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https://github.com/zeldaret/oot.git
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Name PLAYER_STATE1_ACTOR_CARRY
(#2173)
* actor carry flag * format and add comments * comment changes
This commit is contained in:
parent
c7ec814d78
commit
900c2f0f68
11 changed files with 67 additions and 65 deletions
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@ -649,17 +649,17 @@ typedef struct WeaponInfo {
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#define LEDGE_DIST_MAX 399.96002f
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#define PLAYER_STATE1_0 (1 << 0)
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1) // Bottle is swung; Bottle is active and can catch things
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#define PLAYER_STATE1_2 (1 << 2)
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#define PLAYER_STATE1_3 (1 << 3)
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#define PLAYER_STATE1_4 (1 << 4)
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#define PLAYER_STATE1_5 (1 << 5)
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#define PLAYER_STATE1_6 (1 << 6)
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#define PLAYER_STATE1_7 (1 << 7)
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#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8)
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#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8) // Item change process has begun
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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_11 (1 << 11)
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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_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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@ -690,14 +690,14 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE2_6 (1 << 6)
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#define PLAYER_STATE2_7 (1 << 7)
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#define PLAYER_STATE2_8 (1 << 8)
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#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
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#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9) // Forces sand footstep sounds regardless of current floor type
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#define PLAYER_STATE2_10 (1 << 10)
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#define PLAYER_STATE2_11 (1 << 11)
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#define PLAYER_STATE2_12 (1 << 12)
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#define PLAYER_STATE2_13 (1 << 13)
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#define PLAYER_STATE2_14 (1 << 14)
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#define PLAYER_STATE2_15 (1 << 15)
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Sets the "Enter On A" DoAction
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#define PLAYER_STATE2_17 (1 << 17)
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#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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#define PLAYER_STATE2_19 (1 << 19)
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@ -1103,7 +1103,7 @@ int func_8002DD78(Player* player) {
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int func_8002DDA8(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags1 & PLAYER_STATE1_11) || func_8002DD78(player);
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return (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) || func_8002DD78(player);
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}
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s32 func_8002DDE4(PlayState* play) {
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@ -1811,7 +1811,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange
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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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(!(player->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_29)))) {
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(!(player->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29)))) {
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if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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s32 absYawDiff = ABS(yawDiff);
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@ -1880,7 +1880,7 @@ 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_11 | PLAYER_STATE1_12 | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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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->rideActor = horse;
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player->mountSide = mountSide;
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@ -6607,7 +6607,7 @@ s32 Camera_Demo5(Camera* camera) {
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sp4A = playerhead.rot.y - playerTargetGeo.yaw;
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if (camera->target->category == ACTORCAT_PLAYER) {
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framesDiff = camera->play->state.frames - sDemo5PrevAction12Frame;
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if (player->stateFlags1 & PLAYER_STATE1_11) {
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if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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// holding object over head.
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Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_8);
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} else if (ABS(framesDiff) > 3000) {
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@ -1552,7 +1552,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_Get(&sp14C);
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Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
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hookedActor->shape.rot = hookedActor->world.rot;
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} else if (this->stateFlags1 & PLAYER_STATE1_11) {
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} else if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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Vec3s spB8;
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Matrix_Get(&sp14C);
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@ -416,7 +416,7 @@ void func_808B57E0(BgSpot16Bombstone* this, PlayState* play) {
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OnePointCutscene_Init(play, 4180, sTimer, NULL, CAM_ID_MAIN);
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}
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}
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} else if (player->stateFlags1 & PLAYER_STATE1_11) {
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} else if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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playerHeldActor = player->heldActor;
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if (playerHeldActor != NULL && playerHeldActor->category == ACTORCAT_EXPLOSIVE &&
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playerHeldActor->id == ACTOR_EN_BOMBF) {
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@ -816,7 +816,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
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}
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this->isActive = false;
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this->dyna.actor.velocity.y = 0.0f;
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if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_11)) {
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if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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// The door is barred behind the player
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DoorShutter_SetupAction(this, DoorShutter_WaitPlayerSurprised);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_2);
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@ -207,11 +207,11 @@ void EnBom_Explode(EnBom* this, PlayState* play) {
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if (this->timer == 0) {
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player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_11) && (player->heldActor == &this->actor)) {
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if ((player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (player->heldActor == &this->actor)) {
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player->actor.child = NULL;
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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Actor_Kill(&this->actor);
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@ -163,7 +163,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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} else if (this->bombCollider.base.acFlags & AC_HIT) {
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this->bombCollider.base.acFlags &= ~AC_HIT;
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@ -197,7 +197,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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this->actor.world.pos = this->actor.home.pos;
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}
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}
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@ -215,7 +215,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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this->actor.world.pos = this->actor.home.pos;
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}
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}
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@ -299,11 +299,11 @@ void EnBombf_Explode(EnBombf* this, PlayState* play) {
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if (this->timer == 0) {
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player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_11) && (player->heldActor == &this->actor)) {
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if ((player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (player->heldActor == &this->actor)) {
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player->actor.child = NULL;
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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Actor_Kill(&this->actor);
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@ -116,7 +116,7 @@ void EnDntJiji_Wait(EnDntJiji* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((this->timer == 1) && (this->actor.xzDistToPlayer < 150.0f) && !Play_InCsMode(play) &&
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!(player->stateFlags1 & PLAYER_STATE1_11)) {
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!(player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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OnePointCutscene_Init(play, 2230, -99, &this->actor, CAM_ID_MAIN);
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this->timer = 0;
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
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@ -622,7 +622,7 @@ s32 EnTa_IsPlayerHoldingSuperCucco(EnTa* this, PlayState* play, s32 cuccoIdx) {
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Player* player = GET_PLAYER(play);
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Actor* interactRangeActor;
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if (player->stateFlags1 & PLAYER_STATE1_11) {
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if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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interactRangeActor = player->interactRangeActor;
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if (interactRangeActor != NULL && interactRangeActor->id == ACTOR_EN_NIW &&
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interactRangeActor == &this->superCuccos[cuccoIdx]->actor) {
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@ -658,7 +658,7 @@ void EnTa_TalkFoundSuperCucco(EnTa* this, PlayState* play) {
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if (player->heldActor == &this->superCuccos[lastFoundSuperCuccoIdx]->actor) {
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player->heldActor = NULL;
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}
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player->stateFlags1 &= ~PLAYER_STATE1_11;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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this->superCuccos[lastFoundSuperCuccoIdx] = NULL;
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}
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this->stateFlags |= TALON_STATE_FLAG_TRACKING_PLAYER;
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@ -1682,7 +1682,7 @@ void Player_DetachHeldActor(PlayState* play, Player* this) {
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this->heldActor = NULL;
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this->interactRangeActor = NULL;
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heldActor->parent = NULL;
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this->stateFlags1 &= ~PLAYER_STATE1_11;
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this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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if (Player_GetExplosiveHeld(this) >= 0) {
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}
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void func_80832440(PlayState* play, Player* this) {
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if ((this->stateFlags1 & PLAYER_STATE1_11) && (this->heldActor == NULL)) {
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if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->heldActor == NULL)) {
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if (this->interactRangeActor != NULL) {
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if (this->getItemId == GI_NONE) {
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this->stateFlags1 &= ~PLAYER_STATE1_11;
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this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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this->interactRangeActor = NULL;
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}
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} else {
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this->stateFlags1 &= ~PLAYER_STATE1_11;
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this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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}
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@ -2220,7 +2220,7 @@ void Player_InitExplosiveIA(PlayState* play, Player* this) {
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ExplosiveInfo* explosiveInfo;
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Actor* spawnedActor;
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if (this->stateFlags1 & PLAYER_STATE1_11) {
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if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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Player_PutAwayHeldItem(play, this);
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return;
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}
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@ -2245,7 +2245,7 @@ void Player_InitExplosiveIA(PlayState* play, Player* this) {
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this->heldActor = spawnedActor;
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this->getItemId = GI_NONE;
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this->unk_3BC.y = spawnedActor->shape.rot.y - this->actor.shape.rot.y;
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this->stateFlags1 |= PLAYER_STATE1_11;
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this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
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}
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}
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@ -2406,7 +2406,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
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}
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}
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if (!(this->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_29)) && !func_8008F128(this)) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29)) && !func_8008F128(this)) {
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if (this->itemAction >= PLAYER_IA_FISHING_POLE) {
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if (!Player_ItemIsInUse(this, B_BTN_ITEM) && !Player_ItemIsInUse(this, C_BTN_ITEM(0)) &&
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!Player_ItemIsInUse(this, C_BTN_ITEM(1)) && !Player_ItemIsInUse(this, C_BTN_ITEM(2))) {
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@ -3023,7 +3023,7 @@ s32 Player_UpperAction_CarryActor(Player* this, PlayState* play) {
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return true;
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}
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if (this->stateFlags1 & PLAYER_STATE1_11) {
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if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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if (LinkAnimation_Update(play, &this->upperSkelAnime)) {
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LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_normal_carryB_wait);
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}
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@ -3164,7 +3164,7 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun
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func_8008EC70(this);
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}
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if (!(flags & 1) && !(this->stateFlags1 & PLAYER_STATE1_11)) {
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if (!(flags & 1) && !(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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func_80834644(play, this);
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this->stateFlags1 &= ~PLAYER_STATE1_22;
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}
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@ -3629,7 +3629,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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if (this->focusActor != NULL) {
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this->stateFlags1 &= ~(PLAYER_STATE1_16 | PLAYER_STATE1_PARALLEL);
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if ((this->stateFlags1 & PLAYER_STATE1_11) ||
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if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) {
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this->stateFlags1 |= PLAYER_STATE1_16;
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}
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@ -4584,7 +4584,7 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
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f32 sp34;
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f32 temp;
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if (!(this->stateFlags1 & PLAYER_STATE1_11) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (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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sp3C = 0;
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@ -4958,7 +4958,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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s32 frontRoom;
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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(!(this->stateFlags1 & PLAYER_STATE1_11) ||
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(!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_8084F9A0 == this->actionFunc)) {
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doorActor = this->doorActor;
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@ -5225,7 +5225,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
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}
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} else {
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func_80839F90(this, play);
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this->stateFlags1 &= ~PLAYER_STATE1_11;
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this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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}
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}
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@ -5444,7 +5444,7 @@ void func_8083AA10(Player* this, PlayState* play) {
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(sYDistToFloor > 20.0f) && (this->meleeWeaponState == 0) && (ABS(sp5C) < 0x2000) &&
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(this->speedXZ > 3.0f)) {
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if ((sPrevFloorProperty == FLOOR_PROPERTY_11) && !(this->stateFlags1 & PLAYER_STATE1_11)) {
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if ((sPrevFloorProperty == FLOOR_PROPERTY_11) && !(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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sp40 = func_808396F4(play, this, &D_8085451C, &sp44, &sp58, &sp54);
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sp3C = this->actor.world.pos.y;
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@ -5771,7 +5771,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
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if ((sp34 != NULL) || (sp2C != NULL)) {
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if ((sp30 == NULL) || (sp30 == sp34) || (sp30 == sp2C)) {
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if (!(this->stateFlags1 & PLAYER_STATE1_11) ||
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if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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((this->heldActor != NULL) && (sp28 || (sp34 == this->heldActor) || (sp2C == this->heldActor) ||
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((sp34 != NULL) && (sp34->flags & ACTOR_FLAG_16))))) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & PLAYER_STATE1_23) ||
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@ -5819,7 +5819,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
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}
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s32 func_8083B8F4(Player* this, PlayState* play) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_23)) &&
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if (!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_23)) &&
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Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FIRST_PERSON)) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
|
||||
(func_808332B8(this) && (this->actor.depthInWater < this->ageProperties->unk_2C))) {
|
||||
|
@ -6391,7 +6391,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
|
|||
Player_SetupAction(play, this, Player_Action_8084E1EC, 1);
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_10) {
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_11 | PLAYER_STATE1_29;
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
|
||||
}
|
||||
|
||||
this->av2.actionVar2 = 2;
|
||||
|
@ -6399,7 +6399,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
|
|||
|
||||
func_80832340(play, this);
|
||||
Player_AnimChangeOnceMorph(play, this,
|
||||
(this->stateFlags1 & PLAYER_STATE1_11)
|
||||
(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)
|
||||
? &gPlayerAnim_link_swimer_swim_get
|
||||
: &gPlayerAnim_link_swimer_swim_deep_end);
|
||||
|
||||
|
@ -6859,7 +6859,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|||
func_80835EA4(play, 9);
|
||||
}
|
||||
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_11 | PLAYER_STATE1_29;
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
|
||||
func_80832224(this);
|
||||
return 1;
|
||||
}
|
||||
|
@ -6867,8 +6867,8 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|||
func_8083E4C4(play, this, giEntry);
|
||||
this->getItemId = GI_NONE;
|
||||
}
|
||||
} else if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && !(this->stateFlags1 & PLAYER_STATE1_11) &&
|
||||
!(this->stateFlags2 & PLAYER_STATE2_10)) {
|
||||
} else if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) &&
|
||||
!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && !(this->stateFlags2 & PLAYER_STATE2_10)) {
|
||||
if (this->getItemId != GI_NONE) {
|
||||
GetItemEntry* giEntry = &sGetItemTable[-this->getItemId - 1];
|
||||
EnBox* chest = (EnBox*)interactedActor;
|
||||
|
@ -6882,7 +6882,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|||
}
|
||||
|
||||
Player_SetupWaitForPutAway(play, this, func_8083A434);
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_11 | PLAYER_STATE1_29;
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
|
||||
func_8083AE40(this, giEntry->objectId);
|
||||
this->actor.world.pos.x =
|
||||
chest->dyna.actor.world.pos.x - (Math_SinS(chest->dyna.actor.shape.rot.y) * 29.4343f);
|
||||
|
@ -6935,7 +6935,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|||
}
|
||||
|
||||
func_80832224(this);
|
||||
this->stateFlags1 |= PLAYER_STATE1_11;
|
||||
this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
@ -6959,7 +6959,7 @@ s32 func_8083EAF0(Player* this, Actor* actor) {
|
|||
}
|
||||
|
||||
s32 Player_ActionChange_9(Player* this, PlayState* play) {
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_11) && (this->heldActor != NULL) &&
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->heldActor != NULL) &&
|
||||
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
|
||||
if (!func_80835644(play, this, this->heldActor)) {
|
||||
if (!func_8083EAF0(this, this->heldActor)) {
|
||||
|
@ -7288,8 +7288,8 @@ void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) {
|
|||
s32 Player_ActionChange_5(Player* this, PlayState* play) {
|
||||
DynaPolyActor* wallPolyActor;
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_11) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) &&
|
||||
(sShapeYawToTouchedWall < 0x3000)) {
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) &&
|
||||
(this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sShapeYawToTouchedWall < 0x3000)) {
|
||||
|
||||
if (((this->speedXZ > 0.0f) && func_8083EC18(this, play, sTouchedWallFlags)) ||
|
||||
Player_TryEnteringCrawlspace(this, play, sTouchedWallFlags)) {
|
||||
|
@ -7313,7 +7313,7 @@ s32 Player_ActionChange_5(Player* this, PlayState* play) {
|
|||
}
|
||||
|
||||
Player_SetupWaitForPutAway(play, this, func_8083A0F4);
|
||||
this->stateFlags1 |= PLAYER_STATE1_11;
|
||||
this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
|
||||
this->interactRangeActor = &wallPolyActor->actor;
|
||||
this->getItemId = GI_NONE;
|
||||
this->yaw = this->actor.wallYaw + 0x8000;
|
||||
|
@ -7706,7 +7706,7 @@ void func_808409CC(PlayState* play, Player* this) {
|
|||
anim = func_80833338(this);
|
||||
} else {
|
||||
this->stateFlags2 |= PLAYER_STATE2_28;
|
||||
if (this->stateFlags1 & PLAYER_STATE1_11) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
anim = func_80833338(this);
|
||||
} else {
|
||||
sp38 = play->roomCtx.curRoom.behaviorType2;
|
||||
|
@ -8998,7 +8998,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
|||
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
|
||||
Actor* heldActor;
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_11) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
heldActor = this->heldActor;
|
||||
|
||||
if (!func_80835644(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) &&
|
||||
|
@ -9037,7 +9037,8 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
|||
|
||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) &&
|
||||
!(this->stateFlags2 & PLAYER_STATE2_19) &&
|
||||
!(this->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_27)) && (this->speedXZ > 0.0f)) {
|
||||
!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_27)) &&
|
||||
(this->speedXZ > 0.0f)) {
|
||||
if ((this->yDistToLedge >= 150.0f) &&
|
||||
(this->controlStickDirections[this->controlStickDataIndex] == PLAYER_STICK_DIR_FORWARD)) {
|
||||
func_8083EC18(this, play, sTouchedWallFlags);
|
||||
|
@ -9079,7 +9080,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
|||
anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_short_landing, this->modelAnimType);
|
||||
} else if ((this->fallDistance < 800) &&
|
||||
(this->controlStickDirections[this->controlStickDataIndex] == PLAYER_STICK_DIR_FORWARD) &&
|
||||
!(this->stateFlags1 & PLAYER_STATE1_11)) {
|
||||
!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
func_8083BC04(this, play);
|
||||
return;
|
||||
}
|
||||
|
@ -9556,7 +9557,8 @@ void Player_Action_WaitForPutAway(Player* this, PlayState* play) {
|
|||
// The other conditions listed will force the put away delay function to run instantly if carrying an actor.
|
||||
// This is necessary because the UpperAction for carrying actors will always return true while holding
|
||||
// the actor, so `!Player_UpdateUpperBody` could never pass.
|
||||
if (((this->stateFlags1 & PLAYER_STATE1_11) && (this->heldActor != NULL) && (this->getItemId == GI_NONE)) ||
|
||||
if (((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->heldActor != NULL) &&
|
||||
(this->getItemId == GI_NONE)) ||
|
||||
!Player_UpdateUpperBody(this, play)) {
|
||||
this->afterPutAwayFunc(play, this);
|
||||
}
|
||||
|
@ -9684,7 +9686,7 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_11) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
}
|
||||
}
|
||||
|
@ -9823,7 +9825,7 @@ void Player_Action_80846408(Player* this, PlayState* play) {
|
|||
this->av2.actionVar2--;
|
||||
if (this->av2.actionVar2 == 0) {
|
||||
func_8083A098(this, &gPlayerAnim_link_normal_nocarry_free_end, play);
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_11;
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
}
|
||||
}
|
||||
|
@ -10286,10 +10288,10 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
|
|||
}
|
||||
} else if ((Player_Action_8084E3C4 != this->actionFunc) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
|
||||
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
|
||||
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
|
||||
(!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
|
||||
((heldActor != NULL) && (heldActor->id == ACTOR_EN_RU1)))) {
|
||||
doAction = DO_ACTION_OPEN;
|
||||
} else if ((!(this->stateFlags1 & PLAYER_STATE1_11) || (heldActor == NULL)) &&
|
||||
} else if ((!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) || (heldActor == NULL)) &&
|
||||
(interactRangeActor != NULL) &&
|
||||
((!sp1C && (this->getItemId == GI_NONE)) ||
|
||||
((this->getItemId < 0) && !(this->stateFlags1 & PLAYER_STATE1_27)))) {
|
||||
|
@ -10327,7 +10329,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
|
|||
doAction = DO_ACTION_DOWN;
|
||||
} else if (this->stateFlags2 & PLAYER_STATE2_DO_ACTION_ENTER) {
|
||||
doAction = DO_ACTION_ENTER;
|
||||
} else if ((this->stateFlags1 & PLAYER_STATE1_11) && (this->getItemId == GI_NONE) &&
|
||||
} else if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->getItemId == GI_NONE) &&
|
||||
(heldActor != NULL)) {
|
||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (heldActor->id == ACTOR_EN_NIW)) {
|
||||
if (func_8083EAF0(this, heldActor) == 0) {
|
||||
|
@ -11377,7 +11379,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
|||
this->exchangeItemId = EXCH_ITEM_NONE;
|
||||
}
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_11)) {
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
this->interactRangeActor = NULL;
|
||||
this->getItemDirection = 0x6000;
|
||||
}
|
||||
|
@ -13015,7 +13017,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
|
|||
} else if (!func_8083D12C(play, this, sControlInput)) {
|
||||
sp2C = (this->av2.actionVar2 * 0.018f) + 4.0f;
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_11) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
sControlInput = NULL;
|
||||
}
|
||||
|
||||
|
@ -13033,7 +13035,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
|
|||
|
||||
void func_8084DF6C(PlayState* play, Player* this) {
|
||||
this->unk_862 = 0;
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY);
|
||||
this->getItemId = GI_NONE;
|
||||
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
|
||||
}
|
||||
|
@ -13254,7 +13256,7 @@ void Player_Action_8084E6D4(Player* this, PlayState* play) {
|
|||
func_80832DBC(this);
|
||||
|
||||
if (this->getItemId == GI_ICE_TRAP) {
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY);
|
||||
|
||||
if (this->getItemId != GI_ICE_TRAP) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
|
||||
|
@ -14680,7 +14682,7 @@ void func_808514C0(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|||
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_11)) {
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
return;
|
||||
}
|
||||
|
@ -14729,7 +14731,7 @@ void func_80851688(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|||
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_11)) {
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue