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Finish player (#1895)

This commit is contained in:
cadmic 2024-02-26 11:24:14 -08:00 committed by GitHub
parent 10bae68937
commit 769986874c
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GPG Key ID: B5690EEEBB952194

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@ -8873,8 +8873,10 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
Actor* heldActor;
if (this->stateFlags1 & PLAYER_STATE1_11) {
Actor* heldActor = this->heldActor;
heldActor = this->heldActor;
if (!func_80835644(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) &&
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
@ -11384,8 +11386,6 @@ static Gfx* sMaskDlists[PLAYER_MASK_MAX - 1] = {
static Vec3s D_80854864 = { 0, 0, 0 };
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, OverrideLimbDrawOpa overrideLimbDraw) {
static s32 D_8085486C = 255;
OPEN_DISPS(play->state.gfxCtx, "../z_player.c", 19228);
gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
@ -11422,15 +11422,14 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
}
if ((this->currentBoots == PLAYER_BOOTS_HOVER) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
!(this->stateFlags1 & PLAYER_STATE1_23) && (this->hoverBootsTimer != 0)) {
s32 sp5C;
s32 hoverBootsTimer = this->hoverBootsTimer;
!(this->stateFlags1 & PLAYER_STATE1_23) && ((u32)this->hoverBootsTimer != 0)) {
static s32 D_8085486C = 255;
if (this->hoverBootsTimer < 19) {
if (hoverBootsTimer >= 15) {
D_8085486C = (19 - hoverBootsTimer) * 51.0f;
} else if (hoverBootsTimer < 19) {
sp5C = hoverBootsTimer;
if (this->hoverBootsTimer >= 15) {
D_8085486C = (19 - this->hoverBootsTimer) * 51.0f;
} else if (this->hoverBootsTimer < 19) {
s32 sp5C = this->hoverBootsTimer;
if (sp5C > 9) {
sp5C = 9;
@ -13171,13 +13170,13 @@ void Player_Action_8084E9AC(Player* this, PlayState* play) {
}
}
static u8 D_808549FC[] = {
0x01, 0x03, 0x02, 0x04, 0x04,
};
void Player_Action_8084EAC0(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->av2.actionVar2 == 0) {
static u8 D_808549FC[] = {
0x01, 0x03, 0x02, 0x04, 0x04,
};
if (this->itemAction == PLAYER_IA_BOTTLE_POE) {
s32 rand = Rand_S16Offset(-1, 3);
@ -13212,11 +13211,10 @@ void Player_Action_8084EAC0(Player* this, PlayState* play) {
Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_wait);
this->av2.actionVar2 = 1;
return;
} else {
func_8083C0E8(this, play);
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
func_8083C0E8(this, play);
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
} else if (this->av2.actionVar2 == 1) {
if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.magicState != MAGIC_STATE_FILL)) {
Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_end);