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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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@ -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 {