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Defines for player state flags (#1081)

* script-assisted player state flags

* Run formatter

* manually convert state flags in `D_80116068`

* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`

* Run formatter
This commit is contained in:
Dragorn421 2022-01-18 01:04:07 +01:00 committed by GitHub
parent 2a4fb604fb
commit 6479913daa
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GPG key ID: 4AEE18F83AFDEB23
96 changed files with 945 additions and 810 deletions

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@ -322,7 +322,9 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
}
if ((ABS(sp32) < 0x1554) && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 150.0f)) {
if (!(player->stateFlags1 & 0x2C6080) && !(player->stateFlags2 & 0x80)) {
if (!(player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_18 |
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
!(player->stateFlags2 & PLAYER_STATE2_7)) {
if (this->unk_306 == 0) {
if (!(this->unk_312 & 0x80)) {
player->actor.freezeTimer = 40;
@ -394,7 +396,9 @@ void func_80AE2FD0(EnRd* this, GlobalContext* globalCtx) {
this->actor.world.rot.y = this->actor.shape.rot.y;
SkelAnime_Update(&this->skelAnime);
if (!(player->stateFlags1 & 0x2C6080) && !(player->stateFlags2 & 0x80) &&
if (!(player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_18 |
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
!(player->stateFlags2 & PLAYER_STATE2_7) &&
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
this->actor.targetMode = 0;
func_80AE2B90(this, globalCtx);
@ -487,7 +491,7 @@ void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->unk_30E, 0, 1, 0x5DC, 0);
Math_SmoothStepToS(&this->unk_310, 0, 1, 0x5DC, 0);
case 2:
if (!(player->stateFlags2 & 0x80)) {
if (!(player->stateFlags2 & PLAYER_STATE2_7)) {
Animation_Change(&this->skelAnime, &object_rd_Anim_0046F8, 0.5f, 0.0f,
Animation_GetLastFrame(&object_rd_Anim_0046F8), ANIMMODE_ONCE_INTERP, 0.0f);
this->unk_304++;