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Player Docs: Document Some Start Mode Actions (#2305)
* document blue warp arrive * document warp song, door, and time travel * document grotto and farores wind * move animsfx * review * unname appear
This commit is contained in:
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53962a2cd8
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2 changed files with 96 additions and 65 deletions
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@ -673,8 +673,8 @@ typedef struct PlayerAgeProperties {
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/* 0x92 */ u16 unk_92;
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/* 0x94 */ u16 unk_94;
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/* 0x98 */ LinkAnimationHeader* unk_98;
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/* 0x9C */ LinkAnimationHeader* unk_9C;
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/* 0xA0 */ LinkAnimationHeader* unk_A0;
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/* 0x9C */ LinkAnimationHeader* timeTravelStartAnim;
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/* 0xA0 */ LinkAnimationHeader* timeTravelEndAnim;
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/* 0xA4 */ LinkAnimationHeader* unk_A4;
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/* 0xA8 */ LinkAnimationHeader* unk_A8;
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/* 0xAC */ LinkAnimationHeader* unk_AC[4];
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@ -899,16 +899,22 @@ typedef struct Player {
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/* 0x084F */ union {
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s8 actionVar1;
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s8 facingUpSlope; // Player_Action_SlideOnSlope: facing uphill when sliding on a slope
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s8 startedAnim; // Player_Action_EndTimeTravel: Started playing the animation that was previously frozen
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s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope
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s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene.
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0850 */ union {
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s16 actionVar2;
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s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
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s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
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s16 bonked; // Player_Action_Roll: Set to true after bonking into a wall or an actor
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s16 animDelayTimer; // Player_Action_EndTimeTravel: Delays playing animation until finished counting down
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s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started
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s16 inWater; // Player_Action_SwingBottle: true if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
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s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
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s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second)
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854;
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@ -303,26 +303,26 @@ void Player_Action_8084E368(Player* this, PlayState* play);
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void Player_Action_8084E3C4(Player* this, PlayState* play);
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void Player_Action_8084E604(Player* this, PlayState* play);
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void Player_Action_8084E6D4(Player* this, PlayState* play);
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void Player_Action_8084E9AC(Player* this, PlayState* play);
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void Player_Action_TimeTravelEnd(Player* this, PlayState* play);
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void Player_Action_8084EAC0(Player* this, PlayState* play);
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void Player_Action_SwingBottle(Player* this, PlayState* play);
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void Player_Action_8084EED8(Player* this, PlayState* play);
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void Player_Action_8084EFC0(Player* this, PlayState* play);
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void Player_Action_ExchangeItem(Player* this, PlayState* play);
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void Player_Action_SlideOnSlope(Player* this, PlayState* play);
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void Player_Action_8084F608(Player* this, PlayState* play);
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void Player_Action_8084F698(Player* this, PlayState* play);
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void Player_Action_8084F710(Player* this, PlayState* play);
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void Player_Action_WaitForCutscene(Player* this, PlayState* play);
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void Player_Action_StartWarpSongArrive(Player* this, PlayState* play);
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
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void Player_Action_8084F88C(Player* this, PlayState* play);
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void Player_Action_8084F9A0(Player* this, PlayState* play);
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void Player_Action_8084F9C0(Player* this, PlayState* play);
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void Player_Action_TryOpeningDoor(Player* this, PlayState* play);
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void Player_Action_ExitGrotto(Player* this, PlayState* play);
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void Player_Action_8084FA54(Player* this, PlayState* play);
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void Player_Action_8084FB10(Player* this, PlayState* play);
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void Player_Action_8084FBF4(Player* this, PlayState* play);
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void Player_Action_808502D0(Player* this, PlayState* play);
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void Player_Action_808505DC(Player* this, PlayState* play);
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void Player_Action_8085063C(Player* this, PlayState* play);
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void Player_Action_8085076C(Player* this, PlayState* play);
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void Player_Action_FaroresWindArrive(Player* this, PlayState* play);
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void Player_Action_808507F4(Player* this, PlayState* play);
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void Player_Action_HookshotFly(Player* this, PlayState* play);
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void Player_Action_80850C68(Player* this, PlayState* play);
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@ -418,8 +418,8 @@ static PlayerAgeProperties sAgeProperties[] = {
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0, // unk_92
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0x80, // unk_94
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&gPlayerAnim_link_demo_Tbox_open, // unk_98
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&gPlayerAnim_link_demo_back_to_past, // unk_9C
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&gPlayerAnim_link_demo_return_to_past, // unk_A0
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&gPlayerAnim_link_demo_back_to_past, // timeTravelStartAnim
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&gPlayerAnim_link_demo_return_to_past, // timeTravelEndAnim
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&gPlayerAnim_link_normal_climb_startA, // unk_A4
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&gPlayerAnim_link_normal_climb_startB, // unk_A8
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{ &gPlayerAnim_link_normal_climb_upL, &gPlayerAnim_link_normal_climb_upR, &gPlayerAnim_link_normal_Fclimb_upL,
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@ -470,8 +470,8 @@ static PlayerAgeProperties sAgeProperties[] = {
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0x20, // unk_92
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0, // unk_94
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&gPlayerAnim_clink_demo_Tbox_open, // unk_98
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&gPlayerAnim_clink_demo_goto_future, // unk_9C
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&gPlayerAnim_clink_demo_return_to_future, // unk_A0
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&gPlayerAnim_clink_demo_goto_future, // timeTravelStartAnim
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&gPlayerAnim_clink_demo_return_to_future, // timeTravelEndAnim
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&gPlayerAnim_clink_normal_climb_startA, // unk_A4
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&gPlayerAnim_clink_normal_climb_startB, // unk_A8
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{ &gPlayerAnim_clink_normal_climb_upL, &gPlayerAnim_clink_normal_climb_upR, &gPlayerAnim_link_normal_Fclimb_upL,
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@ -5347,7 +5347,7 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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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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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_TryOpeningDoor == this->actionFunc)) {
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doorActor = this->doorActor;
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if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
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@ -5584,7 +5584,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
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if (interactActorId == ACTOR_BG_TOKI_SWD) {
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this->interactRangeActor->parent = &this->actor;
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Player_SetupAction(play, this, Player_Action_8084F608, 0);
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Player_SetupAction(play, this, Player_Action_WaitForCutscene, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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} else {
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LinkAnimationHeader* anim;
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@ -10501,15 +10501,17 @@ void Player_StartMode_Nothing(PlayState* play, Player* this) {
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}
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void Player_StartMode_BlueWarp(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F710, 0);
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Player_SetupAction(play, this, Player_Action_BlueWarpArrive, 0);
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if ((play->sceneId == SCENE_LAKE_HYLIA) && IS_CUTSCENE_LAYER) {
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this->av1.actionVar1 = 1;
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this->av1.isLakeHyliaCs = true;
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}
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this->stateFlags1 |= PLAYER_STATE1_29;
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LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_okarina_warp_goal, 2.0f / 3.0f, 0.0f, 24.0f,
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ANIMMODE_ONCE, 0.0f);
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// Start high up in the air
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this->actor.world.pos.y += 800.0f;
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}
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@ -10543,14 +10545,16 @@ void Player_PutSwordInHand(PlayState* play, Player* this, s32 playSfx) {
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void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
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static Vec3f sPedestalPos = { -1.0f, 69.0f, 20.0f };
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Player_SetupAction(play, this, Player_Action_8084E9AC, 0);
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Player_SetupAction(play, this, Player_Action_TimeTravelEnd, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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Math_Vec3f_Copy(&this->actor.world.pos, &sPedestalPos);
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this->yaw = this->actor.shape.rot.y = -0x8000;
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LinkAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A0, 2.0f / 3.0f, 0.0f, 0.0f, ANIMMODE_ONCE,
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0.0f);
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// The start frame and end frame are both set to 0 so that that the animation is frozen.
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// `Player_Action_TimeTravelEnd` will play the animation after `animDelayTimer` completes.
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LinkAnimation_Change(play, &this->skelAnime, this->ageProperties->timeTravelEndAnim, 2.0f / 3.0f, 0.0f, 0.0f,
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ANIMMODE_ONCE, 0.0f);
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Player_StartAnimMovement(play, this,
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PLAYER_ANIM_MOVEMENT_RESET_BY_AGE | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT |
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@ -10560,11 +10564,11 @@ void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
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Player_PutSwordInHand(play, this, false);
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}
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this->av2.actionVar2 = 20;
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this->av2.animDelayTimer = 20;
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}
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void Player_StartMode_Door(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F9A0, 0);
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Player_SetupAction(play, this, Player_Action_TryOpeningDoor, 0);
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Player_StartAnimMovement(play, this,
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT |
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ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT);
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@ -10572,7 +10576,7 @@ void Player_StartMode_Door(PlayState* play, Player* this) {
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void Player_StartMode_Grotto(PlayState* play, Player* this) {
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func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play);
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Player_SetupAction(play, this, Player_Action_8084F9C0, 0);
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Player_SetupAction(play, this, Player_Action_ExitGrotto, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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this->fallStartHeight = this->actor.world.pos.y;
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OnePointCutscene_Init(play, 5110, 40, &this->actor, CAM_ID_MAIN);
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@ -10583,8 +10587,8 @@ void Player_StartMode_KnockedOver(PlayState* play, Player* this) {
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}
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void Player_StartMode_WarpSong(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F698, 0);
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this->actor.draw = NULL;
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Player_SetupAction(play, this, Player_Action_StartWarpSongArrive, 0);
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this->actor.draw = NULL; // Start invisible
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this->stateFlags1 |= PLAYER_STATE1_29;
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}
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@ -10596,8 +10600,8 @@ Actor* Player_SpawnMagicSpell(PlayState* play, Player* this, s32 spell) {
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}
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void Player_StartMode_FaroresWind(PlayState* play, Player* this) {
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this->actor.draw = NULL;
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Player_SetupAction(play, this, Player_Action_8085076C, 0);
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this->actor.draw = NULL; // Start invisible
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Player_SetupAction(play, this, Player_Action_FaroresWindArrive, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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}
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@ -13895,26 +13899,22 @@ void Player_Action_8084E6D4(Player* this, PlayState* play) {
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}
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}
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static AnimSfxEntry D_808549F0[] = {
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{ NA_SE_IT_MASTER_SWORD_SWING, -ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 60) },
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};
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void func_8084E988(Player* this) {
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static AnimSfxEntry D_808549F0[] = {
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{ NA_SE_IT_MASTER_SWORD_SWING, -ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 60) },
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};
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Player_ProcessAnimSfxList(this, D_808549F0);
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}
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#if OOT_VERSION >= PAL_1_0
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static AnimSfxEntry D_808549F4[] = {
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{ NA_SE_VO_LI_AUTO_JUMP, ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 5) },
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{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_LANDING, 15) },
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};
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#endif
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void Player_Action_8084E9AC(Player* this, PlayState* play) {
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void Player_Action_TimeTravelEnd(Player* this, PlayState* play) {
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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if (this->av1.actionVar1 == 0) {
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if (DECR(this->av2.actionVar2) == 0) {
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this->av1.actionVar1 = 1;
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if (!this->av1.startedAnim) {
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if (DECR(this->av2.animDelayTimer) == 0) {
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this->av1.startedAnim = true;
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// endFrame was previously set to 0 to freeze the animation.
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// Set it properly to allow the animation to play.
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this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
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}
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} else {
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#if OOT_VERSION < PAL_1_0
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if (!LINK_IS_ADULT && LinkAnimation_OnFrame(&this->skelAnime, 5.0f)) {
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// There is a jump sound when leaving the pedestal, but no landing sound when hitting the floor.
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// This is fixed in PAL 1.0 and above.
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_AUTO_JUMP);
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} else if (LINK_IS_ADULT) {
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func_8084E988(this);
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}
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#else
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if (!LINK_IS_ADULT) {
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Player_ProcessAnimSfxList(this, D_808549F4);
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static AnimSfxEntry sJumpOffPedestalAnimSfxList[] = {
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{ NA_SE_VO_LI_AUTO_JUMP, ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 5) },
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{ 0, -ANIMSFX_DATA(ANIMSFX_TYPE_LANDING, 15) },
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};
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Player_ProcessAnimSfxList(this, sJumpOffPedestalAnimSfxList);
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} else {
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func_8084E988(this);
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}
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@ -14271,29 +14278,40 @@ void Player_Action_SlideOnSlope(Player* this, PlayState* play) {
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}
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}
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void Player_Action_8084F608(Player* this, PlayState* play) {
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if ((DECR(this->av2.actionVar2) == 0) && Player_StartCsAction(play, this)) {
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/**
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* Waits to start processing a Cutscene Action.
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* First, the timer `csDelayTimer` much reach 0.
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* Then, there must be a CS action available to start processing.
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*
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* When starting the cutscene action, `draw` will be set to make
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* Player appear, if he was invisible.
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*/
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void Player_Action_WaitForCutscene(Player* this, PlayState* play) {
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if ((DECR(this->av2.csDelayTimer) == 0) && Player_StartCsAction(play, this)) {
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func_80852280(play, this, NULL);
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Player_SetupAction(play, this, Player_Action_CsAction, 0);
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Player_Action_CsAction(this, play);
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}
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}
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void Player_Action_8084F698(Player* this, PlayState* play) {
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Player_SetupAction(play, this, Player_Action_8084F608, 0);
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this->av2.actionVar2 = 40;
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void Player_Action_StartWarpSongArrive(Player* this, PlayState* play) {
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Player_SetupAction(play, this, Player_Action_WaitForCutscene, 0);
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this->av2.csDelayTimer = 40;
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// Note: The warp song sparkles actor is responsible for starting the warp-in cutscene script
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Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, 0.0f, 0.0f, 0.0f, 0, 0, 0, DEMOKANKYO_WARP_IN);
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}
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void Player_Action_8084F710(Player* this, PlayState* play) {
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play) {
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s32 pad;
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if ((this->av1.actionVar1 != 0) && (play->csCtx.curFrame < 305)) {
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if ((this->av1.isLakeHyliaCs) && (play->csCtx.curFrame < 305)) {
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// Delay falling down until frame 306 of the Lake Hylia cutscene after completing Water Temple
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this->actor.gravity = 0.0f;
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this->actor.velocity.y = 0.0f;
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} else if (sYDistToFloor < 150.0f) {
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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if (this->av2.actionVar2 == 0) {
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if (!this->av2.playedLandingSfx) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
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Player_PlayLandingSfx(this);
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@ -14303,9 +14321,11 @@ void Player_Action_8084F710(Player* this, PlayState* play) {
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if ((play->sceneId == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) {
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return;
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}
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func_80853080(this, play);
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}
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}
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Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.3f, 8.0f, 0.5f);
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}
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@ -14314,9 +14334,10 @@ void Player_Action_8084F710(Player* this, PlayState* play) {
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}
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if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.playerCue != NULL)) {
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f32 sp28 = this->actor.world.pos.y;
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f32 savedYPos = this->actor.world.pos.y;
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func_808529D0(play, this, play->csCtx.playerCue);
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this->actor.world.pos.y = sp28;
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||||
this->actor.world.pos.y = savedYPos;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -14348,11 +14369,15 @@ void Player_Action_8084F88C(Player* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
void Player_Action_8084F9A0(Player* this, PlayState* play) {
|
||||
/**
|
||||
* Automatically open a door (no need for the A button).
|
||||
* Note: If no door is in useable range, a softlock will occur.
|
||||
*/
|
||||
void Player_Action_TryOpeningDoor(Player* this, PlayState* play) {
|
||||
Player_ActionHandler_1(this, play);
|
||||
}
|
||||
|
||||
void Player_Action_8084F9C0(Player* this, PlayState* play) {
|
||||
void Player_Action_ExitGrotto(Player* this, PlayState* play) {
|
||||
this->actor.gravity = -1.0f;
|
||||
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
@ -14708,17 +14733,17 @@ void Player_Action_8085063C(Player* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
void Player_Action_8085076C(Player* this, PlayState* play) {
|
||||
void Player_Action_FaroresWindArrive(Player* this, PlayState* play) {
|
||||
s32 respawnData = gSaveContext.respawn[RESPAWN_MODE_TOP].data;
|
||||
|
||||
if (this->av2.actionVar2 > 20) {
|
||||
if (this->av2.appearTimer > 20) {
|
||||
this->actor.draw = Player_Draw;
|
||||
this->actor.world.pos.y += 60.0f;
|
||||
func_80837B9C(this, play);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->av2.actionVar2++ == 20) {
|
||||
if (this->av2.appearTimer++ == 20) {
|
||||
gSaveContext.respawn[RESPAWN_MODE_TOP].data = respawnData + 1;
|
||||
Sfx_PlaySfxAtPos(&gSaveContext.respawn[RESPAWN_MODE_TOP].pos, NA_SE_PL_MAGIC_WIND_WARP);
|
||||
}
|
||||
|
@ -15449,12 +15474,12 @@ static LinkAnimationHeader* D_80855190[] = {
|
|||
&gPlayerAnim_clink_demo_goto_future,
|
||||
};
|
||||
|
||||
static Vec3f D_80855198 = { -1.0f, 70.0f, 20.0f };
|
||||
|
||||
void func_808519EC(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &D_80855198);
|
||||
static Vec3f sPedestalPos = { -1.0f, 70.0f, 20.0f };
|
||||
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &sPedestalPos);
|
||||
this->actor.shape.rot.y = -0x8000;
|
||||
Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_9C);
|
||||
Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->timeTravelStartAnim);
|
||||
Player_StartAnimMovement(play, this,
|
||||
PLAYER_ANIM_MOVEMENT_RESET_BY_AGE | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
|
||||
ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT |
|
||||
|
|
Loading…
Reference in a new issue