mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +00:00
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:
parent
2a4fb604fb
commit
6479913daa
96 changed files with 945 additions and 810 deletions
|
@ -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++;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue