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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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251d90301c
commit
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121 changed files with 711 additions and 652 deletions
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@ -336,7 +336,7 @@ void func_80AFD508(EnSkb* this, GlobalContext* globalCtx) {
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}
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void EnSkb_SetupStunned(EnSkb* this) {
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speedXZ = 0.0f;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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@ -346,15 +346,15 @@ void EnSkb_SetupStunned(EnSkb* this) {
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}
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void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx) {
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if (this->actor.bgCheckFlags & 2) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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this->actor.speedXZ = 0.0f;
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}
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 0.05f;
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}
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}
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if ((this->actor.colorFilterTimer == 0) && (this->actor.bgCheckFlags & 1)) {
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if ((this->actor.colorFilterTimer == 0) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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if (this->actor.colChkInfo.health == 0) {
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func_80AFD7B4(this, globalCtx);
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} else {
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@ -365,7 +365,7 @@ void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx) {
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void func_80AFD644(EnSkb* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDamagedAnim, -4.0f);
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speedXZ = -4.0f;
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}
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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@ -383,17 +383,17 @@ void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx) {
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if ((*new_var) != 0) {
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this->unk_283 = (*new_var) | 2;
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}
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if (this->actor.bgCheckFlags & 2) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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this->actor.speedXZ = 0;
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}
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 0.05f;
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}
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}
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x1194, 0);
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if (SkelAnime_Update(&this->skelAnime) && (this->actor.bgCheckFlags & 1)) {
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if (SkelAnime_Update(&this->skelAnime) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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func_80AFCD60(this);
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}
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}
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@ -403,7 +403,7 @@ void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
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Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDyingAnim, -4.0f);
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speedXZ = -6.0f;
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}
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this->unk_280 = 1;
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@ -439,7 +439,8 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
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s16 phi_v1;
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Player* player;
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if ((this->unk_280 != 1) && (this->actor.bgCheckFlags & 0x60) && (this->actor.yDistToWater >= 40.0f)) {
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if ((this->unk_280 != 1) && (this->actor.bgCheckFlags & (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH)) &&
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(this->actor.yDistToWater >= 40.0f)) {
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this->actor.colChkInfo.health = 0;
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this->unk_281 = 0;
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func_80AFD7B4(this, globalCtx);
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