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Document zTargetActiveTimer
(#2200)
* document zTargetActiveTimer * edit comments * Update src/overlays/actors/ovl_player_actor/z_player.c Co-authored-by: cadmic <cadmic24@gmail.com> * capitalization --------- Co-authored-by: cadmic <cadmic24@gmail.com>
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3 changed files with 26 additions and 12 deletions
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@ -797,7 +797,7 @@ typedef struct Player {
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/* 0x05E4 */ ColliderQuad shieldQuad;
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/* 0x0664 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x066C */ s32 zTargetActiveTimer; // Non-zero values indicate Z-Targeting should update; Values under 5 indicate lock-on is releasing
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/* 0x0670 */ s32 meleeWeaponEffectIndex;
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/* 0x0674 */ PlayerActionFunc actionFunc;
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/* 0x0678 */ PlayerAgeProperties* ageProperties;
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@ -2413,7 +2413,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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func_8008EDF0(player);
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}
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if ((actor == NULL) || (player->unk_66C < 5)) {
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if ((actor == NULL) || (player->zTargetActiveTimer < 5)) {
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actor = NULL;
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if (actorCtx->attention.reticleSpinCounter != 0) {
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@ -3609,26 +3609,39 @@ void func_80836BEC(Player* this, PlayState* play) {
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if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != PLAYER_CSACTION_NONE) ||
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(this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) ||
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(this->stateFlags3 & PLAYER_STATE3_FLYING_WITH_HOOKSHOT)) {
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this->unk_66C = 0;
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// Don't allow Z-Targeting in various states
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this->zTargetActiveTimer = 0;
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} else if (zButtonHeld || (this->stateFlags2 & PLAYER_STATE2_LOCK_ON_WITH_SWITCH) || (this->unk_684 != NULL)) {
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if (this->unk_66C <= 5) {
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this->unk_66C = 5;
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// While a lock-on is active, decrement the timer and hold it at 5.
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// Values under 5 indicate a lock-on has ended and will make the reticle release.
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// See usage toward the end of `Actor_UpdateAll`.
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//
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// `zButtonHeld` will also be true for Parallel. This is necessary because the timer
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// needs to be non-zero for `Player_SetParallel` to be able to run below.
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if (this->zTargetActiveTimer <= 5) {
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this->zTargetActiveTimer = 5;
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} else {
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this->unk_66C--;
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this->zTargetActiveTimer--;
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}
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} else if (this->stateFlags1 & PLAYER_STATE1_PARALLEL) {
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this->unk_66C = 0;
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} else if (this->unk_66C != 0) {
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this->unk_66C--;
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// If the above code block which checks `zButtonHeld` is not taken, that means Z has been released.
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// In that case, setting `zTargetActiveTimer` to 0 will stop Parallel if it is currently active.
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this->zTargetActiveTimer = 0;
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} else if (this->zTargetActiveTimer != 0) {
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this->zTargetActiveTimer--;
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}
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if (this->unk_66C >= 6) {
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if (this->zTargetActiveTimer >= 6) {
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// When a lock-on is started, `zTargetActiveTimer` will be set to 15 and then immediately start decrementing
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// down to 5. During this 10 frame period, set `ignoreLeash` so that the lock-on will temporarily
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// have an infinite leash distance.
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// This gives time for the reticle to settle while it locks on, even if the player leaves the leash range.
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ignoreLeash = true;
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}
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isTalking = func_8083224C(play);
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if (isTalking || (this->unk_66C != 0) ||
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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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if (!isTalking) {
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if (!(this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) &&
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@ -3666,7 +3679,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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}
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this->focusActor = nextLockOnActor;
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this->unk_66C = 15;
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this->zTargetActiveTimer = 15;
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this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
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} else {
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if (!usingHoldTargeting) {
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@ -3676,6 +3689,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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this->stateFlags1 &= ~PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE;
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} else {
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// Lock-on was not started above. Set Parallel Mode.
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if (!(this->stateFlags1 & (PLAYER_STATE1_PARALLEL | PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE))) {
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Player_SetParallel(this);
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}
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