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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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GPG key ID: 4AEE18F83AFDEB23
64 changed files with 359 additions and 317 deletions

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);