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Name talking action related things (#2260)

* name talking related things

* Player_Action_TalkExchangeItem -> Player_Action_ExchangeItem

* splitting action stuff to new PR

* format
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fig02 2024-10-10 22:04:30 -04:00 committed by GitHub
parent fdf502dcdd
commit 53c57599a4
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GPG key ID: B5690EEEBB952194
9 changed files with 63 additions and 52 deletions

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@ -389,7 +389,7 @@ void Attention_Draw(Attention* attention, PlayState* play) {
Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->focusActor)) {
if (!(player->stateFlags1 & PLAYER_STATE1_TALKING) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (i = 0, curReticle = attention->curReticle; i < numReticles;
@ -2308,29 +2308,29 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play
u32 sCategoryFreezeMasks[ACTORCAT_MAX] = {
// ACTORCAT_SWITCH
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
// ACTORCAT_BG
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
// ACTORCAT_PLAYER
0,
// ACTORCAT_EXPLOSIVE
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
// ACTORCAT_NPC
PLAYER_STATE1_DEAD,
// ACTORCAT_ENEMY
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
// ACTORCAT_PROP
PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
// ACTORCAT_ITEMACTION
0,
// ACTORCAT_MISC
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
// ACTORCAT_BOSS
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
// ACTORCAT_DOOR
0,
// ACTORCAT_CHEST
PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
};
void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
@ -2381,7 +2381,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
requiredActorFlag = ACTOR_FLAG_25;
}
if ((player->stateFlags1 & PLAYER_STATE1_6) && ((player->actor.textId & 0xFF00) != 0x600)) {
if ((player->stateFlags1 & PLAYER_STATE1_TALKING) && ((player->actor.textId & 0xFF00) != 0x600)) {
sp74 = player->talkActor;
}