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Defines for Actor#bgCheckFlags
(#1126)
* First pass, tool assisted bgCheckFlags * Few manual bgCheckFlags * Run formatter * Remove fake bgCheckFlags 10-15 * Move existing documentation to the defines * Comment on `bgCheckFlags` and rephrase some doc * Name obvious flags, and some cleanup * Comment on flag 9 being wall-interaction-related (thanks engineer and fig) * Run formatter * `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT` * Touch up water-related bgcheckflags doc * `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
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parent
251d90301c
commit
67f294774b
121 changed files with 711 additions and 652 deletions
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@ -560,7 +560,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) {
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this->colQuad.base.acFlags = this->colQuad.base.acFlags & ~AC_BOUNCED;
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EnPeehat_SetStateAttackRecoil(this);
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} else if ((this->colQuad.base.atFlags & AT_HIT) || (this->colCylinder.base.acFlags & AC_HIT) ||
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(this->actor.bgCheckFlags & 1)) {
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(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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Player* player = GET_PLAYER(globalCtx);
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this->colQuad.base.atFlags &= ~AT_HIT;
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if (!(this->colCylinder.base.acFlags & AC_HIT) && &player->actor == this->colQuad.base.at) {
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@ -570,7 +570,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) {
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this->actor.world.rot.y -= 0x2000;
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}
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this->unk2D4 = 40;
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} else if (this->colCylinder.base.acFlags & AC_HIT || this->actor.bgCheckFlags & 1) {
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} else if (this->colCylinder.base.acFlags & AC_HIT || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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Vec3f zeroVec = { 0, 0, 0 };
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s32 i;
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for (i = 4; i >= 0; i--) {
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@ -583,7 +583,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) {
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}
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}
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if (&player->actor != this->colQuad.base.at || this->colCylinder.base.acFlags & AC_HIT) {
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if (!(this->actor.bgCheckFlags & 1)) {
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if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_PIHAT_SM_DEAD, 1, 1,
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40);
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}
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