 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
s32 givingReward;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
// "Mode"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ もうど ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode);
givingReward = false;
@ -315,12 +315,12 @@ void BgDyYoseizo_SetupSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
}
Actor_PlaySfx(&this->actor, NA_SE_VO_FR_LAUGH_0);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->actionFunc = BgDyYoseizo_SpinGrow_NoReward;
}
void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Math_ApproachF(&this->actor.world.pos.y, this->grownHeight, this->heightFraction, 100.0f);
Math_ApproachF(&this->scale, 0.035f, this->scaleFraction, 0.005f);
Math_ApproachF(&this->heightFraction, 0.8f, 0.1f, 0.02f);
@ -346,7 +346,7 @@ void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
void BgDyYoseizo_CompleteSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
f32 curFrame = this->skelAnime.curFrame;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
if ((this->frameCount * 1273.0f) <= this->bobTimer) {
this->bobTimer = 0.0f;
@ -360,7 +360,7 @@ void BgDyYoseizo_CompleteSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
}
void BgDyYoseizo_SetupGreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
this->frameCount = Animation_GetLastFrame(&gGreatFairySittingAnim);
@ -380,7 +380,7 @@ void BgDyYoseizo_SetupGreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
}
void BgDyYoseizo_GreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->bobTimer = this->skelAnime.curFrame * 1273.0f;
if ((this->frameCount * 1273.0f) <= this->bobTimer) {
@ -548,7 +548,7 @@ void BgDyYoseizo_Vanish(BgDyYoseizo* this, PlayState* play) {
Actor* findOcarinaSpot;
if (this->vanishTimer == 0) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
play->envCtx.lightSettingOverride = 0;
findOcarinaSpot = play->actorCtx.actorLists[ACTORCAT_PROP].head;
@ -570,7 +570,7 @@ void BgDyYoseizo_SetupSpinGrow_Reward(BgDyYoseizo* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE) {
if ((play->csCtx.actorCues[0] != NULL) && (play->csCtx.actorCues[0]->id == 2)) {
this->actor.draw = BgDyYoseizo_Draw;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->finishedSpinGrow = false;
if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {

View file

@ -239,7 +239,7 @@ void BgGndIceblock_Idle(BgGndIceblock* this, PlayState* play) {
if (this->dyna.unk_150 > 0.0f) {
BgGndIceblock_SetNextPosition(this);
if (Actor_WorldDistXZToPoint(&this->dyna.actor, &this->targetPos) > 1.0f) {
func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
this->actionFunc = BgGndIceblock_Slide;
}
}
@ -280,7 +280,7 @@ void BgGndIceblock_Fall(BgGndIceblock* this, PlayState* play) {
thisx->world.pos.y = thisx->home.pos.y - 100.0f;
thisx->world.pos.z = thisx->home.pos.z;
if (Player_InCsMode(play)) {
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
}
this->actionFunc = BgGndIceblock_Reset;
}
@ -293,7 +293,7 @@ void BgGndIceblock_Hole(BgGndIceblock* this, PlayState* play) {
if (Math_StepToF(&thisx->world.pos.y, thisx->home.pos.y - 100.0f, thisx->velocity.y)) {
thisx->velocity.y = 0.0f;
if (Player_InCsMode(play)) {
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
}
this->actionFunc = BgGndIceblock_Idle;
}
@ -317,7 +317,7 @@ void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play) {
switch (BgGndIceblock_NextAction(this)) {
case GNDICE_IDLE:
this->actionFunc = BgGndIceblock_Idle;
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
break;
case GNDICE_FALL:
this->actionFunc = BgGndIceblock_Fall;

View file

@ -367,7 +367,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
this->timer++;
func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
// if parent is NULL, link threw it
if (Actor_HasNoParent(&this->dyna.actor, play)) {

View file

@ -138,7 +138,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
this->dyna.actor.world.pos.x += 32.5f * Math_SinS(this->dyna.actor.world.rot.y);
this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y);
func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
this->dyna.actor.flags |= ACTOR_FLAG_4;
this->actionFunc = BgHidanDalm_Shrink;
this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
@ -159,7 +159,7 @@ void BgHidanDalm_Shrink(BgHidanDalm* this, PlayState* play) {
Vec3f pos;
if (Math_StepToF(&this->dyna.actor.scale.x, 0.0f, 0.004f)) {
func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_7);
Actor_Kill(&this->dyna.actor);
}

View file

@ -125,7 +125,7 @@ void BgIceObjects_CheckPits(BgIceObjects* this, PlayState* play) {
thisx->world.pos.y = thisx->home.pos.y - 60.0f;
thisx->world.pos.z = thisx->home.pos.z;
if (thisx->params != 0) {
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
}
this->actionFunc = BgIceObjects_Reset;
}
@ -142,7 +142,7 @@ void BgIceObjects_Idle(BgIceObjects* this, PlayState* play) {
BgIceObjects_SetNextTarget(this, play);
if (Actor_WorldDistXZToPoint(thisx, &this->targetPos) > 1.0f) {
thisx->flags |= ACTOR_FLAG_4;
func_8002DF54(play, thisx, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_8);
thisx->params = 1;
this->actionFunc = BgIceObjects_Slide;
}
@ -172,7 +172,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
thisx->flags &= ~ACTOR_FLAG_4;
}
thisx->params = 0;
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
Actor_PlaySfx(thisx, NA_SE_EV_BLOCK_BOUND);
if ((fabsf(thisx->world.pos.x + 1387.0f) < 1.0f) && (fabsf(thisx->world.pos.z + 260.0f) < 1.0f)) {
this->actionFunc = BgIceObjects_Stuck;

View file

@ -164,7 +164,7 @@ void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
BgMoriBigst_SetupLanding(this, play);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
OnePointCutscene_Init(play, 1020, 8, &this->dyna.actor, CAM_ID_MAIN);
func_8002DF38(play, NULL, PLAYER_CSACTION_60);
Player_SetCsAction(play, NULL, PLAYER_CSACTION_60);
}
}

View file

@ -95,7 +95,7 @@ void BgMoriKaitenkabe_Wait(BgMoriKaitenkabe* this, PlayState* play) {
this->timer++;
if ((this->timer > 28) && !Player_InCsMode(play)) {
BgMoriKaitenkabe_SetupRotate(this);
func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
Math_Vec3f_Copy(&this->lockedPlayerPos, &player->actor.world.pos);
push.x = Math_SinS(this->dyna.unk_158);
push.y = 0.0f;
@ -129,7 +129,7 @@ void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play) {
Math_StepToF(&this->rotSpeed, 0.6f, 0.02f);
if (Math_StepToF(&this->rotYdeg, this->rotDirection * 45.0f, this->rotSpeed)) {
BgMoriKaitenkabe_SetupWait(this);
func_8002DF54(play, thisx, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
if (this->rotDirection > 0.0f) {
thisx->home.rot.y += 0x2000;
} else {

View file

@ -320,7 +320,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
if (firstFall == 0) {
firstFall = 1;
} else {
func_8002DF54(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
}
}
this->direction = 0;
@ -356,7 +356,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
if (sPuzzleState == 0x10) {
sPuzzleState = 0x40;
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
}
} else if (this->dyna.unk_150 != 0.0f) {
if (this->direction == 0) {

View file

@ -214,7 +214,7 @@ void BgSpot00Hanebasi_Update(Actor* thisx, PlayState* play) {
SET_EVENTCHKINF(EVENTCHKINF_80);
Flags_SetEventChkInf(EVENTCHKINF_82);
this->actionFunc = BgSpot00Hanebasi_DoNothing;
func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.nextCutsceneIndex = 0xFFF1;
play->transitionTrigger = TRANS_TRIGGER_START;

View file

@ -269,7 +269,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
break;
case 1:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Play_ClearAllSubCameras(play);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
@ -297,11 +297,11 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
}
if (this->unk_198 == 110) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_9);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_9);
}
if (this->unk_198 == 5) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_12);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_12);
}
if (this->unk_198 < 6) {
@ -416,7 +416,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
BossDodongo_SetupWalk(this);
this->unk_1DA = 50;
this->unk_1BC = 0;
@ -1302,7 +1302,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
case 0:
this->csState = 5;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1612,7 +1612,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
this->csState = 100;
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f, -3304.0f,
0, 0, 0, WARP_DUNGEON_CHILD);
this->skelAnime.playSpeed = 0.0f;

View file

@ -312,7 +312,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
this->introState = BFD_CS_START;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -389,7 +389,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
}
if (this->timers[0] == 40) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_19);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_19);
}
if (this->timers[0] == 0) {
this->introState = BFD_CS_LOOK_GROUND;
@ -418,7 +418,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
this->timers[0] = 170;
this->subCamVelFactor = 0.0f;
this->subCamAccel = 0.0f;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_20);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_20);
}
break;
case BFD_CS_COLLAPSE:
@ -468,7 +468,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
if (this->timers[3] == 190) {
this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
this->platformSignal = VBSIMA_KILL;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
}
if (this->actor.world.pos.y > 120.0f) {
this->subCamAtNext = this->actor.world.pos;
@ -538,7 +538,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
// BFD_CS_NONE / BOSSFD_FLY_MAIN / SUB_CAM_ID_DONE
this->introState = this->introFlyState = this->subCamId = 0;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->actionFunc = BossFd_Wait;
this->handoffSignal = FD2_SIGNAL_GROUND;
SET_EVENTCHKINF(EVENTCHKINF_73);
@ -847,7 +847,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
for (i1 = 0; i1 < 15; i1++) {
Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
Vec3f sp138 = { 0.0f, 0.0f, 0.0f };

View file

@ -653,7 +653,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
case DEATH_START:
this->deathState = DEATH_RETREAT;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -747,7 +747,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
this->work[FD2_ACTION_STATE]++;
this->subCamVelFactor = 0.0f;
this->subCamAccel = 0.02f;
func_8002DF54(play, &bossFd->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &bossFd->actor, PLAYER_CSACTION_1);
}
}
if ((bossFd->work[BFD_ACTION_STATE] == BOSSFD_BONES_FALL) && (bossFd->timers[0] == 5)) {
@ -781,7 +781,7 @@ void BossFd2_Death(BossFd2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Flags_SetClear(play, play->roomCtx.curRoom.num);

View file

@ -558,7 +558,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->actor.shape.rot.y = 0;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->csCamIndex = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->csCamIndex, CAM_STAT_ACTIVE);
@ -600,7 +600,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
BossGanon_SetIntroCsCamera(this, 1);
if (this->csTimer == 10) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
}
if (this->csTimer == 13) {
@ -633,7 +633,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
break;
}
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->csState = 4;
BossGanon_SetIntroCsCamera(this, 2);
this->csTimer = 0;
@ -665,7 +665,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 10) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_75);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_75);
}
if (this->csTimer == 70) {
@ -731,7 +731,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->csState = 9;
this->csTimer = 0;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
sZelda->unk_3C8 = 0;
this->triforceType = GDF_TRIFORCE_ZELDA;
this->fwork[GDF_TRIFORCE_SCALE] = 10.0f;
@ -785,7 +785,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
player->actor.world.pos.z = 20.0f;
if (this->csTimer == 20) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_23);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_23);
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_HEARTS);
}
@ -1005,7 +1005,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 30) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_74);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_74);
}
if (this->csTimer <= 50) {
@ -1128,7 +1128,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
Play_ReturnToMainCam(play, this->csCamIndex, 0);
this->csState = this->csCamIndex = 0;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
BossGanon_SetupWait(this, play);
}
@ -1234,7 +1234,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
switch (this->csState) {
case 0:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->csCamIndex = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->csCamIndex, CAM_STAT_ACTIVE);
@ -1469,7 +1469,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_BODY_SPARK - SFX_FLAG);
if (this->csTimer == 2) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_57);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_57);
}
if (this->csTimer > 50) {
@ -1505,7 +1505,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
case 100:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->csCamIndex = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->csCamIndex, CAM_STAT_ACTIVE);
@ -1594,11 +1594,11 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csCamAt.z = -135.0f;
if (this->csTimer == 5) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_76);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_76);
}
if (this->csTimer == 70) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_77);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_77);
}
if (this->csTimer == 90) {
@ -1683,7 +1683,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
if (this->csTimer == 20) {
sZelda->unk_3C8 = 5;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_57);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_57);
}
if (this->csTimer == 40) {
@ -1750,7 +1750,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csState = 107;
this->csTimer = 0;
Message_StartTextbox(play, 0x70D2, NULL);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_57);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_57);
}
break;
@ -1792,7 +1792,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csState = 109;
this->csCamIndex = 0;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Flags_SetSwitch(play, 0x37);
}
break;

View file

@ -196,7 +196,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GANON_ANIME3);
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -267,11 +267,11 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
}
if (this->unk_398 == 40) {
sZelda->unk_3C8 = 1;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_78);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_78);
}
if (this->unk_398 == 85) {
sZelda->unk_3C8 = 2;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_79);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_79);
}
this->subCamEye.x = 930.0f;
this->subCamEye.y = 1129.0f;
@ -300,14 +300,14 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
}
if (this->unk_398 == 20) {
sZelda->unk_3C8 = 3;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_80);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_80);
}
if (this->unk_398 == 55) {
this->unk_39C = 4;
this->unk_398 = 0;
this->unk_410.x = 0.0f;
sZelda->unk_3C8 = 4;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_80);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_80);
}
break;
case 4:
@ -324,7 +324,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->unk_39C = 5;
this->unk_398 = 0;
}
@ -371,7 +371,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
}
if (this->unk_398 == 30) {
sZelda->unk_3C8 = 5;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_81);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_81);
}
if (this->unk_398 == 50) {
this->unk_398 = 0;
@ -402,7 +402,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
Sfx_PlaySfxCentered(NA_SE_EV_STONE_BOUND);
}
if (this->unk_398 == 30) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_82);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_82);
}
if (this->unk_398 == 50) {
this->unk_398 = 0;
@ -469,7 +469,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->subCamAt.y = player->actor.world.pos.y;
this->subCamAt.z = player->actor.world.pos.z - 200.0f;
if (this->unk_398 == 20) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_30);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_30);
}
if (this->unk_398 == 60) {
this->subCamEye.x = (this->actor.world.pos.x + 200.0f) - 154.0f;
@ -558,7 +558,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
SkelAnime_Free(&this->skelAnime, play);
SkelAnime_InitFlex(play, &this->skelAnime, &gGanonSkel, NULL, NULL, NULL, 0);
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON_ANIME3, false);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_84);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_84);
this->unk_314 = 3;
}
// fake, tricks the compiler into using stack the way we need it to
@ -614,7 +614,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->actor.world.pos.x += 250;
this->actor.world.pos.y = 1886.0f;
this->unk_394 = 0.0f;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_83);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_83);
this->unk_30C = 5.0f;
this->unk_228 = 1.0f;
}
@ -699,7 +699,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
if (this->unk_398 == 215) {
this->unk_39C = 23;
this->unk_224 = 0.0f;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_85);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_85);
}
break;
case 23:
@ -719,7 +719,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->subCamAt.z = player->actor.world.pos.z;
if (this->unk_398 == 228) {
Sfx_PlaySfxCentered(NA_SE_IT_SHIELD_REFLECT_SW);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_86);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_86);
Rumble_Override(0.0f, 255, 10, 50);
}
if (this->unk_398 >= 229) {
@ -756,7 +756,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
Sfx_PlaySfxCentered(NA_SE_IT_SWORD_SWING);
}
if (this->unk_398 == 25) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_87);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_87);
this->unk_39C = 25;
this->unk_398 = 0;
}
@ -804,7 +804,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
case 27:
this->subCamUp.z = 0.0f;
if (this->unk_398 == 4) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_88);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_88);
}
this->subCamEye.x = player->actor.world.pos.x - 20.0f;
this->subCamEye.y = player->actor.world.pos.y + 50.0f;
@ -877,7 +877,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->unk_39C = 0;
this->unk_337 = 1;
func_808FFDB0(this, play);
@ -1299,7 +1299,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->unk_39C = 1;
this->subCamEye = mainCam1->eye;
this->subCamAt = mainCam1->at;
@ -1348,7 +1348,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->unk_39C = 3;
}
break;
@ -1359,7 +1359,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
this->unk_39C = 11;
this->unk_334 = 1;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_96);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_96);
this->unk_398 = 0;
FALLTHROUGH;
case 11:
@ -1381,7 +1381,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
}
break;
}
@ -1485,7 +1485,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->unk_39C = 1;
this->unk_398 = 0;
sZelda->unk_3C8 = 9;
@ -1522,7 +1522,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
this->skelAnime.playSpeed = 3.0f;
}
if (this->unk_398 == 120) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_99);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_99);
}
this->actor.world.rot.y = 0x4000;
this->actor.world.pos.x = this->actor.world.pos.z = 0.0f;
@ -1590,7 +1590,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
this->unk_39C = 5;
this->unk_398 = 40;
this->skelAnime.playSpeed = 1.0f;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_100);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_100);
}
break;
case 5:
@ -1604,10 +1604,10 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
Math_ApproachZeroF(&this->unk_38C, 1.0f, 8.0f);
}
if (this->unk_398 == 70) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_101);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_101);
}
if (this->unk_398 == 150) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_102);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_102);
}
this->unk_30C = 10.0f;
player->actor.world.pos.x = 250.0f;
@ -1626,7 +1626,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->unk_39C = 6;
}
break;
@ -1645,7 +1645,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
this->unk_398 = 0;
Animation_MorphToPlayOnce(&this->skelAnime, &gGanonFinalBlowAnim, 0.0f);
this->unk_194 = Animation_GetLastFrame(&gGanonFinalBlowAnim);
play->startPlayerCutscene(play, &this->actor, PLAYER_CSACTION_97);
play->tryPlayerCsAction(play, &this->actor, PLAYER_CSACTION_97);
} else {
break;
}
@ -1712,7 +1712,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
if (this->unk_398 == 55) {
Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDeadStartAnim, 0.0f);
this->unk_194 = Animation_GetLastFrame(&gGanonDeadStartAnim);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_98);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_98);
this->unk_39C = 8;
this->unk_398 = 1000;
}

View file

@ -956,7 +956,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
switch (this->deathState) {
case DEATH_START:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
osSyncPrintf("7\n");
@ -1118,7 +1118,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0);
this->actor.child = &horse->actor;

View file

@ -629,7 +629,7 @@ void BossGoma_SetupEncounterState4(BossGoma* this, PlayState* play) {
this->actionState = 4;
this->actor.flags |= ACTOR_FLAG_0;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -686,7 +686,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_SHUTTER, 164.72f, -480.0f,
397.68002f, 0, -0x705C, 0, DOORSHUTTER_PARAMS(SHUTTER_GOHMA_BLOCK, 0));
} else {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->actionState = 1;
}
}
@ -757,7 +757,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
}
if (this->frameCount == 190) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_2);
}
if (this->frameCount >= 228) {
@ -768,7 +768,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->actionState = 3;
}
break;
@ -964,7 +964,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) {
this->disableGameplayLogic = false;
this->patienceTimer = 200;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
}
break;
}
@ -1053,7 +1053,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
case 0:
this->actionState = 1;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1181,7 +1181,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Actor_Kill(&this->actor);
}

View file

@ -1225,7 +1225,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
(fabsf(player->actor.world.pos.x - -180.0f) < 40.0f))) {
// checks if Link is on one of the four platforms
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1333,11 +1333,11 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
Math_ApproachF(&this->actor.speed, sp80, 1.0f, sp78);
Math_ApproachF(&this->subCamYawRate, sp7C, 1.0f, 128.0f);
if (this->work[MO_TENT_MOVE_TIMER] == 525) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_2);
}
if (this->work[MO_TENT_MOVE_TIMER] > 540) {
this->csState = MO_INTRO_REVEAL;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
sMorphaTent1->drawActor = true;
player->actor.world.pos.x = 180.0f;
player->actor.world.pos.z = -210.0f;
@ -1446,7 +1446,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
// MO_BATTLE / SUB_CAM_ID_DONE
this->csState = this->subCamId = 0;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
}
break;
}
@ -1511,7 +1511,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
switch (this->csState) {
case MO_DEATH_START:
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1681,7 +1681,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sMorphaTent1->actor.world.pos.y = -1000.0f;
}
} else {

View file

@ -371,7 +371,7 @@ void BossSst_HeadSetupIntro(BossSst* this, PlayState* play) {
player->stateFlags1 |= PLAYER_STATE1_5;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
sSubCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_ACTIVE);
@ -404,7 +404,7 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
sHands[LEFT]->actor.flags |= ACTOR_FLAG_0;
player->stateFlags1 &= ~PLAYER_STATE1_5;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sSubCamAt.y += 30.0f;
sSubCamAt.z += 300.0f;
Play_SetCameraAtEye(play, sSubCamId, &sSubCamAt, &sSubCamEye);
@ -1024,7 +1024,7 @@ void BossSst_HeadSetupDeath(BossSst* this, PlayState* play) {
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_ACTIVE);
Play_CopyCamera(play, sSubCamId, CAM_ID_MAIN);
func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
Cutscene_StartManual(play, &play->csCtx);
Math_Vec3f_Copy(&sSubCamEye, &GET_ACTIVE_CAM(play)->eye);
this->actionFunc = BossSst_HeadDeath;
@ -1187,7 +1187,7 @@ void BossSst_HeadFinish(BossSst* this, PlayState* play) {
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(play, sSubCamId);
func_8002DF54(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
Cutscene_StopManual(play, &play->csCtx);
Actor_Kill(&this->actor);
Actor_Kill(&sHands[LEFT]->actor);

View file

@ -1499,7 +1499,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
case 0:
this->csState2 = 1;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_57);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_57);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -1639,7 +1639,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
Animation_MorphToPlayOnce(&this->skelAnime, &gTwinrovaIntroAnim, 0.0f);
this->workf[ANIM_SW_TGT] = Animation_GetLastFrame(&gTwinrovaIntroAnim);
this->timers[0] = 50;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_2);
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_TRANSFORM);
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
}
@ -1682,7 +1682,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
}
if (this->timers[3] == 19) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
}
if (this->timers[3] == 16) {
@ -1715,7 +1715,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
this->csState2 = this->subCamId;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->work[TW_PLLR_IDX] = 0;
this->targetPos = sTwinrovaPillarPos[0];
BossTw_TwinrovaSetupFly(this, play);
@ -1795,7 +1795,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
player->actor.world.pos.x = player->actor.world.pos.z = .0f;
this->csState2 = 1;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_57);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_57);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -2278,7 +2278,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
this->csState2 = this->subCamId;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
BossTw_SetupWait(this, play);
}
break;
@ -2682,7 +2682,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
case 0:
this->csState2 = 1;
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -2721,7 +2721,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
sKoumePtr->actor.world.pos.z = sKotakePtr->actor.world.pos.z;
sKoumePtr->work[YAW_TGT] = sKotakePtr->work[YAW_TGT] = sKoumePtr->actor.shape.rot.x =
sKotakePtr->actor.shape.rot.x = sKoumePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y = 0;
func_8002DF54(play, &sKoumePtr->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &sKoumePtr->actor, PLAYER_CSACTION_1);
sKoumePtr->actor.flags |= ACTOR_FLAG_0;
}
break;
@ -2810,7 +2810,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
this->csState2 = 4;
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS_CLEAR);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 600.0f, 230.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);

View file

@ -640,7 +640,7 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
if (GET_EVENTCHKINF(EVENTCHKINF_76)) {
sCsState = INTRO_CALL_BARI;
sDoorState = 100;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
play->envCtx.screenFillColor[0] = 0xDC;
play->envCtx.screenFillColor[1] = 0xDC;
play->envCtx.screenFillColor[2] = 0xBE;
@ -781,7 +781,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
play->envCtx.screenFillColor[1] = 0xDC;
play->envCtx.screenFillColor[2] = 0xBE;
play->envCtx.screenFillColor[3] = 0xD2;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
player->actor.world.rot.y = player->actor.shape.rot.y = 0x7FFF;
sCsState++;
break;
@ -809,7 +809,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
case INTRO_CLOSE_DOOR:
this->timer--;
if (this->timer == 0) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_2);
sCsState++;
this->timer = 30;
}
@ -824,7 +824,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
}
break;
case INTRO_CRACKLE:
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
sCsState++;
break;
case INTRO_SPAWN_BARI:
@ -955,7 +955,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
sSubCamAtMaxVelFrac = sSubCamEyeMaxVelFrac;
if (this->timer >= 45000) {
play->envCtx.lightSettingOverride = 1;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
} else if (this->timer >= 35000) {
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
}
@ -1012,7 +1012,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
sSubCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sCsState++;
SET_EVENTCHKINF(EVENTCHKINF_76);
player->actor.shape.rot.y = player->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000;
@ -1530,7 +1530,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
switch (sCsState) {
case DEATH_START:
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Cutscene_StartManual(play, &play->csCtx);
sSubCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
@ -1592,7 +1592,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
EffectSsDeadSound_SpawnStationary(play, &this->actor.projectedPos, NA_SE_EN_BALINADE_DEAD, 1, 1, 0x28);
this->onCeiling = 2; // Not used by body
BossVa_SetDeathEnv(play);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
}
break;
case DEATH_CORE_BURST:
@ -1633,7 +1633,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
mainCam->at = sSubCamAt;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sCsState++;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x, this->actor.world.pos.y,
@ -2417,7 +2417,7 @@ void BossVa_BariIntro(BossVa* this, PlayState* play) {
switch (sCsState) {
case INTRO_LOOK_BARI:
if (this->actor.params == BOSSVA_BARI_UPPER_1) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
if (Math_SmoothStepToF(&this->actor.world.pos.y, 60.0f, 0.3f, 1.0f, 0.15f) == 0.0f) {
this->timer--;
if (this->timer == 0) {

View file

@ -869,7 +869,7 @@ void func_80986B2C(PlayState* play) {
play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_BLACK, TCS_FAST);
play->transitionTrigger = TRANS_TRIGGER_START;
func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
}
}

View file

@ -819,7 +819,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_11)) {
// The door is barred behind the player
DoorShutter_SetupAction(this, DoorShutter_WaitPlayerSurprised);
func_8002DF54(play, NULL, PLAYER_CSACTION_2);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_2);
}
}
@ -859,7 +859,7 @@ void DoorShutter_JabuDoorClose(DoorShutter* this, PlayState* play) {
void DoorShutter_WaitPlayerSurprised(DoorShutter* this, PlayState* play) {
if (this->actionTimer++ > 30) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
DoorShutter_SetupDoor(this, play);
}
}

View file

@ -466,7 +466,7 @@ void DoorWarp1_ChildWarpIdle(DoorWarp1* this, PlayState* play) {
Audio_PlaySfxGeneral(NA_SE_EV_LINK_WARP, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
OnePointCutscene_Init(play, 0x25E7, 999, &this->actor, CAM_ID_MAIN);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_10);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_10);
player->unk_450.x = this->actor.world.pos.x;
player->unk_450.z = this->actor.world.pos.z;
@ -542,7 +542,7 @@ void DoorWarp1_RutoWarpIdle(DoorWarp1* this, PlayState* play) {
if (this->rutoWarpState != WARP_BLUE_RUTO_STATE_INITIAL && DoorWarp1_PlayerInRange(this, play)) {
this->rutoWarpState = WARP_BLUE_RUTO_STATE_ENTERED;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_10);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_10);
this->unk_1B2 = 1;
DoorWarp1_SetupAction(this, func_80999EE0);
}
@ -650,7 +650,7 @@ void DoorWarp1_AdultWarpIdle(DoorWarp1* this, PlayState* play) {
player = GET_PLAYER(play);
OnePointCutscene_Init(play, 0x25E8, 999, &this->actor, CAM_ID_MAIN);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_10);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_10);
player->unk_450.x = this->actor.world.pos.x;
player->unk_450.z = this->actor.world.pos.z;
this->unk_1B2 = 20;

View file

@ -261,7 +261,7 @@ void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, NULL);
if (this->gameResult == 2) {
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
}
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
} else {
@ -306,7 +306,7 @@ void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play) {
Message_ContinueTextbox(play, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
}
} else {
@ -342,11 +342,11 @@ void func_809C41FC(EnBomBowlMan* this, PlayState* play) {
Message_ContinueTextbox(play, this->actor.textId);
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
} else {
if (this->gameResult == 2) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
}
this->actionFunc = EnBomBowMan_SetupRunGame;
}
@ -458,7 +458,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
// "Wow"
osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = EnBomBowMan_SetupRunGame;
}
}

View file

@ -67,7 +67,7 @@ void EnBomBowlPit_DetectHit(EnBomBowlPit* this, PlayState* play) {
if (((fabsf(chuPosDiff.x) < 40.0f) || (BREG(2))) && ((fabsf(chuPosDiff.y) < 40.0f) || (BREG(2))) &&
((fabsf(chuPosDiff.z) < 40.0f) || (BREG(2)))) {
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
chu->timer = 1;
this->subCamId = Play_CreateSubCamera(play);
@ -106,7 +106,7 @@ void EnBomBowlPit_DetectHit(EnBomBowlPit* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_154 = TEXT_STATE_EVENT;
Sfx_PlaySfxCentered(NA_SE_EV_HIT_SOUND);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->status = 1;
this->actionFunc = EnBomBowlPit_CameraDollyIn;
break;
@ -169,7 +169,7 @@ void EnBomBowlPit_SetupGivePrize(EnBomBowlPit* this, PlayState* play) {
Play_ClearCamera(play, this->subCamId);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnBomBowlPit_GivePrize;
}
}
@ -177,7 +177,7 @@ void EnBomBowlPit_SetupGivePrize(EnBomBowlPit* this, PlayState* play) {
void EnBomBowlPit_GivePrize(EnBomBowlPit* this, PlayState* play) {
Player* player = GET_PLAYER(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->getItemId = sGetItemIds[this->prizeIndex];
if ((this->getItemId == GI_BOMB_BAG_30) && (CUR_CAPACITY(UPG_BOMB_BAG) == 30)) {

View file

@ -469,7 +469,7 @@ void EnDaiku_InitSubCamera(EnDaiku* this, PlayState* play) {
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_SetCameraFov(play, this->subCamId, play->mainCamera.fov);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
}
void EnDaiku_UpdateSubCamera(EnDaiku* this, PlayState* play) {
@ -505,7 +505,7 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, PlayState* play) {
Actor_Kill(&this->actor);
}
} else {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
}
}

View file

@ -134,7 +134,7 @@ s32 EnDivingGame_HasMinigameFinished(EnDivingGame* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, NULL);
this->unk_292 = TEXT_STATE_EVENT;
this->allRupeesThrown = this->state = this->phase = this->unk_2A2 = this->grabbedRupeesCounter = 0;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_809EE048;
return true;
} else {
@ -159,7 +159,7 @@ s32 EnDivingGame_HasMinigameFinished(EnDivingGame* this, PlayState* play) {
this->unk_292 = TEXT_STATE_EVENT;
func_800F5B58();
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
if (!GET_EVENTCHKINF(EVENTCHKINF_38)) {
this->actionFunc = func_809EE96C;
} else {
@ -187,7 +187,7 @@ void EnDivingGame_Talk(EnDivingGame* this, PlayState* play) {
if (this->unk_292 != TEXT_STATE_DONE) {
switch (this->state) {
case ENDIVINGGAME_STATE_NOTPLAYING:
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnDivingGame_HandlePlayChoice;
break;
case ENDIVINGGAME_STATE_AWARDPRIZE:
@ -254,7 +254,7 @@ void EnDivingGame_HandlePlayChoice(EnDivingGame* this, PlayState* play) {
this->actionFunc = func_809EE048;
} else {
play->msgCtx.msgMode = MSGMODE_PAUSED;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_809EE0FC;
}
}
@ -266,11 +266,11 @@ void func_809EE048(EnDivingGame* this, PlayState* play) {
if (this->unk_292 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
if (this->phase == ENDIVINGGAME_PHASE_ENDED) {
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_809EDCB0;
} else {
play->msgCtx.msgMode = MSGMODE_PAUSED;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_809EE0FC;
}
}
@ -423,7 +423,7 @@ void func_809EE800(EnDivingGame* this, PlayState* play) {
Interface_SetTimer(50 + BREG(2));
}
func_800F5ACC(NA_BGM_TIMED_MINI_GAME);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actor.textId = 0x405B;
this->unk_292 = TEXT_STATE_EVENT;
this->state = ENDIVINGGAME_STATE_PLAYING;
@ -446,7 +446,7 @@ void func_809EE96C(EnDivingGame* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((this->unk_292 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play))) {
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actor.textId = 0x4056;
this->unk_292 = TEXT_STATE_EVENT;
this->state = ENDIVINGGAME_STATE_AWARDPRIZE;

View file

@ -119,7 +119,7 @@ void EnDntJiji_Wait(EnDntJiji* this, PlayState* play) {
!(player->stateFlags1 & PLAYER_STATE1_11)) {
OnePointCutscene_Init(play, 2230, -99, &this->actor, CAM_ID_MAIN);
this->timer = 0;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnDntJiji_SetupUnburrow;
}
}
@ -253,7 +253,7 @@ void EnDntJiji_Talk(EnDntJiji* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
func_8005B1A4(GET_ACTIVE_CAM(play));
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actor.parent = NULL;
Actor_OfferGetItem(&this->actor, play, this->getItemId, 400.0f, 200.0f);
this->actionFunc = EnDntJiji_SetupGivePrize;

View file

@ -250,7 +250,7 @@ void EnDntNomal_TargetWait(EnDntNomal* this, PlayState* play) {
this->hitCounter++;
if (this->hitCounter >= 3) {
OnePointCutscene_Init(play, 4140, -99, &this->actor, CAM_ID_MAIN);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->timer4 = 50;
this->actionFunc = EnDntNomal_SetupTargetUnburrow;
}
@ -339,7 +339,7 @@ void EnDntNomal_TargetTalk(EnDntNomal* this, PlayState* play) {
Message_CloseTextbox(play);
func_8005B1A4(GET_ACTIVE_CAM(play));
GET_ACTIVE_CAM(play)->csId = 0;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnDntNomal_SetupTargetGivePrize;
}
}
@ -361,7 +361,7 @@ void EnDntNomal_TargetGivePrize(EnDntNomal* this, PlayState* play) {
if (Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_EX_ITEM, itemX, itemY, itemZ, 0, 0, 0,
EXITEM_BULLET_BAG) == NULL) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
Actor_Kill(&this->actor);
}
this->spawnedItem = true;

View file

@ -328,7 +328,7 @@ void func_809FE3C0(EnDu* this, PlayState* play) {
return;
}
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
if (this->actor.xzDistToPlayer < 116.0f + this->collider.dim.radius) {
@ -423,7 +423,7 @@ void func_809FE890(EnDu* this, PlayState* play) {
CsCmdActorCue* cue;
if (play->csCtx.state == CS_STATE_IDLE) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
EnDu_SetupAction(this, func_809FEB08);
return;
}
@ -503,7 +503,7 @@ void func_809FEB08(EnDu* this, PlayState* play) {
this->unk_1EE = 0;
if (this->unk_1E8 == 1) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_1);
EnDu_SetupAction(this, func_809FE3C0);
return;
@ -522,7 +522,7 @@ void func_809FEB08(EnDu* this, PlayState* play) {
void func_809FEC14(EnDu* this, PlayState* play) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
EnDu_SetupAction(this, func_809FEC70);
func_809FEC70(this, play);
}

View file

@ -386,7 +386,7 @@ void EnExItem_TargetPrizeApproach(EnExItem* this, PlayState* play) {
s32 getItemId;
this->actor.draw = NULL;
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actor.parent = NULL;
if (CUR_UPG_VALUE(UPG_BULLET_BAG) == 1) {
getItemId = GI_BULLET_BAG_40;

View file

@ -242,7 +242,7 @@ void EnGe1_KickPlayer(EnGe1* this, PlayState* play) {
void EnGe1_SpotPlayer(EnGe1* this, PlayState* play) {
this->cutsceneTimer = 30;
this->actionFunc = EnGe1_KickPlayer;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_95);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_95);
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
Message_StartTextbox(play, 0x6000, &this->actor);
}
@ -586,7 +586,7 @@ void EnGe1_BeginGame_Archery(EnGe1* this, PlayState* play) {
SET_EVENTCHKINF(EVENTCHKINF_68);
if (!(player->stateFlags1 & PLAYER_STATE1_23)) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
} else {
horse = Actor_FindNearby(play, &player->actor, ACTOR_EN_HORSE, ACTORCAT_BG, 1200.0f);
player->actor.freezeTimer = 1200;

View file

@ -480,7 +480,7 @@ void EnGe2_SetupCapturePlayer(EnGe2* this, PlayState* play) {
this->stateFlags |= GE2_STATE_CAPTURING;
this->actor.speed = 0.0f;
EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_95);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_95);
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
Message_StartTextbox(play, 0x6000, &this->actor);
}

View file

@ -159,7 +159,7 @@ void EnGe3_ForceTalk(EnGe3* this, PlayState* play) {
this->actionFunc = EnGe3_GiveCard;
} else {
if (!(this->unk_30C & 4)) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->unk_30C |= 4;
}
this->actor.textId = 0x6004;

View file

@ -919,7 +919,7 @@ void EnGeldB_SpinAttack(EnGeldB* this, PlayState* play) {
if (&player->actor == this->swordCollider.base.at) {
func_8002F71C(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
this->spinAttackState = 2;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_24);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_24);
Message_StartTextbox(play, 0x6003, &this->actor);
this->timer = 30;
this->actor.speed = 0.0f;

View file

@ -1925,7 +1925,7 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
player->actor.world.pos.z =
(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
Audio_PlayFanfare(NA_BGM_APPEAR);
}
break;
@ -1962,7 +1962,7 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
case 4: // Finalize walking away
Message_CloseTextbox(play);
EnGo2_GoronFireClearCamera(this, play);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Actor_Kill(&this->actor);
break;
case 1:

View file

@ -372,7 +372,7 @@ void EnHeishi1_WaitNight(EnHeishi1* this, PlayState* play) {
Message_StartTextbox(play, 0x702D, &this->actor);
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->actionFunc = EnHeishi1_SetupKick;
}
}
@ -456,7 +456,7 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) {
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
// "Discovered!"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
sPlayerIsCaught = true;
this->actionFunc = EnHeishi1_SetupMoveToLink;
}

View file

@ -111,7 +111,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
this->actor.world.pos.z += 90.0f;
this->actor.shape.rot.y = this->actor.world.rot.y;
Collider_DestroyCylinder(play, &this->collider);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_4;
this->actionFunc = func_80A544AC;
}
@ -262,7 +262,7 @@ void func_80A5344C(EnHeishi2* this, PlayState* play) {
void func_80A53538(EnHeishi2* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->unk_300 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
play->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = func_80A535BC;
}
@ -334,7 +334,7 @@ void func_80A53850(EnHeishi2* this, PlayState* play) {
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Message_CloseTextbox(play);
this->unk_30C = 1;
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A531E4;
}
}
@ -423,7 +423,7 @@ void func_80A53AD4(EnHeishi2* this, PlayState* play) {
void func_80A53C0C(EnHeishi2* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((this->unk_300 == Message_GetState(&play->msgCtx)) && Message_ShouldAdvance(play)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
play->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = func_80A53C90;
}
@ -507,7 +507,7 @@ void func_80A53F30(EnHeishi2* this, PlayState* play) {
this->actionFunc = func_80A54038;
} else {
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A53908;
}
} else {
@ -525,7 +525,7 @@ void func_80A54038(EnHeishi2* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
SET_INFTABLE(INFTABLE_76);
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A53908;
}
}
@ -650,7 +650,7 @@ void func_80A5455C(EnHeishi2* this, PlayState* play) {
EnBom* bomb;
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
Message_CloseTextbox(play);
pos.x = Rand_CenteredFloat(20.0f) + this->unk_274.x;

View file

@ -133,7 +133,7 @@ void EnHeishi3_StandSentinelInGrounds(EnHeishi3* this, PlayState* play) {
Message_StartTextbox(play, 0x702D, &this->actor);
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->actionFunc = EnHeishi3_CatchStart;
}
}
@ -161,7 +161,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, PlayState* play) {
Message_StartTextbox(play, 0x702D, &this->actor);
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
this->actionFunc = EnHeishi3_CatchStart;
}
}

View file

@ -266,7 +266,7 @@ void func_80A56994(EnHeishi4* this, PlayState* play) {
if ((this->unk_282 == Message_GetState(&play->msgCtx)) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
SET_INFTABLE(INFTABLE_6C);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_80A56A50;
}
}
@ -284,7 +284,7 @@ void func_80A56ACC(EnHeishi4* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->unk_288 <= currentFrame) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A5673C;
}
}

View file

@ -432,7 +432,7 @@ void func_80A79BAC(EnIn* this, PlayState* play, s32 index, u32 transitionType) {
}
play->transitionType = transitionType;
play->transitionTrigger = TRANS_TRIGGER_START;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING);
if (index == 0) {
AREG(6) = 0;
@ -859,7 +859,7 @@ void func_80A7ABD4(EnIn* this, PlayState* play) {
void func_80A7AE84(EnIn* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->returnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(play, this->subCamId);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_ALL);
this->actionFunc = func_80A7AEF0;
}

View file

@ -259,7 +259,7 @@ void func_80A8F8D0(EnKakasi* this, PlayState* play) {
void func_80A8F9C8(EnKakasi* this, PlayState* play) {
func_80A8F28C(this);
SkelAnime_Update(&this->skelanime);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
if (this->unk_196 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
@ -268,7 +268,7 @@ void func_80A8F9C8(EnKakasi* this, PlayState* play) {
}
this->subCamId = OnePointCutscene_Init(play, 2270, -99, &this->actor, CAM_ID_MAIN);
play->msgCtx.msgMode = MSGMODE_PAUSED;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Message_StartOcarina(play, OCARINA_ACTION_SCARECROW_LONG_PLAYBACK);
this->actionFunc = func_80A8FAA4;
}
@ -307,7 +307,7 @@ void func_80A8FBB8(EnKakasi* this, PlayState* play) {
if (this->unk_196 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
func_8005B1A4(play->cameraPtrs[this->subCamId]);
Message_CloseTextbox(play);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A8F660;
}
}

View file

@ -295,7 +295,7 @@ void func_80A91620(EnKakasi3* this, PlayState* play) {
if (play->msgCtx.ocarinaMode == OCARINA_MODE_03 && play->msgCtx.msgMode == MSGMODE_NONE) {
this->dialogState = TEXT_STATE_EVENT;
Message_StartTextbox(play, 0x40A5, NULL);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_80A91A90;
return;
}
@ -353,7 +353,7 @@ void func_80A918E4(EnKakasi3* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_EndCutscene(play, this->subCamId);
this->subCamId = CAM_ID_NONE;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_80A91A90;
return;
}
@ -368,7 +368,7 @@ void func_80A918E4(EnKakasi3* this, PlayState* play) {
this->unk_195 = true;
Message_StartTextbox(play, 0x40A7, NULL);
this->dialogState = TEXT_STATE_EVENT;
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = func_80A91A90;
return;
}
@ -382,7 +382,7 @@ void func_80A918E4(EnKakasi3* this, PlayState* play) {
void func_80A91A90(EnKakasi3* this, PlayState* play) {
func_80A90E28(this);
SkelAnime_Update(&this->skelAnime);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
if (this->dialogState == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
if (this->unk_195) {
@ -398,7 +398,7 @@ void func_80A91A90(EnKakasi3* this, PlayState* play) {
}
Message_CloseTextbox(play);
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A911F0;
}
}

View file

@ -382,7 +382,7 @@ void EnKz_SetupMweep(EnKz* this, PlayState* play) {
subCamEye.y += -100.0f;
subCamEye.z += 260.0f;
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->actor.speed = 0.1f;
this->actionFunc = EnKz_Mweep;
}
@ -414,7 +414,7 @@ void EnKz_Mweep(EnKz* this, PlayState* play) {
void EnKz_StopMweep(EnKz* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->returnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(play, this->subCamId);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->actionFunc = EnKz_Wait;
}

View file

@ -337,7 +337,7 @@ void func_80ACA71C(EnOwl* this) {
}
void func_80ACA76C(EnOwl* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
if (Actor_TextboxIsClosing(&this->actor, play)) {
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
@ -347,7 +347,7 @@ void func_80ACA76C(EnOwl* this, PlayState* play) {
}
void func_80ACA7E0(EnOwl* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
if (Actor_TextboxIsClosing(&this->actor, play)) {
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
@ -547,7 +547,7 @@ void EnOwl_WaitLakeHylia(EnOwl* this, PlayState* play) {
}
void func_80ACB03C(EnOwl* this, PlayState* play) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
if (Actor_TextboxIsClosing(&this->actor, play)) {
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);

View file

@ -1074,7 +1074,7 @@ void EnSkj_SetupMaskTrade(EnSkj* this) {
void EnSkj_StartMaskTrade(EnSkj* this, PlayState* play) {
u8 sp1F = Message_GetState(&play->msgCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
if ((sp1F == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
EnSkj_JumpFromStump(this);
}
@ -1172,7 +1172,7 @@ void EnSkj_SetupWaitForMaskTextClear(EnSkj* this) {
void EnSkj_WaitForMaskTextClear(EnSkj* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->backflipFlag = 1;
EnSkj_Backflip(this);
}

View file

@ -757,7 +757,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) {
case 1:
// Last cucco found, end the game
gSaveContext.timerState = TIMER_STATE_OFF;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Message_StartTextbox(play, 0x2084, &this->actor);
this->actionFunc = EnTa_TalkCuccoGameEnd;
@ -805,7 +805,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) {
this->stateFlags &= ~TALON_STATE_FLAG_RESTORE_BGM_ON_DESTROY;
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
gSaveContext.timerState = TIMER_STATE_OFF;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
// Time's up text
Message_StartTextbox(play, 0x2081, &this->actor);
@ -868,7 +868,7 @@ void EnTa_ThrowSuperCuccos(EnTa* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gTalonSitWakeUpAnim, 1.0f,
Animation_GetLastFrame(&gTalonSitWakeUpAnim) - 1.0f,
Animation_GetLastFrame(&gTalonSitWakeUpAnim), ANIMMODE_ONCE, 10.0f);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
}
}
@ -885,7 +885,7 @@ void EnTa_StartingCuccoGame3(EnTa* this, PlayState* play) {
func_800F5ACC(NA_BGM_TIMED_MINI_GAME);
this->stateFlags |= TALON_STATE_FLAG_RESTORE_BGM_ON_DESTROY;
Message_CloseTextbox(play);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
}
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {

View file

@ -563,7 +563,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
if ((this->actor.colChkInfo.health == 0) && sDeathFlag) {
this->csAction = PLAYER_CSACTION_24;
this->unk_448 = &player->actor;
this->csActor = &player->actor;
this->cv.haltActorsDuringCsAction = true;
sDeathFlag = false;
}

View file

@ -259,7 +259,7 @@ void EnWallmas_SetupTakePlayer(EnWallmas* this, PlayState* play) {
this->actor.velocity.y = 0.0f;
this->yTarget = this->actor.yDistToPlayer;
func_8002DF38(play, &this->actor, PLAYER_CSACTION_37);
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_37);
OnePointCutscene_Init(play, 9500, 9999, &this->actor, CAM_ID_MAIN);
}

View file

@ -194,7 +194,7 @@ void func_80B3A3D4(EnWonderTalk2* this, PlayState* play) {
this->unk_15A = true;
}
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_4);
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->unk_156 = true;
this->actionFunc = func_80B3A4F8;
break;
@ -253,7 +253,7 @@ void func_80B3A4F8(EnWonderTalk2* this, PlayState* play) {
this->unk_158 = 0;
if (!this->unk_156) {
Message_StartTextbox(play, this->actor.textId, NULL);
func_8002DF54(play, NULL, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_4;
this->actionFunc = func_80B3A3D4;
}

View file

@ -429,7 +429,7 @@ void func_80B4BBC4(EnZl1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Animation_Change(&this->skelAnime, &gChildZelda1Anim_00438, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Player_PlaySfx(player, NA_SE_VO_LI_SURPRISE_KID);
this->actor.textId = 0x7039;
Message_StartTextbox(play, this->actor.textId, NULL);
@ -570,7 +570,7 @@ void func_80B4BF2C(EnZl1* this, PlayState* play) {
break;
case 6:
if (Actor_TextboxIsClosing(&this->actor, play)) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_ALL);
this->actor.flags &= ~ACTOR_FLAG_8;
this->unk_1E2 = 4;

View file

@ -320,7 +320,7 @@ s32 EnZl4_SetupFromLegendCs(EnZl4* this, PlayState* play) {
Actor* playerx = &GET_PLAYER(play)->actor;
s16 rotY;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
playerx->world.pos = this->actor.world.pos;
rotY = this->actor.shape.rot.y;
playerx->world.pos.x += 56.0f * Math_SinS(rotY);
@ -912,7 +912,7 @@ s32 EnZl4_CsLookWindow(EnZl4* this, PlayState* play) {
play->csCtx.script = SEGMENTED_TO_VIRTUAL(gZeldasCourtyardGanonCs);
gSaveContext.cutsceneTrigger = 1;
this->talkState++;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
}
break;
case 2:
@ -922,7 +922,7 @@ s32 EnZl4_CsLookWindow(EnZl4* this, PlayState* play) {
}
} else {
Rumble_Request(0.0f, 160, 10, 40);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ZL4_ANIM_30);
EnZl4_SetActiveCamDir(play, 11);
Message_StartTextbox(play, 0x7039, NULL);
@ -1193,7 +1193,7 @@ void EnZl4_Cutscene(EnZl4* this, PlayState* play) {
break;
case ZL4_CS_PLAN:
if (EnZl4_CsMakePlan(this, play)) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
gSaveContext.prevHudVisibilityMode = HUD_VISIBILITY_ALL;
SET_EVENTCHKINF(EVENTCHKINF_40);
this->actionFunc = EnZl4_Idle;

View file

@ -151,7 +151,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
break;
}
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -192,7 +192,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_HORSE_GROAN);
}
if (this->timers[0] == 20) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_9);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_9);
}
if (this->timers[0] == 1) {
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_OPENING_GANON);
@ -354,7 +354,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
this->bossGndSignal = FHG_FINISH;
}
if (this->timers[0] == 170) {
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_MASIC2);
}
Math_ApproachF(&this->subCamEye.z, this->subCamPanZ + (GND_BOSSROOM_CENTER_Z + 100.0f), 0.1f,
@ -400,7 +400,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
this->actionFunc = EnfHG_Retreat;
}
break;

View file

@ -5392,7 +5392,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
sSubCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_ACTIVE);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
sSubCamEye.x = mainCam->eye.x;
sSubCamEye.y = mainCam->eye.y;
@ -5418,7 +5418,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
mainCam->at = sSubCamAt;
Play_ReturnToMainCam(play, sSubCamId, 0);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sFishingPlayerCinematicState = 0;
sSubCamId = SUB_CAM_ID_DONE;
@ -5435,7 +5435,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
sSubCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, sSubCamId, CAM_STAT_ACTIVE);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
sSubCamEye.x = mainCam->eye.x;
sSubCamEye.y = mainCam->eye.y;
@ -5454,7 +5454,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
if ((sFishingCinematicTimer == 0) && Message_ShouldAdvance(play)) {
sFishingPlayerCinematicState = 22;
sFishingCinematicTimer = 40;
func_8002DF54(play, &this->actor, PLAYER_CSACTION_28);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_28);
sSinkingLureHeldY = 0.0f;
}
break;
@ -5523,7 +5523,7 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
mainCam->at = sSubCamAt;
Play_ReturnToMainCam(play, sSubCamId, 0);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
sFishingPlayerCinematicState = 0;
sSubCamId = SUB_CAM_ID_DONE;

View file

@ -256,7 +256,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cue);
int Player_IsDroppingFish(PlayState* play);
s32 Player_StartFishing(PlayState* play);
s32 func_80852F38(PlayState* play, Player* this);
s32 func_80852FFC(PlayState* play, Actor* actor, s32 csAction);
s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction);
void func_80853080(Player* this, PlayState* play);
s32 Player_InflictDamage(PlayState* play, s32 damage);
void func_80853148(PlayState* play, Actor* actor);
@ -348,7 +348,7 @@ void Player_Action_808507F4(Player* this, PlayState* play);
void Player_Action_80850AEC(Player* this, PlayState* play);
void Player_Action_80850C68(Player* this, PlayState* play);
void Player_Action_80850E84(Player* this, PlayState* play);
void Player_Action_80852E14(Player* this, PlayState* play);
void Player_Action_CsAction(Player* this, PlayState* play);
// .bss part 1
static s32 D_80858AA0;
@ -5387,16 +5387,25 @@ s32 func_8083AD4C(PlayState* play, Player* this) {
return Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), cameraMode);
}
s32 func_8083ADD4(PlayState* play, Player* this) {
/**
* If appropriate, setup action for performing a `csAction`
*
* @return true if a `csAction` is started, false if not
*/
s32 Player_StartCsAction(PlayState* play, Player* this) {
// unk_6AD will get set to 3 in `Player_UpdateCommon` if `this->csAction` is non-zero
// (with a special case for `PLAYER_CSACTION_7`)
if (this->unk_6AD == 3) {
Player_SetupAction(play, this, Player_Action_80852E14, 0);
Player_SetupAction(play, this, Player_Action_CsAction, 0);
if (this->cv.haltActorsDuringCsAction) {
this->stateFlags1 |= PLAYER_STATE1_29;
}
func_80832318(this);
return 1;
return true;
} else {
return 0;
return false;
}
}
@ -5495,7 +5504,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
if ((this->unk_6AD != 0) && (func_808332B8(this) || (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(this->stateFlags1 & PLAYER_STATE1_23))) {
if (!func_8083ADD4(play, this)) {
if (!Player_StartCsAction(play, this)) {
if (this->unk_6AD == 4) {
sp2C = Player_ActionToMagicSpell(this, this->itemAction);
if (sp2C >= 0) {
@ -9082,7 +9091,7 @@ void Player_Action_80844AF4(Player* this, PlayState* play) {
s32 func_80844BE4(Player* this, PlayState* play) {
s32 temp;
if (func_8083ADD4(play, this)) {
if (Player_StartCsAction(play, this)) {
this->stateFlags2 |= PLAYER_STATE2_17;
} else {
if (!CHECK_BTN_ALL(sControlInput->cur.button, BTN_B)) {
@ -9954,7 +9963,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
play->isPlayerDroppingFish = Player_IsDroppingFish;
play->startPlayerFishing = Player_StartFishing;
play->grabPlayer = func_80852F38;
play->startPlayerCutscene = func_80852FFC;
play->tryPlayerCsAction = Player_TryCsAction;
play->func_11D54 = func_80853080;
play->damagePlayer = Player_InflictDamage;
play->talkWithPlayer = func_80853148;
@ -11151,11 +11160,11 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
CsCmdActorCue* cue = play->csCtx.playerCue;
if ((cue != NULL) && (sCueToCsActionMap[cue->id] != PLAYER_CSACTION_NONE)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_6);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_6);
Player_ZeroSpeedXZ(this);
} else if ((this->csAction == PLAYER_CSACTION_NONE) && !(this->stateFlags2 & PLAYER_STATE2_10) &&
(play->csCtx.state != CS_STATE_STOP)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_49);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_49);
Player_ZeroSpeedXZ(this);
}
}
@ -11164,7 +11173,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
if ((this->csAction != PLAYER_CSACTION_7) ||
!(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21 | PLAYER_STATE1_26))) {
this->unk_6AD = 3;
} else if (Player_Action_80852E14 != this->actionFunc) {
} else if (Player_Action_CsAction != this->actionFunc) {
func_80852944(play, this, NULL);
}
} else {
@ -11760,7 +11769,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) {
func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !func_8083ADD4(play, this)) {
if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !Player_StartCsAction(play, this)) {
if ((this->targetActor != this->interactRangeActor) || !Player_ActionChange_2(this, play)) {
if (this->stateFlags1 & PLAYER_STATE1_23) {
s32 sp24 = this->av2.actionVar2;
@ -12905,7 +12914,7 @@ s32 func_8084DFF4(PlayState* play, Player* this) {
gSaveContext.nextCutsceneIndex = 0xFFF1;
play->transitionType = TRANS_TYPE_SANDSTORM_END;
this->stateFlags1 &= ~PLAYER_STATE1_29;
func_80852FFC(play, NULL, PLAYER_CSACTION_8);
Player_TryCsAction(play, NULL, PLAYER_CSACTION_8);
}
this->getItemId = GI_NONE;
}
@ -13005,7 +13014,7 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
this->csAction = PLAYER_CSACTION_NONE;
this->stateFlags1 &= ~PLAYER_STATE1_29;
func_80852FFC(play, NULL, PLAYER_CSACTION_8);
Player_TryCsAction(play, NULL, PLAYER_CSACTION_8);
play->mainCamera.stateFlags &= ~CAM_STATE_3;
this->stateFlags1 |= PLAYER_STATE1_28 | PLAYER_STATE1_29;
@ -13467,10 +13476,10 @@ void Player_Action_8084F390(Player* this, PlayState* play) {
}
void Player_Action_8084F608(Player* this, PlayState* play) {
if ((DECR(this->av2.actionVar2) == 0) && func_8083ADD4(play, this)) {
if ((DECR(this->av2.actionVar2) == 0) && Player_StartCsAction(play, this)) {
func_80852280(play, this, NULL);
Player_SetupAction(play, this, Player_Action_80852E14, 0);
Player_Action_80852E14(this, play);
Player_SetupAction(play, this, Player_Action_CsAction, 0);
Player_Action_CsAction(this, play);
}
}
@ -13495,7 +13504,7 @@ void Player_Action_8084F710(Player* this, PlayState* play) {
this->av2.actionVar2 = 1;
}
} else {
if ((play->sceneId == SCENE_KOKIRI_FOREST) && func_8083ADD4(play, this)) {
if ((play->sceneId == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) {
return;
}
func_80853080(this, play);
@ -13504,7 +13513,7 @@ void Player_Action_8084F710(Player* this, PlayState* play) {
Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.3f, 8.0f, 0.5f);
}
if ((play->sceneId == SCENE_CHAMBER_OF_THE_SAGES) && func_8083ADD4(play, this)) {
if ((play->sceneId == SCENE_CHAMBER_OF_THE_SAGES) && Player_StartCsAction(play, this)) {
return;
}
@ -14428,11 +14437,11 @@ void func_808512E0(PlayState* play, Player* this, void* arg2) {
}
void func_80851314(Player* this) {
if ((this->unk_448 == NULL) || (this->unk_448->update == NULL)) {
this->unk_448 = NULL;
if ((this->csActor == NULL) || (this->csActor->update == NULL)) {
this->csActor = NULL;
}
this->unk_664 = this->unk_448;
this->unk_664 = this->csActor;
if (this->unk_664 != NULL) {
this->actor.shape.rot.y = func_8083DB98(this, 0);
@ -14521,7 +14530,7 @@ void func_808515A4(PlayState* play, Player* this, CsCmdActorCue* cue) {
void func_80851688(PlayState* play, Player* this, CsCmdActorCue* cue) {
if (func_8084B3CC(play, this) == 0) {
if ((this->csAction == PLAYER_CSACTION_49) && (play->csCtx.state == CS_STATE_IDLE)) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
return;
}
@ -15107,7 +15116,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
s32 csAction;
if (play->csCtx.state == CS_STATE_STOP) {
func_8002DF54(play, NULL, PLAYER_CSACTION_7);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->cueId = PLAYER_CUEID_NONE;
Player_ZeroSpeedXZ(this);
return;
@ -15145,7 +15154,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
func_80852B4C(play, this, cue, &D_80854E50[ABS(csAction)]);
}
void Player_Action_80852E14(Player* this, PlayState* play) {
void Player_Action_CsAction(Player* this, PlayState* play) {
if (this->csAction != this->prevCsAction) {
D_80858AA0 = this->skelAnime.moveFlags;
@ -15188,20 +15197,27 @@ s32 func_80852F38(PlayState* play, Player* this) {
return false;
}
// Sets up player cutscene
s32 func_80852FFC(PlayState* play, Actor* actor, s32 csAction) {
/**
* Tries to starts a cutscene action specified by `csAction`.
* A cutscene action will only start if player is not already in another form of cutscene.
*
* No actors will be halted over the duration of the cutscene action.
*
* @return true if successful starting a `csAction`, false if not
*/
s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction) {
Player* this = GET_PLAYER(play);
if (!Player_InBlockingCsMode(play, this)) {
func_80832564(play, this);
Player_SetupAction(play, this, Player_Action_80852E14, 0);
Player_SetupAction(play, this, Player_Action_CsAction, 0);
this->csAction = csAction;
this->unk_448 = actor;
this->csActor = actor;
func_80832224(this);
return 1;
return true;
}
return 0;
return false;
}
void func_80853080(Player* this, PlayState* play) {
@ -15235,7 +15251,7 @@ void func_80853148(PlayState* play, Actor* actor) {
this->exchangeItemId = EXCH_ITEM_NONE;
if (actor->textId == 0xFFFF) {
func_8002DF54(play, actor, PLAYER_CSACTION_1);
Player_SetCsActionWithHaltedActors(play, actor, PLAYER_CSACTION_1);
actor->flags |= ACTOR_FLAG_8;
func_80832528(play, this);
} else {