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Small Actor_UpdateAll doc (#1432)

* Small `Actor_UpdateAll` doc

* improve, "freeze"

* rename "freeze category masks"

* shorten to "category freeze mask" everywhere
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Dragorn421 2022-11-21 01:58:20 +01:00 committed by GitHub
parent 39e4e63b4d
commit 9cdd1678e2
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@ -1991,18 +1991,30 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play
func_8002FA60(play);
}
u32 D_80116068[ACTORCAT_MAX] = {
u32 sCategoryFreezeMasks[ACTORCAT_MAX] = {
// ACTORCAT_SWITCH
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
// ACTORCAT_BG
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
// ACTORCAT_PLAYER
0,
// ACTORCAT_EXPLOSIVE
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
// ACTORCAT_NPC
PLAYER_STATE1_7,
// ACTORCAT_ENEMY
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
// ACTORCAT_PROP
PLAYER_STATE1_7 | PLAYER_STATE1_28,
// ACTORCAT_ITEMACTION
0,
// ACTORCAT_MISC
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
// ACTORCAT_BOSS
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
// ACTORCAT_DOOR
0,
// ACTORCAT_CHEST
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
};
@ -2010,9 +2022,9 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
Actor* refActor;
Actor* actor;
Player* player;
u32* sp80;
u32 unkFlag;
u32 unkCondition;
u32* categoryFreezeMaskP;
u32 requiredActorFlag;
u32 canFreezeCategory;
Actor* sp74;
ActorEntry* actorEntry;
s32 i;
@ -2025,7 +2037,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
}
sp74 = NULL;
unkFlag = 0;
requiredActorFlag = 0;
if (play->numActorEntries != 0) {
actorEntry = &play->actorEntryList[0];
@ -2046,18 +2058,18 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
refActor->world.pos.z, 0, 0, 0, 1);
}
sp80 = &D_80116068[0];
categoryFreezeMaskP = &sCategoryFreezeMasks[0];
if (player->stateFlags2 & PLAYER_STATE2_27) {
unkFlag = ACTOR_FLAG_25;
requiredActorFlag = ACTOR_FLAG_25;
}
if ((player->stateFlags1 & PLAYER_STATE1_6) && ((player->actor.textId & 0xFF00) != 0x600)) {
sp74 = player->targetActor;
}
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++, sp80++) {
unkCondition = (*sp80 & player->stateFlags1);
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++, categoryFreezeMaskP++) {
canFreezeCategory = (*categoryFreezeMaskP & player->stateFlags1);
actor = actorCtx->actorLists[i].head;
while (actor != NULL) {
@ -2077,9 +2089,10 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
actor = actor->next;
} else if ((unkFlag && !(actor->flags & unkFlag)) ||
(!unkFlag && unkCondition && (sp74 != actor) && (actor != player->naviActor) &&
(actor != player->heldActor) && (&player->actor != actor->parent))) {
} else if ((requiredActorFlag && !(actor->flags & requiredActorFlag)) ||
(!requiredActorFlag && canFreezeCategory &&
!((sp74 == actor) || (actor == player->naviActor) || (actor == player->heldActor) ||
(&player->actor == actor->parent)))) {
CollisionCheck_ResetDamage(&actor->colChkInfo);
actor = actor->next;
} else if (actor->update == NULL) {