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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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fdf502dcdd
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9 changed files with 63 additions and 52 deletions
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@ -389,7 +389,7 @@ void Attention_Draw(Attention* attention, PlayState* play) {
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Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->focusActor)) {
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if (!(player->stateFlags1 & PLAYER_STATE1_TALKING) || (actor != player->focusActor)) {
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
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for (i = 0, curReticle = attention->curReticle; i < numReticles;
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@ -2308,29 +2308,29 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play
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u32 sCategoryFreezeMasks[ACTORCAT_MAX] = {
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// ACTORCAT_SWITCH
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_BG
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_PLAYER
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0,
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// ACTORCAT_EXPLOSIVE
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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// ACTORCAT_NPC
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PLAYER_STATE1_DEAD,
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// ACTORCAT_ENEMY
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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// ACTORCAT_PROP
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PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_ITEMACTION
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0,
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// ACTORCAT_MISC
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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// ACTORCAT_BOSS
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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// ACTORCAT_DOOR
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0,
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// ACTORCAT_CHEST
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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};
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void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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@ -2381,7 +2381,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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requiredActorFlag = ACTOR_FLAG_25;
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}
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if ((player->stateFlags1 & PLAYER_STATE1_6) && ((player->actor.textId & 0xFF00) != 0x600)) {
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if ((player->stateFlags1 & PLAYER_STATE1_TALKING) && ((player->actor.textId & 0xFF00) != 0x600)) {
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sp74 = player->talkActor;
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}
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