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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:
parent
3475651701
commit
4908b8b37c
64 changed files with 359 additions and 317 deletions
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@ -254,7 +254,7 @@ void BgBreakwall_Wait(BgBreakwall* this, PlayState* play) {
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gSaveContext.cutsceneTrigger = 1;
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Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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func_8002DF54(play, NULL, PLAYER_CSACTION_49);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_49);
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}
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if (this->dyna.actor.params < 0) {
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@ -191,7 +191,7 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
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return;
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}
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}
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->actionFunc = BgDyYoseizo_ChooseType;
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}
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}
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@ -199,7 +199,7 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
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void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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s32 givingReward;
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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// "Mode"
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ もうど ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode);
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givingReward = false;
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@ -315,12 +315,12 @@ void BgDyYoseizo_SetupSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
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}
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Actor_PlaySfx(&this->actor, NA_SE_VO_FR_LAUGH_0);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->actionFunc = BgDyYoseizo_SpinGrow_NoReward;
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}
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void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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Math_ApproachF(&this->actor.world.pos.y, this->grownHeight, this->heightFraction, 100.0f);
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Math_ApproachF(&this->scale, 0.035f, this->scaleFraction, 0.005f);
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Math_ApproachF(&this->heightFraction, 0.8f, 0.1f, 0.02f);
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@ -346,7 +346,7 @@ void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
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void BgDyYoseizo_CompleteSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
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f32 curFrame = this->skelAnime.curFrame;
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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if ((this->frameCount * 1273.0f) <= this->bobTimer) {
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this->bobTimer = 0.0f;
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@ -360,7 +360,7 @@ void BgDyYoseizo_CompleteSpinGrow_NoReward(BgDyYoseizo* this, PlayState* play) {
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}
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void BgDyYoseizo_SetupGreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
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this->frameCount = Animation_GetLastFrame(&gGreatFairySittingAnim);
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@ -380,7 +380,7 @@ void BgDyYoseizo_SetupGreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
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}
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void BgDyYoseizo_GreetPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->bobTimer = this->skelAnime.curFrame * 1273.0f;
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if ((this->frameCount * 1273.0f) <= this->bobTimer) {
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@ -548,7 +548,7 @@ void BgDyYoseizo_Vanish(BgDyYoseizo* this, PlayState* play) {
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Actor* findOcarinaSpot;
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if (this->vanishTimer == 0) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
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play->envCtx.lightSettingOverride = 0;
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findOcarinaSpot = play->actorCtx.actorLists[ACTORCAT_PROP].head;
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@ -570,7 +570,7 @@ void BgDyYoseizo_SetupSpinGrow_Reward(BgDyYoseizo* this, PlayState* play) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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if ((play->csCtx.actorCues[0] != NULL) && (play->csCtx.actorCues[0]->id == 2)) {
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this->actor.draw = BgDyYoseizo_Draw;
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->finishedSpinGrow = false;
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if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
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@ -239,7 +239,7 @@ void BgGndIceblock_Idle(BgGndIceblock* this, PlayState* play) {
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if (this->dyna.unk_150 > 0.0f) {
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BgGndIceblock_SetNextPosition(this);
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if (Actor_WorldDistXZToPoint(&this->dyna.actor, &this->targetPos) > 1.0f) {
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func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
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this->actionFunc = BgGndIceblock_Slide;
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}
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}
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@ -280,7 +280,7 @@ void BgGndIceblock_Fall(BgGndIceblock* this, PlayState* play) {
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thisx->world.pos.y = thisx->home.pos.y - 100.0f;
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thisx->world.pos.z = thisx->home.pos.z;
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if (Player_InCsMode(play)) {
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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}
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this->actionFunc = BgGndIceblock_Reset;
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}
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@ -293,7 +293,7 @@ void BgGndIceblock_Hole(BgGndIceblock* this, PlayState* play) {
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if (Math_StepToF(&thisx->world.pos.y, thisx->home.pos.y - 100.0f, thisx->velocity.y)) {
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thisx->velocity.y = 0.0f;
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if (Player_InCsMode(play)) {
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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}
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this->actionFunc = BgGndIceblock_Idle;
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}
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@ -317,7 +317,7 @@ void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play) {
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switch (BgGndIceblock_NextAction(this)) {
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case GNDICE_IDLE:
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this->actionFunc = BgGndIceblock_Idle;
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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break;
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case GNDICE_FALL:
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this->actionFunc = BgGndIceblock_Fall;
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@ -367,7 +367,7 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
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this->timer++;
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func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
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// if parent is NULL, link threw it
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if (Actor_HasNoParent(&this->dyna.actor, play)) {
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@ -138,7 +138,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
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this->dyna.actor.world.pos.x += 32.5f * Math_SinS(this->dyna.actor.world.rot.y);
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this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y);
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func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
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this->dyna.actor.flags |= ACTOR_FLAG_4;
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this->actionFunc = BgHidanDalm_Shrink;
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this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
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@ -159,7 +159,7 @@ void BgHidanDalm_Shrink(BgHidanDalm* this, PlayState* play) {
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Vec3f pos;
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if (Math_StepToF(&this->dyna.actor.scale.x, 0.0f, 0.004f)) {
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func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_7);
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Actor_Kill(&this->dyna.actor);
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}
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@ -125,7 +125,7 @@ void BgIceObjects_CheckPits(BgIceObjects* this, PlayState* play) {
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thisx->world.pos.y = thisx->home.pos.y - 60.0f;
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thisx->world.pos.z = thisx->home.pos.z;
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if (thisx->params != 0) {
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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}
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this->actionFunc = BgIceObjects_Reset;
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}
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@ -142,7 +142,7 @@ void BgIceObjects_Idle(BgIceObjects* this, PlayState* play) {
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BgIceObjects_SetNextTarget(this, play);
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if (Actor_WorldDistXZToPoint(thisx, &this->targetPos) > 1.0f) {
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thisx->flags |= ACTOR_FLAG_4;
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func_8002DF54(play, thisx, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_8);
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thisx->params = 1;
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this->actionFunc = BgIceObjects_Slide;
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}
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@ -172,7 +172,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
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thisx->flags &= ~ACTOR_FLAG_4;
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}
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thisx->params = 0;
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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Actor_PlaySfx(thisx, NA_SE_EV_BLOCK_BOUND);
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if ((fabsf(thisx->world.pos.x + 1387.0f) < 1.0f) && (fabsf(thisx->world.pos.z + 260.0f) < 1.0f)) {
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this->actionFunc = BgIceObjects_Stuck;
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@ -164,7 +164,7 @@ void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
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BgMoriBigst_SetupLanding(this, play);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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OnePointCutscene_Init(play, 1020, 8, &this->dyna.actor, CAM_ID_MAIN);
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func_8002DF38(play, NULL, PLAYER_CSACTION_60);
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Player_SetCsAction(play, NULL, PLAYER_CSACTION_60);
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}
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}
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@ -95,7 +95,7 @@ void BgMoriKaitenkabe_Wait(BgMoriKaitenkabe* this, PlayState* play) {
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this->timer++;
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if ((this->timer > 28) && !Player_InCsMode(play)) {
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BgMoriKaitenkabe_SetupRotate(this);
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func_8002DF54(play, &this->dyna.actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_8);
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Math_Vec3f_Copy(&this->lockedPlayerPos, &player->actor.world.pos);
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push.x = Math_SinS(this->dyna.unk_158);
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push.y = 0.0f;
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@ -129,7 +129,7 @@ void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play) {
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Math_StepToF(&this->rotSpeed, 0.6f, 0.02f);
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if (Math_StepToF(&this->rotYdeg, this->rotDirection * 45.0f, this->rotSpeed)) {
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BgMoriKaitenkabe_SetupWait(this);
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func_8002DF54(play, thisx, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, thisx, PLAYER_CSACTION_7);
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if (this->rotDirection > 0.0f) {
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thisx->home.rot.y += 0x2000;
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} else {
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@ -320,7 +320,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
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if (firstFall == 0) {
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firstFall = 1;
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} else {
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func_8002DF54(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, &GET_PLAYER(play)->actor, PLAYER_CSACTION_7);
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}
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}
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this->direction = 0;
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@ -356,7 +356,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
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if (sPuzzleState == 0x10) {
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sPuzzleState = 0x40;
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_RISING);
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func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
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}
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} else if (this->dyna.unk_150 != 0.0f) {
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if (this->direction == 0) {
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@ -214,7 +214,7 @@ void BgSpot00Hanebasi_Update(Actor* thisx, PlayState* play) {
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SET_EVENTCHKINF(EVENTCHKINF_80);
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Flags_SetEventChkInf(EVENTCHKINF_82);
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this->actionFunc = BgSpot00Hanebasi_DoNothing;
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func_8002DF54(play, &player->actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_8);
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play->nextEntranceIndex = ENTR_HYRULE_FIELD_0;
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gSaveContext.nextCutsceneIndex = 0xFFF1;
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play->transitionTrigger = TRANS_TRIGGER_START;
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@ -269,7 +269,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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break;
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case 1:
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Cutscene_StartManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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Play_ClearAllSubCameras(play);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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@ -297,11 +297,11 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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}
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if (this->unk_198 == 110) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_9);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_9);
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}
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if (this->unk_198 == 5) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_12);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_12);
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}
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if (this->unk_198 < 6) {
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@ -416,7 +416,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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Play_ReturnToMainCam(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
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BossDodongo_SetupWalk(this);
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this->unk_1DA = 50;
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this->unk_1BC = 0;
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@ -1302,7 +1302,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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case 0:
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this->csState = 5;
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Cutscene_StartManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_UNK3);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
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@ -1612,7 +1612,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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this->csState = 100;
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_ACTIVE);
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Cutscene_StopManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f, -3304.0f,
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0, 0, 0, WARP_DUNGEON_CHILD);
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this->skelAnime.playSpeed = 0.0f;
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@ -312,7 +312,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->introState = BFD_CS_START;
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Cutscene_StartManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
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@ -389,7 +389,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
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}
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if (this->timers[0] == 40) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_19);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_19);
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}
|
||||
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 };
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue