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Introduce Player csMode enum (#1462)
* player csmode enum * cleanup * missed one, player2 * spell out enum name * use CSMODE_MAX for data
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parent
0aff024c01
commit
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63 changed files with 655 additions and 535 deletions
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@ -312,7 +312,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->introState = BFD_CS_START;
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func_80064520(play, &play->csCtx);
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func_8002DF54(play, &this->actor, 8);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
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@ -389,7 +389,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
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}
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if (this->timers[0] == 40) {
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func_8002DF54(play, &this->actor, 0x13);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_19);
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}
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if (this->timers[0] == 0) {
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this->introState = BFD_CS_LOOK_GROUND;
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@ -418,7 +418,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->timers[0] = 170;
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this->subCamVelFactor = 0.0f;
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this->subCamAccel = 0.0f;
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func_8002DF54(play, &this->actor, 0x14);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_20);
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}
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break;
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case BFD_CS_COLLAPSE:
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@ -468,7 +468,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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if (this->timers[3] == 190) {
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this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
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this->platformSignal = VBSIMA_KILL;
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func_8002DF54(play, &this->actor, 1);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_1);
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}
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if (this->actor.world.pos.y > 120.0f) {
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this->subCamAtNext = this->actor.world.pos;
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@ -538,7 +538,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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// BFD_CS_NONE / BOSSFD_FLY_MAIN / SUB_CAM_ID_DONE
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this->introState = this->introFlyState = this->subCamId = 0;
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func_80064534(play, &play->csCtx);
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func_8002DF54(play, &this->actor, 7);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
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this->actionFunc = BossFd_Wait;
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this->handoffSignal = FD2_SIGNAL_GROUND;
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SET_EVENTCHKINF(EVENTCHKINF_73);
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@ -847,7 +847,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultReverb);
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func_8002DF54(play, &this->actor, 5);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_5);
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for (i1 = 0; i1 < 15; i1++) {
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Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
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Vec3f sp138 = { 0.0f, 0.0f, 0.0f };
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