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unk_664 -> focusActor [Target Docs 5/?] (#2126)
* unk_664 -> focusActor * capitalization * missed a temp
This commit is contained in:
parent
78e6b801bc
commit
907e440f3a
6 changed files with 96 additions and 92 deletions
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@ -1034,11 +1034,11 @@ void func_80A04414(EnElf* this, PlayState* play) {
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}
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if (this->fairyFlags & 1) {
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if ((naviHoverActor == NULL) || (player->unk_664 == NULL)) {
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if ((naviHoverActor == NULL) || (player->focusActor == NULL)) {
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this->fairyFlags ^= 1;
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}
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} else {
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if ((naviHoverActor != NULL) && (player->unk_664 != NULL)) {
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if ((naviHoverActor != NULL) && (player->focusActor != NULL)) {
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if (naviHoverActor->category == ACTORCAT_NPC) {
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sfxId = NA_SE_VO_NAVY_HELLO;
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} else {
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@ -1224,7 +1224,8 @@ void func_80A04DE4(EnElf* this, PlayState* play) {
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if (this->fairyFlags & 0x10) {
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pos = play->actorCtx.targetCtx.naviHoverPos;
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if ((player->unk_664 == NULL) || (&player->actor == player->unk_664) || (&this->actor == player->unk_664)) {
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if ((player->focusActor == NULL) || (&player->actor == player->focusActor) ||
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(&this->actor == player->focusActor)) {
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pos.x = player->bodyPartsPos[PLAYER_BODYPART_HEAD].x + (Math_SinS(player->actor.shape.rot.y) * 20.0f);
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pos.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 5.0f;
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pos.z = player->bodyPartsPos[PLAYER_BODYPART_HEAD].z + (Math_CosS(player->actor.shape.rot.y) * 20.0f);
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@ -1376,7 +1377,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
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EnElf* this = (EnElf*)thisx;
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if (player->naviTextId == 0) {
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if (player->unk_664 == NULL) {
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if (player->focusActor == NULL) {
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#if OOT_DEBUG
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if (((gSaveContext.save.info.playerData.naviTimer >= 600) &&
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(gSaveContext.save.info.playerData.naviTimer <= 3000)) ||
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@ -539,7 +539,7 @@ s16 EnZf_FindNextPlatformTowardsPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, Pl
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// Player not targeting this or another EnZf?
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s32 EnZf_CanAttack(PlayState* play, EnZf* this) {
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Actor* targetedActor;
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Actor* playerFocusActor;
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Player* player = GET_PLAYER(play);
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if (this->actor.params >= ENZF_TYPE_LIZALFOS_MINIBOSS_A) { // miniboss
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@ -553,16 +553,16 @@ s32 EnZf_CanAttack(PlayState* play, EnZf* this) {
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return true;
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}
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if (this->actor.params == ENZF_TYPE_DINOLFOS) {
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targetedActor = player->unk_664;
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if (targetedActor == NULL) {
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playerFocusActor = player->focusActor;
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if (playerFocusActor == NULL) {
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return false;
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} else {
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if (targetedActor->category != ACTORCAT_ENEMY) {
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if (playerFocusActor->category != ACTORCAT_ENEMY) {
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return true;
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}
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if (targetedActor->id != ACTOR_EN_ZF) {
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if (playerFocusActor->id != ACTOR_EN_ZF) {
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return false;
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} else if (targetedActor->colorFilterTimer != 0) {
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} else if (playerFocusActor->colorFilterTimer != 0) {
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return true;
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}
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}
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@ -2322,7 +2322,7 @@ s32 func_80833B2C(Player* this) {
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}
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s32 func_80833B54(Player* this) {
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if ((this->unk_664 != NULL) && CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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if ((this->focusActor != NULL) && CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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this->stateFlags1 |= PLAYER_STATE1_4;
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return 1;
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}
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@ -3096,14 +3096,14 @@ s32 func_808359FC(Player* this, PlayState* play) {
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} else if (LinkAnimation_OnFrame(&this->upperSkelAnime, 6.0f)) {
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f32 posX = (Math_SinS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.x;
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f32 posZ = (Math_CosS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.z;
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s32 yaw = (this->unk_664 != NULL) ? this->actor.shape.rot.y + 14000 : this->actor.shape.rot.y;
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s32 yaw = (this->focusActor != NULL) ? this->actor.shape.rot.y + 14000 : this->actor.shape.rot.y;
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EnBoom* boomerang =
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(EnBoom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOOM, posX, this->actor.world.pos.y + 30.0f, posZ,
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this->actor.focus.rot.x, yaw, 0, 0);
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this->boomerangActor = &boomerang->actor;
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if (boomerang != NULL) {
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boomerang->moveTo = this->unk_664;
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boomerang->moveTo = this->focusActor;
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boomerang->returnTimer = 20;
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this->stateFlags1 |= PLAYER_STATE1_25;
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if (!func_8008E9C4(this)) {
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@ -3477,11 +3477,11 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
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s16 previousYaw = this->actor.shape.rot.y;
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if (!(this->stateFlags2 & (PLAYER_STATE2_5 | PLAYER_STATE2_6))) {
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Actor* unk_664 = this->unk_664;
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Actor* focusActor = this->focusActor;
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if ((unk_664 != NULL) &&
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if ((focusActor != NULL) &&
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((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
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Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &unk_664->focus.pos),
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Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &focusActor->focus.pos),
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4000);
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} else if ((this->stateFlags1 & PLAYER_STATE1_17) &&
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!(this->stateFlags2 & (PLAYER_STATE2_5 | PLAYER_STATE2_6))) {
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@ -3587,15 +3587,15 @@ void func_80836BEC(Player* this, PlayState* play) {
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this->stateFlags1 |= PLAYER_STATE1_15;
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if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_27)) {
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if ((actorToTarget == this->unk_664) && (this->actor.category == ACTORCAT_PLAYER)) {
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if ((actorToTarget == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) {
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actorToTarget = play->actorCtx.targetCtx.arrowHoverActor;
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}
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if (actorToTarget != this->unk_664) {
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if (actorToTarget != this->focusActor) {
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if (!holdTarget) {
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this->stateFlags2 |= PLAYER_STATE2_13;
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}
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this->unk_664 = actorToTarget;
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this->focusActor = actorToTarget;
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this->unk_66C = 15;
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this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
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} else {
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@ -3612,23 +3612,23 @@ void func_80836BEC(Player* this, PlayState* play) {
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}
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}
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if (this->unk_664 != NULL) {
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if ((this->actor.category == ACTORCAT_PLAYER) && (this->unk_664 != this->unk_684) &&
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func_8002F0C8(this->unk_664, this, sp1C)) {
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if (this->focusActor != NULL) {
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if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->unk_684) &&
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func_8002F0C8(this->focusActor, this, sp1C)) {
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func_8008EDF0(this);
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this->stateFlags1 |= PLAYER_STATE1_30;
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} else if (this->unk_664 != NULL) {
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this->unk_664->targetPriority = 40;
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} else if (this->focusActor != NULL) {
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this->focusActor->targetPriority = 40;
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}
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} else if (this->unk_684 != NULL) {
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this->unk_664 = this->unk_684;
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this->focusActor = this->unk_684;
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}
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}
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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this->stateFlags1 &= ~(PLAYER_STATE1_16 | PLAYER_STATE1_17);
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if ((this->stateFlags1 & PLAYER_STATE1_11) ||
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!CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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this->stateFlags1 |= PLAYER_STATE1_16;
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}
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} else {
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@ -3748,9 +3748,9 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
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if (!Player_CalcSpeedAndYawFromControlStick(play, this, outSpeedTarget, outYawTarget, speedMode)) {
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*outYawTarget = this->actor.shape.rot.y;
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
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*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_664->focus.pos);
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*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos);
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return false;
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}
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} else if (func_80833B2C(this)) {
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@ -5234,7 +5234,7 @@ void func_8083A2F8(PlayState* play, Player* this) {
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if (this->actor.textId != 0) {
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Message_StartTextbox(play, this->actor.textId, this->talkActor);
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this->unk_664 = this->talkActor;
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this->focusActor = this->talkActor;
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}
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}
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@ -5667,7 +5667,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
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this->av1.actionVar1 = -1;
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}
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talkActor->flags |= ACTOR_FLAG_TALK;
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this->unk_664 = this->talkActor;
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this->focusActor = this->talkActor;
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} else if (sp2C == EXCH_ITEM_BOTTLE_RUTOS_LETTER) {
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this->av1.actionVar1 = 1;
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this->actor.textId = 0x4005;
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@ -5746,7 +5746,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
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s32 Player_ActionChange_4(Player* this, PlayState* play) {
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Actor* sp34 = this->talkActor;
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Actor* sp30 = this->unk_664;
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Actor* sp30 = this->focusActor;
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Actor* sp2C = NULL;
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s32 sp28 = 0;
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s32 sp24;
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@ -5835,8 +5835,8 @@ s32 Player_ActionChange_0(Player* this, PlayState* play) {
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return 1;
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}
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if ((this->unk_664 != NULL) && (CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) ||
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(this->unk_664->naviEnemyId != NAVI_ENEMY_NONE))) {
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if ((this->focusActor != NULL) && (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) ||
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(this->focusActor->naviEnemyId != NAVI_ENEMY_NONE))) {
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this->stateFlags2 |= PLAYER_STATE2_21;
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} else if ((this->naviTextId == 0) && !func_8008E9C4(this) && CHECK_BTN_ALL(sControlInput->press.button, BTN_CUP) &&
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) &&
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@ -6034,7 +6034,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) {
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if ((play->shootingGalleryStatus == 0) && (this->currentShield != PLAYER_SHIELD_NONE) &&
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CHECK_BTN_ALL(sControlInput->cur.button, BTN_R) &&
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(Player_IsChildWithHylianShield(this) || (!func_80833B2C(this) && (this->unk_664 == NULL)))) {
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(Player_IsChildWithHylianShield(this) || (!func_80833B2C(this) && (this->focusActor == NULL)))) {
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func_80832318(this);
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Player_DetachHeldActor(play, this);
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@ -6586,7 +6586,7 @@ void func_8083D6EC(PlayState* play, Player* this) {
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}
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s32 func_8083DB98(Player* this, s32 arg1) {
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Actor* unk_664 = this->unk_664;
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Actor* focusActor = this->focusActor;
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Vec3f sp30;
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s16 sp2E;
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s16 sp2C;
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@ -6594,8 +6594,8 @@ s32 func_8083DB98(Player* this, s32 arg1) {
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sp30.x = this->actor.world.pos.x;
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sp30.y = this->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
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sp30.z = this->actor.world.pos.z;
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sp2E = Math_Vec3f_Pitch(&sp30, &unk_664->focus.pos);
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sp2C = Math_Vec3f_Yaw(&sp30, &unk_664->focus.pos);
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sp2E = Math_Vec3f_Pitch(&sp30, &focusActor->focus.pos);
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sp2C = Math_Vec3f_Yaw(&sp30, &focusActor->focus.pos);
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Math_SmoothStepToS(&this->actor.focus.rot.y, sp2C, 4, 10000, 0);
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Math_SmoothStepToS(&this->actor.focus.rot.x, sp2E, 4, 10000, 0);
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this->unk_6AE |= 2;
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@ -6611,7 +6611,7 @@ void func_8083DC54(Player* this, PlayState* play) {
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f32 temp1;
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Vec3f sp34;
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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if (func_8002DD78(this) || func_808334B4(this)) {
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func_8083DB98(this, 1);
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} else {
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@ -7393,7 +7393,7 @@ s32 func_8083FC68(Player* this, f32 arg1, s16 arg2) {
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f32 sp1C = (s16)(arg2 - this->actor.shape.rot.y);
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f32 temp;
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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func_8083DB98(this, func_8002DD78(this) || func_808334B4(this));
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}
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@ -7412,7 +7412,7 @@ s32 func_8083FD78(Player* this, f32* arg1, s16* arg2, PlayState* play) {
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s16 sp2E = *arg2 - this->zTargetYaw;
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u16 sp2C = ABS(sp2E);
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if ((func_8002DD78(this) || func_808334B4(this)) && (this->unk_664 == NULL)) {
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if ((func_8002DD78(this) || func_808334B4(this)) && (this->focusActor == NULL)) {
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*arg1 *= Math_SinS(sp2C);
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if (*arg1 != 0.0f) {
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@ -7421,14 +7421,14 @@ s32 func_8083FD78(Player* this, f32* arg1, s16* arg2, PlayState* play) {
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*arg2 = this->actor.shape.rot.y;
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}
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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func_8083DB98(this, 1);
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} else {
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Math_SmoothStepToS(&this->actor.focus.rot.x, sControlInput->rel.stick_y * 240.0f, 14, 4000, 30);
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func_80836AB8(this, 1);
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}
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} else {
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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return func_8083FC68(this, *arg1, *arg2);
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} else {
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func_8083DC54(this, play);
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@ -7697,7 +7697,7 @@ void func_808409CC(PlayState* play, Player* this) {
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s32 sp38;
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s32 sp34;
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if ((this->unk_664 != NULL) ||
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if ((this->focusActor != NULL) ||
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(!(heathIsCritical = Health_IsCritical()) && ((this->unk_6AC = (this->unk_6AC + 1) & 1) != 0))) {
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this->stateFlags2 &= ~PLAYER_STATE2_28;
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anim = func_80833338(this);
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@ -10377,7 +10377,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
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Interface_SetDoAction(play, doAction);
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if (this->stateFlags2 & PLAYER_STATE2_21) {
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if (this->unk_664 != NULL) {
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if (this->focusActor != NULL) {
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Interface_SetNaviCall(play, 0x1E);
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} else {
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Interface_SetNaviCall(play, 0x1D);
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@ -10730,7 +10730,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) {
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void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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u8 seqMode;
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s32 pad;
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Actor* unk_664;
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Actor* focusActor;
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s32 camMode;
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if (this->actor.category == ACTORCAT_PLAYER) {
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@ -10746,7 +10746,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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camMode = CAM_MODE_STILL;
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} else if (this->stateFlags2 & PLAYER_STATE2_8) {
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camMode = CAM_MODE_PUSH_PULL;
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} else if ((unk_664 = this->unk_664) != NULL) {
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} else if ((focusActor = this->focusActor) != NULL) {
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if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK)) {
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camMode = CAM_MODE_TALK;
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} else if (this->stateFlags1 & PLAYER_STATE1_16) {
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@ -10758,7 +10758,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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} else {
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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, unk_664);
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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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camMode = CAM_MODE_CHARGE;
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} else if (this->stateFlags1 & PLAYER_STATE1_25) {
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@ -11328,7 +11328,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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func_8083D6EC(play, this);
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if ((this->unk_664 == NULL) && (this->naviTextId == 0)) {
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if ((this->focusActor == NULL) && (this->naviTextId == 0)) {
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this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
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}
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@ -11861,7 +11861,7 @@ void Player_Action_8084B1D8(Player* this, PlayState* play) {
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|||
}
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||||
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||||
if ((this->csAction != PLAYER_CSACTION_NONE) || (this->unk_6AD == 0) || (this->unk_6AD >= 4) ||
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||||
func_80833B54(this) || (this->unk_664 != NULL) || (func_8083AD4C(play, this) == CAM_MODE_NORMAL) ||
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||||
func_80833B54(this) || (this->focusActor != NULL) || (func_8083AD4C(play, this) == CAM_MODE_NORMAL) ||
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||||
(((this->unk_6AD == 2) && (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_R) ||
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func_80833B2C(this) || (!func_8002DD78(this) && !func_808334B4(this)))) ||
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||||
((this->unk_6AD == 1) &&
|
||||
|
@ -11964,7 +11964,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
this->yaw = this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
|
@ -12735,7 +12735,7 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
|
|||
|
||||
if ((this->csAction != PLAYER_CSACTION_NONE) ||
|
||||
(!func_8084C9BC(this, play) && !Player_ActionChange_13(this, play))) {
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
if (func_8002DD78(this) != 0) {
|
||||
this->unk_6BE = func_8083DB98(this, 1) - this->actor.shape.rot.y;
|
||||
this->unk_6BE = CLAMP(this->unk_6BE, -0x4AAA, 0x4AAA);
|
||||
|
@ -13561,7 +13561,7 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
|
|||
Player_ProcessAnimSfxList(this, D_80854A3C);
|
||||
}
|
||||
|
||||
if ((this->av1.actionVar1 == 0) && (this->unk_664 != NULL)) {
|
||||
if ((this->av1.actionVar1 == 0) && (this->focusActor != NULL)) {
|
||||
this->yaw = this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
|
@ -14626,9 +14626,9 @@ void func_80851314(Player* this) {
|
|||
this->csActor = NULL;
|
||||
}
|
||||
|
||||
this->unk_664 = this->csActor;
|
||||
this->focusActor = this->csActor;
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue