mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +00:00
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
|
@ -312,7 +312,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
|
||||
this->introState = BFD_CS_START;
|
||||
Cutscene_StartManual(play, &play->csCtx);
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_8);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
|
||||
|
@ -389,7 +389,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
||||
}
|
||||
if (this->timers[0] == 40) {
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_19);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_19);
|
||||
}
|
||||
if (this->timers[0] == 0) {
|
||||
this->introState = BFD_CS_LOOK_GROUND;
|
||||
|
@ -418,7 +418,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
this->timers[0] = 170;
|
||||
this->subCamVelFactor = 0.0f;
|
||||
this->subCamAccel = 0.0f;
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_20);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_20);
|
||||
}
|
||||
break;
|
||||
case BFD_CS_COLLAPSE:
|
||||
|
@ -468,7 +468,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
if (this->timers[3] == 190) {
|
||||
this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
|
||||
this->platformSignal = VBSIMA_KILL;
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_1);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
}
|
||||
if (this->actor.world.pos.y > 120.0f) {
|
||||
this->subCamAtNext = this->actor.world.pos;
|
||||
|
@ -538,7 +538,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
// BFD_CS_NONE / BOSSFD_FLY_MAIN / SUB_CAM_ID_DONE
|
||||
this->introState = this->introFlyState = this->subCamId = 0;
|
||||
Cutscene_StopManual(play, &play->csCtx);
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_7);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
|
||||
this->actionFunc = BossFd_Wait;
|
||||
this->handoffSignal = FD2_SIGNAL_GROUND;
|
||||
SET_EVENTCHKINF(EVENTCHKINF_73);
|
||||
|
@ -847,7 +847,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultReverb);
|
||||
func_8002DF54(play, &this->actor, PLAYER_CSACTION_5);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
|
||||
for (i1 = 0; i1 < 15; i1++) {
|
||||
Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
|
||||
Vec3f sp138 = { 0.0f, 0.0f, 0.0f };
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue