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Player Docs: public facing csAction things (#1561)
* name public csAction functions * format * adjust function comment * format
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3475651701
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64 changed files with 359 additions and 317 deletions
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@ -1225,7 +1225,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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(fabsf(player->actor.world.pos.x - -180.0f) < 40.0f))) {
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// checks if Link is on one of the four platforms
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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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@ -1333,11 +1333,11 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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Math_ApproachF(&this->actor.speed, sp80, 1.0f, sp78);
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Math_ApproachF(&this->subCamYawRate, sp7C, 1.0f, 128.0f);
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if (this->work[MO_TENT_MOVE_TIMER] == 525) {
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func_8002DF54(play, &this->actor, PLAYER_CSACTION_2);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_2);
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}
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if (this->work[MO_TENT_MOVE_TIMER] > 540) {
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this->csState = MO_INTRO_REVEAL;
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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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sMorphaTent1->drawActor = true;
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player->actor.world.pos.x = 180.0f;
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player->actor.world.pos.z = -210.0f;
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@ -1446,7 +1446,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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// MO_BATTLE / SUB_CAM_ID_DONE
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this->csState = this->subCamId = 0;
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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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}
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break;
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}
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@ -1511,7 +1511,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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switch (this->csState) {
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case MO_DEATH_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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@ -1681,7 +1681,7 @@ void BossMo_DeathCs(BossMo* 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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sMorphaTent1->actor.world.pos.y = -1000.0f;
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}
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} else {
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