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Player Docs: public facing csAction things (#1561)

* name public csAction functions

* format

* adjust function comment

* format
This commit is contained in:
fig02 2023-10-28 07:46:24 -04:00 committed by GitHub
parent 3475651701
commit 4908b8b37c
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GPG key ID: 4AEE18F83AFDEB23
64 changed files with 359 additions and 317 deletions

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@ -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 };