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Actor flag: ACTOR_FLAG_CARRY_X_ROT_INFLUENCE (#2237)

* document x rot carry flag

* tweak comment

* typo

* review

* flag tweak
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fig02 2024-10-01 18:27:29 -04:00 committed by GitHub
parent 37e72d7d95
commit 49759e42d7
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3 changed files with 18 additions and 16 deletions

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@ -165,8 +165,10 @@ typedef struct ActorShape {
// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range). // Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
#define ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED (1 << 16) #define ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED (1 << 16)
// // Actor will be influenced by the pitch (x rot) of Player's left hand when being carried,
#define ACTOR_FLAG_17 (1 << 17) // instead of Player's yaw which is the default actor carry behavior.
// This flag is helpful for something like the `BG_HEAVY_BLOCK` actor which Player carries underhanded.
#define ACTOR_FLAG_CARRY_X_ROT_INFLUENCE (1 << 17)
// When locked onto an actor with this flag set, the C-Up button can be used to talk to this actor. // When locked onto an actor with this flag set, the C-Up button can be used to talk to this actor.
// A C-Up button labeled "Navi" will appear on the HUD when locked on which indicates the actor can be checked with Navi. // A C-Up button labeled "Navi" will appear on the HUD when locked on which indicates the actor can be checked with Navi.

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@ -1625,8 +1625,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
} }
if (limbIndex == PLAYER_LIMB_L_HAND) { if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C; MtxF leftHandMtx;
Actor* hookedActor; Actor* heldActor;
Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos); Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos);
@ -1682,25 +1682,25 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
} }
if (this->actor.scale.y >= 0.0f) { if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) { if (!Player_HoldsHookshot(this) && ((heldActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & PLAYER_STATE1_9) { if (this->stateFlags1 & PLAYER_STATE1_9) {
static Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f }; static Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos); Matrix_MultVec3f(&D_80126128, &heldActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY); Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C); Matrix_Get(&leftHandMtx);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0); Matrix_MtxFToYXZRotS(&leftHandMtx, &heldActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot; heldActor->shape.rot = heldActor->world.rot;
} else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) { } else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
Vec3s spB8; Vec3s leftHandRot;
Matrix_Get(&sp14C); Matrix_Get(&leftHandMtx);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0); Matrix_MtxFToYXZRotS(&leftHandMtx, &leftHandRot, 0);
if (hookedActor->flags & ACTOR_FLAG_17) { if (heldActor->flags & ACTOR_FLAG_CARRY_X_ROT_INFLUENCE) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x; heldActor->world.rot.x = heldActor->shape.rot.x = leftHandRot.x - this->unk_3BC.x;
} else { } else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y; heldActor->world.rot.y = heldActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
} }
} }
} else { } else {

View file

@ -77,7 +77,7 @@ void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, PlayState* play) { void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, PlayState* play) {
s32 pad[2]; s32 pad[2];
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17; this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_CARRY_X_ROT_INFLUENCE;
DynaPolyActor_Init(&this->dyna, 0); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader); CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);