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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

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@ -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");
}