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Name PLAYER_STATE1_CHARGING_SPIN_ATTACK
(#2203)
* name charge state flag * format
This commit is contained in:
parent
dc9782b5b3
commit
8f0e2fc29c
6 changed files with 18 additions and 16 deletions
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@ -660,7 +660,7 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE1_9 (1 << 9)
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#define PLAYER_STATE1_10 (1 << 10)
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#define PLAYER_STATE1_ACTOR_CARRY (1 << 11) // Currently carrying an actor
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#define PLAYER_STATE1_12 (1 << 12)
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#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charing a spin attack (by holding down the B button)
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#define PLAYER_STATE1_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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#define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused.
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@ -1807,8 +1807,9 @@ u32 Actor_HasParent(Actor* actor, PlayState* play) {
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s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_12 | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21)) &&
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_7 | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21)) &&
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Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->talkActor)) && (getItemId > GI_NONE) &&
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(getItemId < GI_MAX)) ||
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@ -1881,8 +1882,8 @@ u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_7 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_12 | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21))) {
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(PLAYER_STATE1_7 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 |
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PLAYER_STATE1_14 | PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21))) {
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player->rideActor = horse;
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player->mountSide = mountSide;
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return true;
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@ -2927,7 +2927,7 @@ s32 Camera_Battle1(Camera* camera) {
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sp78 = roData->swingPitchFinal;
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fov = roData->fov;
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if (camera->player->stateFlags1 & PLAYER_STATE1_12) {
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if (camera->player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK) {
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// charging sword.
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rwData->unk_10 =
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Camera_LERPCeilF(CAM_GLOBAL_12 * (1.0f - 0.5f), rwData->unk_10, CAM_UPDATE_RATE_STEP_SCALE_XZ, 0.1f);
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@ -180,7 +180,7 @@ void EffDust_UpdateFunc_8099DFC0(EffDust* this, PlayState* play) {
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s32 i;
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s32 j;
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if (parent == NULL || parent->update == NULL || !(player->stateFlags1 & PLAYER_STATE1_12)) {
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if (parent == NULL || parent->update == NULL || !(player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK)) {
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if (this->life != 0) {
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this->life--;
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} else {
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@ -135,7 +135,7 @@ void func_80A9F350(EnMThunder* this, PlayState* play) {
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return;
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}
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if (!(player->stateFlags1 & PLAYER_STATE1_12)) {
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if (!(player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK)) {
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Actor_Kill(&this->actor);
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}
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}
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@ -218,7 +218,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
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}
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}
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if (!(player->stateFlags1 & PLAYER_STATE1_12)) {
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if (!(player->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK)) {
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if (this->actor.child != NULL) {
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this->actor.child->parent = NULL;
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}
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@ -3642,7 +3642,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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isTalking = func_8083224C(play);
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if (isTalking || (this->zTargetActiveTimer != 0) ||
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(this->stateFlags1 & (PLAYER_STATE1_12 | PLAYER_STATE1_BOOMERANG_THROWN))) {
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(this->stateFlags1 & (PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_BOOMERANG_THROWN))) {
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if (!isTalking) {
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if (!(this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) &&
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((this->heldItemAction != PLAYER_IA_FISHING_POLE) || (this->unk_860 == 0)) &&
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@ -4065,7 +4065,7 @@ void func_80837530(PlayState* play, Player* this, s32 arg2) {
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this->unk_858 = 0.5f;
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}
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this->stateFlags1 |= PLAYER_STATE1_12;
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this->stateFlags1 |= PLAYER_STATE1_CHARGING_SPIN_ATTACK;
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if (this->actor.category == ACTORCAT_PLAYER) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_M_THUNDER, this->bodyPartsPos[PLAYER_BODYPART_WAIST].x,
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@ -9383,7 +9383,7 @@ void Player_Action_80844E68(Player* this, PlayState* play) {
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s16 yawTarget;
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s32 temp;
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this->stateFlags1 |= PLAYER_STATE1_12;
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this->stateFlags1 |= PLAYER_STATE1_CHARGING_SPIN_ATTACK;
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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func_80832DBC(this);
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@ -9435,7 +9435,7 @@ void Player_Action_80845000(Player* this, PlayState* play) {
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sp5C = fabsf(this->speedXZ);
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sp58 = sp5C * 1.5f;
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this->stateFlags1 |= PLAYER_STATE1_12;
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this->stateFlags1 |= PLAYER_STATE1_CHARGING_SPIN_ATTACK;
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if (sp58 < 1.5f) {
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sp58 = 1.5f;
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@ -9497,7 +9497,7 @@ void Player_Action_80845308(Player* this, PlayState* play) {
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sp5C = fabsf(this->speedXZ);
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this->stateFlags1 |= PLAYER_STATE1_12;
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this->stateFlags1 |= PLAYER_STATE1_CHARGING_SPIN_ATTACK;
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if (sp5C == 0.0f) {
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sp5C = ABS(this->unk_87C) * 0.0015f;
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@ -10856,7 +10856,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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camMode = CAM_MODE_Z_TARGET_UNFRIENDLY;
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}
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Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, focusActor);
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} else if (this->stateFlags1 & PLAYER_STATE1_12) {
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} else if (this->stateFlags1 & PLAYER_STATE1_CHARGING_SPIN_ATTACK) {
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camMode = CAM_MODE_CHARGE;
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} else if (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) {
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camMode = CAM_MODE_FOLLOW_BOOMERANG;
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@ -11429,7 +11429,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
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}
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this->stateFlags1 &= ~(PLAYER_STATE1_SWINGING_BOTTLE | PLAYER_STATE1_9 | PLAYER_STATE1_12 | PLAYER_STATE1_22);
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this->stateFlags1 &=
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~(PLAYER_STATE1_SWINGING_BOTTLE | PLAYER_STATE1_9 | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_22);
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this->stateFlags2 &= ~(PLAYER_STATE2_0 | PLAYER_STATE2_2 | PLAYER_STATE2_3 | PLAYER_STATE2_5 | PLAYER_STATE2_6 |
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PLAYER_STATE2_8 | PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND | PLAYER_STATE2_12 |
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PLAYER_STATE2_14 | PLAYER_STATE2_DO_ACTION_ENTER | PLAYER_STATE2_22 | PLAYER_STATE2_26);
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