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https://github.com/zeldaret/oot.git
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Match more of player for retail (#1893)
This commit is contained in:
parent
93295a842b
commit
7d128adf83
1 changed files with 87 additions and 75 deletions
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@ -2061,10 +2061,10 @@ LinkAnimationHeader* func_80833338(Player* this) {
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}
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s32 func_80833350(Player* this) {
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LinkAnimationHeader** entry;
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s32 i;
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if (func_80833338(this) != this->skelAnime.animation) {
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LinkAnimationHeader** entry;
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s32 i;
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for (i = 0, entry = &D_80853D7C[0][0]; i < 28; i++, entry++) {
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if (this->skelAnime.animation == *entry) {
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return i + 1;
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@ -4480,9 +4480,6 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
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LinkAnimationHeader* anim;
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f32 sp34;
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f32 temp;
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f32 wallPolyNormalX;
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f32 wallPolyNormalZ;
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f32 sp24;
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if (!(this->stateFlags1 & PLAYER_STATE1_11) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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(!(this->stateFlags1 & PLAYER_STATE1_27) || (this->ageProperties->unk_14 > this->yDistToLedge))) {
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@ -4524,9 +4521,9 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
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anim = &gPlayerAnim_link_normal_250jump_start;
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this->speedXZ = 1.0f;
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} else {
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wallPolyNormalX = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x);
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wallPolyNormalZ = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z);
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sp24 = this->distToInteractWall + 0.5f;
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f32 wallPolyNormalX = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x);
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f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z);
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f32 sp24 = this->distToInteractWall + 0.5f;
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this->stateFlags1 |= PLAYER_STATE1_14;
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@ -4666,9 +4663,6 @@ u8 sReturnEntranceGroupIndices[] = {
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s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) {
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s32 exitIndex;
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s32 temp;
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s32 sp34;
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f32 speedXZ;
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s32 yaw;
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if (this->actor.category == ACTORCAT_PLAYER) {
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exitIndex = 0;
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@ -4677,8 +4671,7 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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(this->csAction == PLAYER_CSACTION_NONE) && !(this->stateFlags1 & PLAYER_STATE1_0) &&
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(((poly != NULL) && (exitIndex = SurfaceType_GetExitIndex(&play->colCtx, poly, bgId), exitIndex != 0)) ||
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(func_8083816C(sFloorType) && (this->floorProperty == FLOOR_PROPERTY_12)))) {
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sp34 = this->unk_A84 - (s32)this->actor.world.pos.y;
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s32 sp34 = this->unk_A84 - (s32)this->actor.world.pos.y;
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if (!(this->stateFlags1 & (PLAYER_STATE1_23 | PLAYER_STATE1_27 | PLAYER_STATE1_29)) &&
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!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sp34 < 100) && (sYDistToFloor > 100.0f)) {
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@ -4727,7 +4720,8 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
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} else {
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speedXZ = this->speedXZ;
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f32 speedXZ = this->speedXZ;
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s32 yaw;
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if (speedXZ < 0.0f) {
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this->actor.world.rot.y += 0x8000;
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@ -4851,19 +4845,14 @@ s32 Player_PosVsWallLineTest(PlayState* play, Player* this, Vec3f* offset, Colli
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}
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s32 Player_ActionChange_1(Player* this, PlayState* play) {
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SlidingDoorActorBase* slidingDoor;
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DoorActorBase* door;
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Actor* attachedActor;
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s32 pad3;
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s32 doorDirection;
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f32 sp78;
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f32 sp74;
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Actor* doorActor;
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f32 sp6C;
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s32 pad3;
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s32 frontRoom;
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Actor* attachedActor;
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LinkAnimationHeader* sp5C;
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CollisionPoly* groundPoly;
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Vec3f checkPos;
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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(!(this->stateFlags1 & PLAYER_STATE1_11) ||
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@ -4882,7 +4871,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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sp74 = Math_SinS(doorActor->shape.rot.y);
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if (this->doorType == PLAYER_DOORTYPE_SLIDING) {
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slidingDoor = (SlidingDoorActorBase*)doorActor;
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SlidingDoorActorBase* slidingDoor = (SlidingDoorActorBase*)doorActor;
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this->yaw = slidingDoor->dyna.actor.home.rot.y;
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if (doorDirection > 0) {
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@ -4926,7 +4915,8 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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}
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} else {
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// The door actor can be either EnDoor or DoorKiller.
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door = (DoorActorBase*)doorActor;
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DoorActorBase* door = (DoorActorBase*)doorActor;
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LinkAnimationHeader* sp5C;
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door->openAnim = (doorDirection < 0.0f)
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? (LINK_IS_ADULT ? DOOR_OPEN_ANIM_ADULT_L : DOOR_OPEN_ANIM_CHILD_L)
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@ -4983,6 +4973,9 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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Actor_DisableLens(play);
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if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) {
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CollisionPoly* groundPoly;
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Vec3f checkPos;
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checkPos.x = doorActor->world.pos.x - (sp6C * sp74);
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checkPos.y = doorActor->world.pos.y + 10.0f;
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checkPos.z = doorActor->world.pos.z - (sp6C * sp78);
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@ -6716,24 +6709,33 @@ void func_8083E4C4(PlayState* play, Player* this, GetItemEntry* giEntry) {
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Sfx_PlaySfxCentered((this->getItemId < 0) ? NA_SE_SY_GET_BOXITEM : NA_SE_SY_GET_ITEM);
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}
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#if OOT_DEBUG
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#define DEBUG_iREG_67 iREG(67)
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#else
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#define DEBUG_iREG_67 0
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#endif
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s32 Player_ActionChange_2(Player* this, PlayState* play) {
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Actor* interactedActor;
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if (iREG(67) ||
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if (DEBUG_iREG_67 ||
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(((interactedActor = this->interactRangeActor) != NULL) && TitleCard_Clear(play, &play->actorCtx.titleCtx))) {
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if (iREG(67) || (this->getItemId > GI_NONE)) {
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if (iREG(67)) {
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if (DEBUG_iREG_67 || (this->getItemId > GI_NONE)) {
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if (DEBUG_iREG_67) {
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this->getItemId = iREG(68);
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}
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if (this->getItemId < GI_MAX) {
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GetItemEntry* giEntry = &sGetItemTable[this->getItemId - 1];
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#if OOT_DEBUG
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if ((interactedActor != &this->actor) && !iREG(67)) {
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interactedActor->parent = &this->actor;
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}
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iREG(67) = false;
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#else
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interactedActor->parent = &this->actor;
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#endif
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if ((Item_CheckObtainability(giEntry->itemId) == ITEM_NONE) ||
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(play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY)) {
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@ -7782,6 +7784,8 @@ void func_80841138(Player* this, PlayState* play) {
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f32 temp2;
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if (this->unk_864 < 1.0f) {
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s32 pad;
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temp1 = R_UPDATE_RATE * 0.5f;
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func_8084029C(this, REG(35) / 1000.0f);
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LinkAnimation_LoadToJoint(play, &this->skelAnime,
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@ -8074,6 +8078,8 @@ void func_80841EE4(Player* this, PlayState* play) {
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f32 temp2;
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if (this->unk_864 < 1.0f) {
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s32 pad;
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temp1 = R_UPDATE_RATE * 0.5f;
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func_8084029C(this, REG(35) / 1000.0f);
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@ -10727,15 +10733,15 @@ void Player_UpdateBodyBurn(PlayState* play, Player* this) {
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sp54 = (s32)(this->speedXZ * 0.4f) + 1;
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}
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spawnedFlame = false;
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timerPtr = this->bodyFlameTimers;
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if (this->stateFlags2 & PLAYER_STATE2_3) {
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sp58 = 100;
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} else {
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sp58 = 0;
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}
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spawnedFlame = false;
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timerPtr = this->bodyFlameTimers;
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func_8083819C(this, play);
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for (i = 0; i < PLAYER_BODYPART_MAX; i++, timerPtr++) {
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@ -11451,6 +11457,8 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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}
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}
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if (1) {}
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CLOSE_DISPS(play->state.gfxCtx, "../z_player.c", 19328);
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}
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@ -13010,6 +13018,8 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
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this->stateFlags2 &= ~(PLAYER_STATE2_23 | PLAYER_STATE2_24 | PLAYER_STATE2_25);
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this->unk_6A8 = NULL;
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} else if (play->msgCtx.ocarinaMode == OCARINA_MODE_02) {
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s32 pad;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex = sWarpSongEntrances[play->msgCtx.lastPlayedSong];
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x5FF;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = play->msgCtx.lastPlayedSong;
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@ -13368,6 +13378,8 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
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}
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if (this->av2.actionVar2 == 0) {
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s32 pad;
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Message_StartTextbox(play, this->actor.textId, &this->actor);
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if ((this->itemAction == PLAYER_IA_CHICKEN) || (this->itemAction == PLAYER_IA_POCKET_CUCCO)) {
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@ -13947,27 +13959,6 @@ static LinkAnimationHeader* D_80854A70[] = {
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static u8 D_80854A7C[] = { 70, 10, 10 };
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static AnimSfxEntry D_80854A80[] = {
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{ NA_SE_PL_SKIP, ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
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{ NA_SE_VO_LI_SWORD_N, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
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{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_6, 26) },
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};
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static AnimSfxEntry D_80854A8C[][2] = {
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{
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{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
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{ NA_SE_VO_LI_MAGIC_FROL, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 30) },
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},
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{
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{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
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{ NA_SE_VO_LI_MAGIC_NALE, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 44) },
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},
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{
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{ NA_SE_VO_LI_MAGIC_ATTACK, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
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{ NA_SE_IT_SWORD_SWING_HARD, -ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
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},
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};
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void Player_Action_808507F4(Player* this, PlayState* play) {
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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if (this->av1.actionVar1 < 0) {
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@ -14018,8 +14009,29 @@ void Player_Action_808507F4(Player* this, PlayState* play) {
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}
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} else if (this->av1.actionVar1 >= 0) {
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if (this->av2.actionVar2 == 0) {
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static AnimSfxEntry D_80854A80[] = {
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{ NA_SE_PL_SKIP, ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
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{ NA_SE_VO_LI_SWORD_N, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
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{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_6, 26) },
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};
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Player_ProcessAnimSfxList(this, D_80854A80);
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} else if (this->av2.actionVar2 == 1) {
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static AnimSfxEntry D_80854A8C[][2] = {
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{
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{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
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{ NA_SE_VO_LI_MAGIC_FROL, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 30) },
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},
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{
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{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_8, 20) },
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{ NA_SE_VO_LI_MAGIC_NALE, -ANIMSFX_DATA(ANIMSFX_TYPE_4, 44) },
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},
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{
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{ NA_SE_VO_LI_MAGIC_ATTACK, ANIMSFX_DATA(ANIMSFX_TYPE_4, 20) },
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{ NA_SE_IT_SWORD_SWING_HARD, -ANIMSFX_DATA(ANIMSFX_TYPE_1, 20) },
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},
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};
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Player_ProcessAnimSfxList(this, D_80854A8C[this->av1.actionVar1]);
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if ((this->av1.actionVar1 == 2) && LinkAnimation_OnFrame(&this->skelAnime, 30.0f)) {
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this->stateFlags1 &= ~(PLAYER_STATE1_28 | PLAYER_STATE1_29);
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@ -15127,7 +15139,6 @@ void func_80852C0C(PlayState* play, Player* this, s32 csAction) {
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void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
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CsCmdActorCue* cue = play->csCtx.playerCue;
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s32 pad;
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s32 csAction;
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if (play->csCtx.state == CS_STATE_STOP) {
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
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@ -15138,34 +15149,35 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
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if (cue == NULL) {
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this->actor.flags &= ~ACTOR_FLAG_6;
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return;
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}
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} else {
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s32 csAction;
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if (this->cueId != cue->id) {
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csAction = sCueToCsActionMap[cue->id];
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if (this->cueId != cue->id) {
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csAction = sCueToCsActionMap[cue->id];
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if (csAction >= PLAYER_CSACTION_NONE) {
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if ((csAction == PLAYER_CSACTION_3) || (csAction == PLAYER_CSACTION_4)) {
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func_80852A54(play, this, cue);
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} else {
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func_808529D0(play, this, cue);
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if (csAction >= PLAYER_CSACTION_NONE) {
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if ((csAction == PLAYER_CSACTION_3) || (csAction == PLAYER_CSACTION_4)) {
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func_80852A54(play, this, cue);
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} else {
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func_808529D0(play, this, cue);
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}
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}
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D_80858AA0 = this->skelAnime.moveFlags;
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func_80832DBC(this);
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PRINTF("TOOL MODE=%d\n", csAction);
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func_80852C0C(play, this, ABS(csAction));
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func_80852B4C(play, this, cue, &D_80854B18[ABS(csAction)]);
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this->av2.actionVar2 = 0;
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this->av1.actionVar1 = 0;
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this->cueId = cue->id;
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}
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D_80858AA0 = this->skelAnime.moveFlags;
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func_80832DBC(this);
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PRINTF("TOOL MODE=%d\n", csAction);
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func_80852C0C(play, this, ABS(csAction));
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func_80852B4C(play, this, cue, &D_80854B18[ABS(csAction)]);
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this->av2.actionVar2 = 0;
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this->av1.actionVar1 = 0;
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this->cueId = cue->id;
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csAction = sCueToCsActionMap[this->cueId];
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func_80852B4C(play, this, cue, &D_80854E50[ABS(csAction)]);
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}
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csAction = sCueToCsActionMap[this->cueId];
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func_80852B4C(play, this, cue, &D_80854E50[ABS(csAction)]);
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}
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void Player_Action_CsAction(Player* this, PlayState* play) {
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