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Document Sequence Modes and Related Functions (#1046)

* Document Audio_SetSequenceMode

* Cleanup surrounding docs

* format

* Clean-up

* fix capital `I` in `playeridx`

* Dist -> DistSq

* `SetCamModeAndSeqMode` -> `UpdateCamAndSeqModes`

* Get rid of extra padding

* PR Feedback
This commit is contained in:
engineer124 2021-12-06 04:13:53 +11:00 committed by GitHub
parent e635e34265
commit 79220ba58a
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 268 additions and 134 deletions

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@ -286,7 +286,7 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, GlobalContext* global
targetCtx->targetedActor = NULL;
targetCtx->unk_40 = 0.0f;
targetCtx->unk_8C = NULL;
targetCtx->unk_90 = NULL;
targetCtx->bgmEnemy = NULL;
targetCtx->unk_4B = 0;
targetCtx->unk_4C = 0;
func_8002BF60(targetCtx, actor, actor->category, globalCtx);
@ -2836,8 +2836,8 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
actorCtx->targetCtx.unk_8C = NULL;
}
if (actor == actorCtx->targetCtx.unk_90) {
actorCtx->targetCtx.unk_90 = NULL;
if (actor == actorCtx->targetCtx.bgmEnemy) {
actorCtx->targetCtx.bgmEnemy = NULL;
}
Audio_StopSfxByPos(&actor->projectedPos);
@ -2873,7 +2873,7 @@ s32 func_80032880(GlobalContext* globalCtx, Actor* actor) {
Actor* D_8015BBE8;
Actor* D_8015BBEC;
f32 D_8015BBF0;
f32 D_8015BBF4;
f32 sbgmEnemyDistSq;
s32 D_8015BBF8;
s16 D_8015BBFC;
@ -2890,10 +2890,13 @@ void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* pla
while (actor != NULL) {
if ((actor->update != NULL) && ((Player*)actor != player) && ((actor->flags & 1) == 1)) {
// This block below is for determining the closest actor to player in determining the volume
// used while playing enemy bgm music
if ((actorCategory == ACTORCAT_ENEMY) && ((actor->flags & 5) == 5) &&
(actor->xyzDistToPlayerSq < 250000.0f) && (actor->xyzDistToPlayerSq < D_8015BBF4)) {
actorCtx->targetCtx.unk_90 = actor;
D_8015BBF4 = actor->xyzDistToPlayerSq;
(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
sbgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
if (actor != sp84) {
@ -2929,13 +2932,13 @@ Actor* func_80032AF0(GlobalContext* globalCtx, ActorContext* actorCtx, Actor** a
u8* entry;
D_8015BBE8 = D_8015BBEC = NULL;
D_8015BBF0 = D_8015BBF4 = FLT_MAX;
D_8015BBF0 = sbgmEnemyDistSq = FLT_MAX;
D_8015BBF8 = 0x7FFFFFFF;
if (!Player_InCsMode(globalCtx)) {
entry = &D_801160A0[0];
actorCtx->targetCtx.unk_90 = NULL;
actorCtx->targetCtx.bgmEnemy = NULL;
D_8015BBFC = player->actor.shape.rot.y;
for (i = 0; i < 3; i++) {