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Target Mode Enum [Target Docs 7/?] (#2133)
* TargetMode Enum * format * add default comment * bss * bss 2 * fix bss 3
This commit is contained in:
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6051251c92
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112 changed files with 154 additions and 139 deletions
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@ -597,6 +597,20 @@ typedef struct TargetContext {
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/* 0x94 */ Actor* arrowHoverActor; // Actor to draw an arrow over
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/* 0x94 */ Actor* arrowHoverActor; // Actor to draw an arrow over
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} TargetContext; // size = 0x98
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} TargetContext; // size = 0x98
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typedef enum {
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/* 0 */ TARGET_MODE_0,
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/* 1 */ TARGET_MODE_1,
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/* 2 */ TARGET_MODE_2,
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/* 3 */ TARGET_MODE_3, // Used as the default for new actors
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/* 4 */ TARGET_MODE_4,
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/* 5 */ TARGET_MODE_5,
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/* 6 */ TARGET_MODE_6,
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/* 7 */ TARGET_MODE_7,
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/* 8 */ TARGET_MODE_8,
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/* 9 */ TARGET_MODE_9,
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/* 10 */ TARGET_MODE_MAX
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} TargetMode;
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typedef struct TitleCardContext {
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typedef struct TitleCardContext {
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/* 0x00 */ void* texture;
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/* 0x00 */ void* texture;
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/* 0x04 */ s16 x;
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/* 0x04 */ s16 x;
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@ -882,7 +882,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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Actor_SetFocus(actor, 0.0f);
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Actor_SetFocus(actor, 0.0f);
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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Actor_SetScale(actor, 0.01f);
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Actor_SetScale(actor, 0.01f);
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actor->targetMode = 3;
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actor->targetMode = TARGET_MODE_3;
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actor->minVelocityY = -20.0f;
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actor->minVelocityY = -20.0f;
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actor->xyzDistToPlayerSq = MAXFLOAT;
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actor->xyzDistToPlayerSq = MAXFLOAT;
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actor->naviEnemyId = NAVI_ENEMY_NONE;
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actor->naviEnemyId = NAVI_ENEMY_NONE;
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@ -1615,10 +1615,17 @@ typedef struct TargetRangeParams {
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#define TARGET_RANGE(range, leash) \
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#define TARGET_RANGE(range, leash) \
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{ SQ(range), (f32)range / leash }
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{ SQ(range), (f32)range / leash }
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TargetRangeParams sTargetRanges[] = {
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TargetRangeParams sTargetRanges[TARGET_MODE_MAX] = {
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TARGET_RANGE(70, 140), TARGET_RANGE(170, 255), TARGET_RANGE(280, 5600), TARGET_RANGE(350, 525),
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TARGET_RANGE(70, 140), // TARGET_MODE_0
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TARGET_RANGE(700, 1050), TARGET_RANGE(1000, 1500), TARGET_RANGE(100, 105.36842), TARGET_RANGE(140, 163.33333),
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TARGET_RANGE(170, 255), // TARGET_MODE_1
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TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000),
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TARGET_RANGE(280, 5600), // TARGET_MODE_2
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TARGET_RANGE(350, 525), // TARGET_MODE_3
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TARGET_RANGE(700, 1050), // TARGET_MODE_4
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TARGET_RANGE(1000, 1500), // TARGET_MODE_5
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TARGET_RANGE(100, 105.36842), // TARGET_MODE_6
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TARGET_RANGE(140, 163.33333), // TARGET_MODE_7
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TARGET_RANGE(240, 576), // TARGET_MODE_8
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TARGET_RANGE(280, 280000), // TARGET_MODE_9
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};
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};
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/**
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/**
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@ -152,7 +152,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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Collider_InitCylinder(play, &this->collider);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
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Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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thisx->targetMode = 0;
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thisx->targetMode = TARGET_MODE_0;
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break;
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break;
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case A_OBJ_BOULDER_FRAGMENT:
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case A_OBJ_BOULDER_FRAGMENT:
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thisx->gravity = -1.5f;
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thisx->gravity = -1.5f;
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@ -212,7 +212,7 @@ s16 sLightningFlashAlpha;
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s16 sSunDepthTestX;
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s16 sSunDepthTestX;
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s16 sSunDepthTestY;
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s16 sSunDepthTestY;
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:96 gc-jp-ce:96 gc-jp-mq:96 gc-us:96 gc-us-mq:96"
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LightNode* sNGameOverLightNode;
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LightNode* sNGameOverLightNode;
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LightInfo sNGameOverLightInfo;
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LightInfo sNGameOverLightInfo;
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@ -165,7 +165,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
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case YELLOW_TALL_2:
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case YELLOW_TALL_2:
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BgBdanSwitch_InitCollision(this, play);
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BgBdanSwitch_InitCollision(this, play);
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this->dyna.actor.flags |= ACTOR_FLAG_0;
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this->dyna.actor.flags |= ACTOR_FLAG_0;
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this->dyna.actor.targetMode = 4;
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this->dyna.actor.targetMode = TARGET_MODE_4;
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break;
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break;
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}
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}
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@ -122,7 +122,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 0, 80, 130, MASS_IMMOVABLE };
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, 4, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_4, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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};
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@ -54,10 +54,8 @@ static ColliderJntSphInit sJntSphInit = {
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};
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};
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 3, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
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};
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};
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@ -65,7 +65,7 @@ static ColliderJntSphInit sJntSphInit = {
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static InitChainEntry sInitChainClasp[] = {
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static InitChainEntry sInitChainClasp[] = {
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, 3, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 40, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 40, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
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};
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};
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@ -42,10 +42,8 @@ ActorProfile Bg_Treemouth_Profile = {
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};
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};
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
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ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 8000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 8000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_STOP),
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ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_STOP),
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};
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};
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@ -48,7 +48,7 @@ ActorProfile Boss_Dodongo_Profile = {
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#include "z_boss_dodongo_data.inc.c"
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#include "z_boss_dodongo_data.inc.c"
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_KING_DODONGO, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_KING_DODONGO, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -3000.0f, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -3000.0f, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 8200.0f, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 8200.0f, ICHAIN_STOP),
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@ -59,7 +59,7 @@ ActorProfile Boss_Fd_Profile = {
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#include "z_boss_fd_colchk.inc.c"
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#include "z_boss_fd_colchk.inc.c"
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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@ -67,7 +67,7 @@ static Vec3f sHoleLocations[] = {
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};
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};
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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@ -336,7 +336,7 @@ void BossGanon_SetAnimationObject(BossGanon* this, PlayState* play, s32 objectId
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}
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}
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GANONDORF, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GANONDORF, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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@ -199,7 +199,7 @@ static void* sLimbTex_rgba16_16x32[] = { gPhantomGanonLimbTex_00AA80, gPhantomGa
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static void* sMouthTex_ci8_16x16[] = { gPhantomGanonMouthTex, gPhantomGanonSmileTex };
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static void* sMouthTex_ci8_16x16[] = { gPhantomGanonMouthTex, gPhantomGanonSmileTex };
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_PHANTOM_GANON_PHASE_1, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_PHANTOM_GANON_PHASE_1, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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@ -333,7 +333,7 @@ void BossGoma_ClearPixels(u8* clearPixelTable, s16 i) {
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}
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}
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
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ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
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};
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};
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@ -294,7 +294,7 @@ static s16 sAttackRot[41] = {
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};
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};
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_MORPHA, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_MORPHA, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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@ -261,7 +261,7 @@ static AnimationHeader* sHandHangPoses[] = { &gBongoLeftHandHangPoseAnim, &gBong
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BONGO_BONGO, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BONGO_BONGO, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
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ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
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};
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};
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@ -201,7 +201,7 @@ static Vec3f sTwinrovaPillarPos[] = {
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static u8 sTwInitialized = false;
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static u8 sTwInitialized = false;
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static InitChainEntry sInitChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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};
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};
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@ -581,7 +581,7 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
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s16 warpId;
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s16 warpId;
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Actor_SetScale(&this->actor, 0.1f);
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Actor_SetScale(&this->actor, 0.1f);
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this->actor.targetMode = 5;
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this->actor.targetMode = TARGET_MODE_5;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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switch (this->actor.params) {
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switch (this->actor.params) {
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@ -79,7 +79,7 @@ void DoorAna_Init(Actor* thisx, PlayState* play) {
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} else {
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} else {
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DoorAna_SetupAction(this, DoorAna_WaitOpen);
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DoorAna_SetupAction(this, DoorAna_WaitOpen);
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}
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}
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this->actor.targetMode = 0;
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this->actor.targetMode = TARGET_MODE_0;
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}
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}
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void DoorAna_Destroy(Actor* thisx, PlayState* play) {
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void DoorAna_Destroy(Actor* thisx, PlayState* play) {
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@ -145,9 +145,9 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
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this->actor.xzDistToPlayer <= 15.0f && -50.0f <= this->actor.yDistToPlayer &&
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this->actor.xzDistToPlayer <= 15.0f && -50.0f <= this->actor.yDistToPlayer &&
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this->actor.yDistToPlayer <= 15.0f) {
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this->actor.yDistToPlayer <= 15.0f) {
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player->stateFlags1 |= PLAYER_STATE1_31;
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player->stateFlags1 |= PLAYER_STATE1_31;
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||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
} else {
|
} else {
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -148,7 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) {
|
||||||
this->focusHeightOffset = 0.0f;
|
this->focusHeightOffset = 0.0f;
|
||||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||||
this->home = this->actor.world.pos;
|
this->home = this->actor.world.pos;
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
this->actionFunc = EnAnubice_FindFlameCircles;
|
this->actionFunc = EnAnubice_FindFlameCircles;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -32,7 +32,7 @@ ActorProfile En_Attack_Niw_Profile = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
|
@ -103,7 +103,7 @@ void EnBa_Init(Actor* thisx, PlayState* play) {
|
||||||
this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f;
|
this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
this->actor.targetMode = 4;
|
this->actor.targetMode = TARGET_MODE_4;
|
||||||
this->upperParams = PARAMS_GET_U(thisx->params, 8, 8);
|
this->upperParams = PARAMS_GET_U(thisx->params, 8, 8);
|
||||||
thisx->params &= 0xFF;
|
thisx->params &= 0xFF;
|
||||||
|
|
||||||
|
|
|
@ -145,7 +145,7 @@ static DamageTable sDamageTable = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
|
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
|
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BIGOCTO, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BIGOCTO, ICHAIN_CONTINUE),
|
||||||
ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP),
|
ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP),
|
||||||
|
|
|
@ -77,7 +77,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
|
||||||
}
|
}
|
||||||
|
|
||||||
this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
|
this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
|
this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -55,7 +55,7 @@ static ColliderJntSphInit sJntSphInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP),
|
ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -109,7 +109,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
thisx->colChkInfo.cylRadius = 10.0f;
|
thisx->colChkInfo.cylRadius = 10.0f;
|
||||||
thisx->colChkInfo.cylHeight = 10;
|
thisx->colChkInfo.cylHeight = 10;
|
||||||
thisx->targetMode = 0;
|
thisx->targetMode = TARGET_MODE_0;
|
||||||
|
|
||||||
if (thisx->params == BOMBFLOWER_BODY) {
|
if (thisx->params == BOMBFLOWER_BODY) {
|
||||||
this->timer = 140;
|
this->timer = 140;
|
||||||
|
|
|
@ -49,7 +49,7 @@ static ColliderQuadInit sQuadInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(targetMode, 5, ICHAIN_CONTINUE),
|
ICHAIN_S8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
|
||||||
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
|
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -66,7 +66,7 @@ static AnimationHeader* sAnimations[4] = { &gTreasureChestAnim_00024C, &gTreasur
|
||||||
&gTreasureChestAnim_00043C, &gTreasureChestAnim_00043C };
|
&gTreasureChestAnim_00043C, &gTreasureChestAnim_00043C };
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 0, ICHAIN_STOP),
|
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
static UNK_TYPE sUnused;
|
static UNK_TYPE sUnused;
|
||||||
|
|
|
@ -251,7 +251,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
|
||||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||||
} else { // Initialize the Arwing.
|
} else { // Initialize the Arwing.
|
||||||
this->actor.flags |= ACTOR_FLAG_0;
|
this->actor.flags |= ACTOR_FLAG_0;
|
||||||
this->actor.targetMode = 5;
|
this->actor.targetMode = TARGET_MODE_5;
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sArwingCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sArwingCylinderInit);
|
||||||
this->actor.colChkInfo.health = 3;
|
this->actor.colChkInfo.health = 3;
|
||||||
|
|
||||||
|
|
|
@ -146,7 +146,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) {
|
||||||
COW_TYPE_TAIL);
|
COW_TYPE_TAIL);
|
||||||
this->animationTimer = Rand_ZeroFloat(1000.0f) + 40.0f;
|
this->animationTimer = Rand_ZeroFloat(1000.0f) + 40.0f;
|
||||||
this->breathTimer = 0;
|
this->breathTimer = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
R_EPONAS_SONG_PLAYED = false;
|
R_EPONAS_SONG_PLAYED = false;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
|
@ -143,7 +143,7 @@ void EnCs_Init(Actor* thisx, PlayState* play) {
|
||||||
Animation_GetLastFrame(sAnimationInfo[ENCS_ANIM_0].animation), sAnimationInfo[ENCS_ANIM_0].mode,
|
Animation_GetLastFrame(sAnimationInfo[ENCS_ANIM_0].animation), sAnimationInfo[ENCS_ANIM_0].mode,
|
||||||
sAnimationInfo[ENCS_ANIM_0].morphFrames);
|
sAnimationInfo[ENCS_ANIM_0].morphFrames);
|
||||||
|
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
|
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
|
||||||
this->unk_1EC = 0; // This variable is unused anywhere else
|
this->unk_1EC = 0; // This variable is unused anywhere else
|
||||||
this->talkState = 0;
|
this->talkState = 0;
|
||||||
|
|
|
@ -189,7 +189,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||||
|
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->currentAnimIndex = -1;
|
this->currentAnimIndex = -1;
|
||||||
this->runSpeed = 5.0f;
|
this->runSpeed = 5.0f;
|
||||||
this->initRot = this->actor.world.rot;
|
this->initRot = this->actor.world.rot;
|
||||||
|
|
|
@ -172,7 +172,7 @@ void EnDaikuKakariko_Init(Actor* thisx, PlayState* play) {
|
||||||
this->actor.gravity = 0.0f;
|
this->actor.gravity = 0.0f;
|
||||||
this->runSpeed = 3.0f;
|
this->runSpeed = 3.0f;
|
||||||
this->actor.uncullZoneForward = 1200.0f;
|
this->actor.uncullZoneForward = 1200.0f;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->currentAnimIndex = -1;
|
this->currentAnimIndex = -1;
|
||||||
|
|
||||||
if (this->flags & 0x40) {
|
if (this->flags & 0x40) {
|
||||||
|
|
|
@ -249,7 +249,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
|
||||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sBigDekuBabaDamageTable, &sColChkInfoInit);
|
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sBigDekuBabaDamageTable, &sColChkInfoInit);
|
||||||
this->actor.colChkInfo.health = 4;
|
this->actor.colChkInfo.health = 4;
|
||||||
this->actor.naviEnemyId = NAVI_ENEMY_BIG_DEKU_BABA;
|
this->actor.naviEnemyId = NAVI_ENEMY_BIG_DEKU_BABA;
|
||||||
this->actor.targetMode = 2;
|
this->actor.targetMode = TARGET_MODE_2;
|
||||||
} else {
|
} else {
|
||||||
this->size = 1.0f;
|
this->size = 1.0f;
|
||||||
|
|
||||||
|
@ -263,7 +263,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDekuBabaDamageTable, &sColChkInfoInit);
|
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDekuBabaDamageTable, &sColChkInfoInit);
|
||||||
this->actor.naviEnemyId = NAVI_ENEMY_DEKU_BABA;
|
this->actor.naviEnemyId = NAVI_ENEMY_DEKU_BABA;
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
}
|
}
|
||||||
|
|
||||||
EnDekubaba_SetupWait(this);
|
EnDekubaba_SetupWait(this);
|
||||||
|
|
|
@ -93,7 +93,7 @@ void EnDivingGame_Init(Actor* thisx, PlayState* play) {
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
} else {
|
} else {
|
||||||
D_809EF0B0 = true;
|
D_809EF0B0 = true;
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||||
this->actionFunc = func_809EDCB0;
|
this->actionFunc = func_809EDCB0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -115,7 +115,7 @@ static DnsItemEntry* sItemEntries[] = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BUSINESS_SCRUB, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BUSINESS_SCRUB, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -84,7 +84,7 @@ void EnDntJiji_Init(Actor* thisx, PlayState* play) {
|
||||||
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage);
|
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage);
|
||||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||||
this->actor.colChkInfo.mass = 0xFF;
|
this->actor.colChkInfo.mass = 0xFF;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actionFunc = EnDntJiji_SetFlower;
|
this->actionFunc = EnDntJiji_SetFlower;
|
||||||
this->actor.gravity = -2.0f;
|
this->actor.gravity = -2.0f;
|
||||||
}
|
}
|
||||||
|
|
|
@ -308,7 +308,7 @@ void EnDodongo_Init(Actor* thisx, PlayState* play) {
|
||||||
EnDodongo* this = (EnDodongo*)thisx;
|
EnDodongo* this = (EnDodongo*)thisx;
|
||||||
EffectBlureInit1 blureInit;
|
EffectBlureInit1 blureInit;
|
||||||
|
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||||
this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
|
this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
|
||||||
this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
|
this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
|
||||||
|
|
|
@ -73,7 +73,7 @@ static EnDoorInfo sDoorInfo[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP),
|
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -41,7 +41,7 @@ void EnDs_Init(Actor* thisx, PlayState* play) {
|
||||||
Actor_SetScale(&this->actor, 0.013f);
|
Actor_SetScale(&this->actor, 0.013f);
|
||||||
|
|
||||||
this->actionFunc = EnDs_Wait;
|
this->actionFunc = EnDs_Wait;
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
this->unk_1E8 = 0;
|
this->unk_1E8 = 0;
|
||||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||||
this->unk_1E4 = 0.0f;
|
this->unk_1E4 = 0.0f;
|
||||||
|
|
|
@ -289,7 +289,7 @@ void EnDu_Init(Actor* thisx, PlayState* play) {
|
||||||
}
|
}
|
||||||
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_0);
|
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_0);
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
|
|
||||||
if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
|
if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
|
||||||
|
|
|
@ -112,7 +112,7 @@ static DamageTable sDamageTable = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
|
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -168,7 +168,7 @@ static s16 sTimerFrogSong[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -92,7 +92,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) {
|
||||||
this->skelanime.playSpeed = 2.0f;
|
this->skelanime.playSpeed = 2.0f;
|
||||||
}
|
}
|
||||||
this->behaviorFlags = 0;
|
this->behaviorFlags = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnFu_Destroy(Actor* thisx, PlayState* play) {
|
void EnFu_Destroy(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -151,7 +151,7 @@ static DamageTable sDamageTable = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_FREEZARD, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_FREEZARD, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -121,7 +121,7 @@ static ColliderCylinderInitType1 sBottlesCylindersInit[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -98,7 +98,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
|
||||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||||
this->animation = &gGerudoWhiteIdleAnim;
|
this->animation = &gGerudoWhiteIdleAnim;
|
||||||
this->animFunc = EnGe1_CueUpAnimation;
|
this->animFunc = EnGe1_CueUpAnimation;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
|
|
||||||
this->actor.uncullZoneForward = ((play->sceneId == SCENE_GERUDO_VALLEY) ? 1000.0f : 1200.0f);
|
this->actor.uncullZoneForward = ((play->sceneId == SCENE_GERUDO_VALLEY) ? 1000.0f : 1200.0f);
|
||||||
|
@ -146,7 +146,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
this->hairstyle = GE1_HAIR_BOB;
|
this->hairstyle = GE1_HAIR_BOB;
|
||||||
// "Horseback archery Gerudo EVENT_INF(0) ="
|
// "Horseback archery Gerudo EVENT_INF(0) ="
|
||||||
PRINTF(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]);
|
PRINTF(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]);
|
||||||
|
|
|
@ -138,21 +138,21 @@ void EnGe2_Init(Actor* thisx, PlayState* play) {
|
||||||
EnGe2_ChangeAction(this, GE2_ACTION_WALK);
|
EnGe2_ChangeAction(this, GE2_ACTION_WALK);
|
||||||
if (EnGe2_CheckCarpentersFreed()) {
|
if (EnGe2_CheckCarpentersFreed()) {
|
||||||
this->actor.update = EnGe2_UpdateFriendly;
|
this->actor.update = EnGe2_UpdateFriendly;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case GE2_TYPE_STATIONARY:
|
case GE2_TYPE_STATIONARY:
|
||||||
EnGe2_ChangeAction(this, GE2_ACTION_STAND);
|
EnGe2_ChangeAction(this, GE2_ACTION_STAND);
|
||||||
if (EnGe2_CheckCarpentersFreed()) {
|
if (EnGe2_CheckCarpentersFreed()) {
|
||||||
this->actor.update = EnGe2_UpdateFriendly;
|
this->actor.update = EnGe2_UpdateFriendly;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case GE2_TYPE_GERUDO_CARD_GIVER:
|
case GE2_TYPE_GERUDO_CARD_GIVER:
|
||||||
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
|
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
|
||||||
this->actor.update = EnGe2_UpdateAfterTalk;
|
this->actor.update = EnGe2_UpdateAfterTalk;
|
||||||
this->actionFunc = EnGe2_ForceTalk;
|
this->actionFunc = EnGe2_ForceTalk;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
ASSERT(0, "0", "../z_en_ge2.c", 418);
|
ASSERT(0, "0", "../z_en_ge2.c", 418);
|
||||||
|
@ -595,7 +595,7 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) {
|
if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) {
|
||||||
this->actor.update = EnGe2_UpdateFriendly;
|
this->actor.update = EnGe2_UpdateFriendly;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -621,7 +621,7 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
|
||||||
|
|
||||||
if (EnGe2_CheckCarpentersFreed()) {
|
if (EnGe2_CheckCarpentersFreed()) {
|
||||||
this->actor.update = EnGe2_UpdateFriendly;
|
this->actor.update = EnGe2_UpdateFriendly;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actor.colorFilterTimer = 0;
|
this->actor.colorFilterTimer = 0;
|
||||||
} else if (this->actor.colorFilterTimer == 0) {
|
} else if (this->actor.colorFilterTimer == 0) {
|
||||||
this->actor.update = EnGe2_Update;
|
this->actor.update = EnGe2_Update;
|
||||||
|
|
|
@ -81,7 +81,7 @@ void EnGe3_Init(Actor* thisx, PlayState* play2) {
|
||||||
EnGe3_ChangeAction(this, 0);
|
EnGe3_ChangeAction(this, 0);
|
||||||
this->actionFunc = EnGe3_ForceTalk;
|
this->actionFunc = EnGe3_ForceTalk;
|
||||||
this->unk_30C = 0;
|
this->unk_30C = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actor.minVelocityY = -4.0f;
|
this->actor.minVelocityY = -4.0f;
|
||||||
this->actor.gravity = -1.0f;
|
this->actor.gravity = -1.0f;
|
||||||
}
|
}
|
||||||
|
|
|
@ -58,7 +58,7 @@ static ColliderCylinderInitType1 sCylinderInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -644,7 +644,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
EnGo_ChangeAnim(this, ENGO_ANIM_0);
|
EnGo_ChangeAnim(this, ENGO_ANIM_0);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
this->actor.gravity = -1.0f;
|
this->actor.gravity = -1.0f;
|
||||||
|
|
||||||
|
@ -678,7 +678,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
|
||||||
EnGo_SetupAction(this, func_80A3FEB4);
|
EnGo_SetupAction(this, func_80A3FEB4);
|
||||||
break;
|
break;
|
||||||
case 0x90:
|
case 0x90:
|
||||||
this->actor.targetMode = 5;
|
this->actor.targetMode = TARGET_MODE_5;
|
||||||
Actor_SetScale(&this->actor, 0.16f);
|
Actor_SetScale(&this->actor, 0.16f);
|
||||||
EnGo_SetupAction(this, EnGo_CurledUp);
|
EnGo_SetupAction(this, EnGo_CurledUp);
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -98,7 +98,7 @@ static u8 sSpawnNum = 0;
|
||||||
static Vec3f sDeadEffectVel = { 0.0f, 0.0f, 0.0f };
|
static Vec3f sDeadEffectVel = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 3, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE),
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA_LARVA, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA_LARVA, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
|
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 20, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 20, ICHAIN_STOP),
|
||||||
|
|
|
@ -102,7 +102,7 @@ void EnGs_Init(Actor* thisx, PlayState* play) {
|
||||||
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
|
||||||
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
|
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
|
||||||
|
|
||||||
thisx->targetMode = 6;
|
thisx->targetMode = TARGET_MODE_6;
|
||||||
this->unk_1D8 = thisx->world.pos;
|
this->unk_1D8 = thisx->world.pos;
|
||||||
this->actionFunc = func_80A4F734;
|
this->actionFunc = func_80A4F734;
|
||||||
this->unk_1B4[0].x = 1.0f;
|
this->unk_1B4[0].x = 1.0f;
|
||||||
|
|
|
@ -45,7 +45,7 @@ static ColliderCylinderInitType1 sCylinderInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -126,7 +126,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
|
||||||
this->collider.dim.yShift = 0;
|
this->collider.dim.yShift = 0;
|
||||||
this->collider.dim.radius = 15;
|
this->collider.dim.radius = 15;
|
||||||
this->collider.dim.height = 70;
|
this->collider.dim.height = 70;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
|
|
||||||
switch (this->type) {
|
switch (this->type) {
|
||||||
|
|
||||||
|
|
|
@ -73,7 +73,7 @@ void EnHeishi3_Init(Actor* thisx, PlayState* play) {
|
||||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
|
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
|
||||||
SkelAnime_Init(play, &this->skelAnime, &gEnHeishiSkel, &gEnHeishiIdleAnim, this->jointTable, this->morphTable, 17);
|
SkelAnime_Init(play, &this->skelAnime, &gEnHeishiSkel, &gEnHeishiIdleAnim, this->jointTable, this->morphTable, 17);
|
||||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
// "Castle Gate Soldier - Power Up"
|
// "Castle Gate Soldier - Power Up"
|
||||||
|
|
|
@ -62,7 +62,7 @@ void EnHeishi4_Init(Actor* thisx, PlayState* play) {
|
||||||
this->type = PARAMS_GET_U(thisx->params, 0, 8);
|
this->type = PARAMS_GET_U(thisx->params, 0, 8);
|
||||||
thisx->colChkInfo.mass = MASS_IMMOVABLE;
|
thisx->colChkInfo.mass = MASS_IMMOVABLE;
|
||||||
this->pos = thisx->world.pos;
|
this->pos = thisx->world.pos;
|
||||||
thisx->targetMode = 6;
|
thisx->targetMode = TARGET_MODE_6;
|
||||||
if (this->type == HEISHI4_AT_MARKET_DYING) {
|
if (this->type == HEISHI4_AT_MARKET_DYING) {
|
||||||
this->height = 30.0f;
|
this->height = 30.0f;
|
||||||
ActorShape_Init(&thisx->shape, 0.0f, NULL, 30.0f);
|
ActorShape_Init(&thisx->shape, 0.0f, NULL, 30.0f);
|
||||||
|
|
|
@ -89,7 +89,7 @@ void EnHs_Init(Actor* thisx, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
this->unk_2A8 = 0;
|
this->unk_2A8 = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHs_Destroy(Actor* thisx, PlayState* play) {
|
void EnHs_Destroy(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -63,7 +63,7 @@ void EnHs2_Init(Actor* thisx, PlayState* play) {
|
||||||
PRINTF(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
|
PRINTF(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
|
||||||
this->actionFunc = func_80A6F1A4;
|
this->actionFunc = func_80A6F1A4;
|
||||||
this->unk_2A8 = 0;
|
this->unk_2A8 = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHs2_Destroy(Actor* thisx, PlayState* play) {
|
void EnHs2_Destroy(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -77,10 +77,8 @@ static ColliderCylinderInit sCylinderInitDroppedFlame = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChainCapturableFlame[] = {
|
static InitChainEntry sInitChainCapturableFlame[] = {
|
||||||
ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 60, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 60, ICHAIN_CONTINUE),
|
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
|
|
||||||
ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
|
|
||||||
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
|
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -518,7 +518,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
this->actionFunc = func_80A7A4BC;
|
this->actionFunc = func_80A7A4BC;
|
||||||
|
|
||||||
|
@ -577,7 +577,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
|
||||||
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = 0;
|
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = 0;
|
||||||
break;
|
break;
|
||||||
case EVENTINF_HORSES_STATE_1:
|
case EVENTINF_HORSES_STATE_1:
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
EnIn_ChangeAnim(this, ENIN_ANIM_2);
|
EnIn_ChangeAnim(this, ENIN_ANIM_2);
|
||||||
this->actionFunc = func_80A7A568;
|
this->actionFunc = func_80A7A568;
|
||||||
Interface_SetTimer(60);
|
Interface_SetTimer(60);
|
||||||
|
@ -593,7 +593,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
|
||||||
break;
|
break;
|
||||||
case EVENTINF_HORSES_STATE_5:
|
case EVENTINF_HORSES_STATE_5:
|
||||||
case EVENTINF_HORSES_STATE_6:
|
case EVENTINF_HORSES_STATE_6:
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
EnIn_ChangeAnim(this, ENIN_ANIM_6);
|
EnIn_ChangeAnim(this, ENIN_ANIM_6);
|
||||||
this->unk_1EC = 8;
|
this->unk_1EC = 8;
|
||||||
this->actionFunc = func_80A7AA40;
|
this->actionFunc = func_80A7AA40;
|
||||||
|
|
|
@ -69,7 +69,7 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
SkelAnime_InitFlex(play, &this->skelanime, &object_ka_Skel_0065B0, &object_ka_Anim_000214, NULL, NULL, 0);
|
SkelAnime_InitFlex(play, &this->skelanime, &object_ka_Skel_0065B0, &object_ka_Anim_000214, NULL, NULL, 0);
|
||||||
|
|
||||||
this->rot = this->actor.world.rot;
|
this->rot = this->actor.world.rot;
|
||||||
|
|
|
@ -69,7 +69,7 @@ void EnKakasi2_Init(Actor* thisx, PlayState* play) {
|
||||||
if (this->switchFlag == 0x3F) {
|
if (this->switchFlag == 0x3F) {
|
||||||
this->switchFlag = -1;
|
this->switchFlag = -1;
|
||||||
}
|
}
|
||||||
this->actor.targetMode = 4;
|
this->actor.targetMode = TARGET_MODE_4;
|
||||||
this->maxSpawnDistance.x = (spawnRangeY * 40.0f) + 40.0f;
|
this->maxSpawnDistance.x = (spawnRangeY * 40.0f) + 40.0f;
|
||||||
this->maxSpawnDistance.y = (spawnRangeXZ * 40.0f) + 40.0f;
|
this->maxSpawnDistance.y = (spawnRangeXZ * 40.0f) + 40.0f;
|
||||||
|
|
||||||
|
|
|
@ -71,7 +71,7 @@ void EnKakasi3_Init(Actor* thisx, PlayState* play) {
|
||||||
PRINTF("\n\n");
|
PRINTF("\n\n");
|
||||||
// "Obonur" -- Related to the name of the scarecrow (Bonooru)
|
// "Obonur" -- Related to the name of the scarecrow (Bonooru)
|
||||||
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ おーボヌール ☆☆☆☆☆ \n" VT_RST);
|
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ おーボヌール ☆☆☆☆☆ \n" VT_RST);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
|
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
|
|
|
@ -213,7 +213,7 @@ void EnKanban_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
if (this->actor.params != ENKANBAN_PIECE) {
|
if (this->actor.params != ENKANBAN_PIECE) {
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
this->actor.flags |= ACTOR_FLAG_0;
|
this->actor.flags |= ACTOR_FLAG_0;
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
|
|
|
@ -85,7 +85,7 @@ static CollisionCheckInfoInit sColCheckInfoInit = { 1, 15, 80, MASS_HEAVY };
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE),
|
ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_WITHERED_DEKU_BABA, ICHAIN_STOP),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_WITHERED_DEKU_BABA, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -332,7 +332,7 @@ void EnKz_Init(Actor* thisx, PlayState* play) {
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
||||||
Actor_SetScale(&this->actor, 0.01);
|
Actor_SetScale(&this->actor, 0.01);
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_0);
|
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_0);
|
||||||
|
|
||||||
|
|
|
@ -53,7 +53,7 @@ void EnLightbox_Init(Actor* thisx, PlayState* play) {
|
||||||
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
|
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
|
||||||
this->dyna.interactFlags = 0;
|
this->dyna.interactFlags = 0;
|
||||||
this->dyna.transformFlags = 0;
|
this->dyna.transformFlags = 0;
|
||||||
thisx->targetMode = 0;
|
thisx->targetMode = TARGET_MODE_0;
|
||||||
thisx->gravity = -2.0f;
|
thisx->gravity = -2.0f;
|
||||||
CollisionHeader_GetVirtual(&object_lightbox_Col_001F10, &colHeader);
|
CollisionHeader_GetVirtual(&object_lightbox_Col_001F10, &colHeader);
|
||||||
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
|
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
|
||||||
|
|
|
@ -269,7 +269,7 @@ void EnMa1_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
|
|
||||||
if (!GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) || CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
|
if (!GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) || CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
|
||||||
|
|
|
@ -242,7 +242,7 @@ void EnMa2_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -667,7 +667,7 @@ void EnMd_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_0);
|
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_0);
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->alpha = 255;
|
this->alpha = 255;
|
||||||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_ELF, this->actor.world.pos.x,
|
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_ELF, this->actor.world.pos.x,
|
||||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, FAIRY_KOKIRI);
|
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, FAIRY_KOKIRI);
|
||||||
|
|
|
@ -66,7 +66,7 @@ void EnMk_Init(Actor* thisx, PlayState* play) {
|
||||||
this->actionFunc = EnMk_Wait;
|
this->actionFunc = EnMk_Wait;
|
||||||
this->flags = 0;
|
this->flags = 0;
|
||||||
this->swimFlag = 0;
|
this->swimFlag = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
|
|
||||||
if (GET_ITEMGETINF(ITEMGETINF_10)) {
|
if (GET_ITEMGETINF(ITEMGETINF_10)) {
|
||||||
this->flags |= 4;
|
this->flags |= 4;
|
||||||
|
|
|
@ -176,7 +176,7 @@ void EnMm_Init(Actor* thisx, PlayState* play) {
|
||||||
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
|
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
|
||||||
this->unk_1F0 = 2;
|
this->unk_1F0 = 2;
|
||||||
this->unk_1E8 = 0;
|
this->unk_1E8 = 0;
|
||||||
this->actor.targetMode = 2;
|
this->actor.targetMode = TARGET_MODE_2;
|
||||||
this->actor.gravity = -1.0f;
|
this->actor.gravity = -1.0f;
|
||||||
this->speedXZ = 3.0f;
|
this->speedXZ = 3.0f;
|
||||||
this->unk_204 = this->actor.objectSlot;
|
this->unk_204 = this->actor.objectSlot;
|
||||||
|
|
|
@ -136,7 +136,7 @@ void EnMm2_Init(Actor* thisx, PlayState* play2) {
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||||
this->mouthTexIndex = RM2_MOUTH_CLOSED;
|
this->mouthTexIndex = RM2_MOUTH_CLOSED;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->unk_1F4 |= 1;
|
this->unk_1F4 |= 1;
|
||||||
this->actor.gravity = -1.0f;
|
this->actor.gravity = -1.0f;
|
||||||
if (this->actor.params == 1) {
|
if (this->actor.params == 1) {
|
||||||
|
|
|
@ -53,7 +53,7 @@ static u16 sOfferTextIDs[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -139,7 +139,7 @@ void EnMu_Init(Actor* thisx, PlayState* play) {
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AB0BD0);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AB0BD0);
|
||||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &D_80AB0BFC);
|
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &D_80AB0BFC);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
EnMu_Interact(this, play);
|
EnMu_Interact(this, play);
|
||||||
EnMu_SetupAction(this, EnMu_Pose);
|
EnMu_SetupAction(this, EnMu_Pose);
|
||||||
|
|
|
@ -114,7 +114,7 @@ static ColliderCylinderInit sCylinderInit2 = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
|
@ -61,7 +61,7 @@ void EnNiwGirl_Init(Actor* thisx, PlayState* play) {
|
||||||
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwGirlSkel, &gNiwGirlRunAnim, this->jointTable, this->morphTable, 17);
|
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwGirlSkel, &gNiwGirlRunAnim, this->jointTable, this->morphTable, 17);
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
if (this->actor.params < 0) {
|
if (this->actor.params < 0) {
|
||||||
this->actor.params = 0;
|
this->actor.params = 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -165,7 +165,7 @@ void func_80AB9F24(EnNiwLady* this, PlayState* play) {
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
this->unk_272 = 0;
|
this->unk_272 = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actor.draw = EnNiwLady_Draw;
|
this->actor.draw = EnNiwLady_Draw;
|
||||||
switch (this->unk_278) {
|
switch (this->unk_278) {
|
||||||
case 0:
|
case 0:
|
||||||
|
|
|
@ -99,7 +99,7 @@ static DamageTable sDamageTable = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SPIKE, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SPIKE, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -57,7 +57,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) {
|
||||||
this->ocarinaSong = 0;
|
this->ocarinaSong = 0;
|
||||||
this->unk_158 = 1;
|
this->unk_158 = 1;
|
||||||
}
|
}
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
if (this->actor.world.rot.z > 0) {
|
if (this->actor.world.rot.z > 0) {
|
||||||
this->interactRange = this->actor.world.rot.z * 40.0f;
|
this->interactRange = this->actor.world.rot.z * 40.0f;
|
||||||
}
|
}
|
||||||
|
|
|
@ -324,7 +324,7 @@ static EnOssanGetGirlAParamsFunc sShopItemReplaceFunc[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -53,7 +53,7 @@ void EnPubox_Init(Actor* thisx, PlayState* play) {
|
||||||
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
|
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
|
||||||
this->dyna.interactFlags = 0;
|
this->dyna.interactFlags = 0;
|
||||||
this->dyna.transformFlags = 0;
|
this->dyna.transformFlags = 0;
|
||||||
thisx->targetMode = 1;
|
thisx->targetMode = TARGET_MODE_1;
|
||||||
thisx->gravity = -2.0f;
|
thisx->gravity = -2.0f;
|
||||||
CollisionHeader_GetVirtual(&gBlockMediumCol, &colHeader);
|
CollisionHeader_GetVirtual(&gBlockMediumCol, &colHeader);
|
||||||
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
|
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
|
||||||
|
|
|
@ -142,7 +142,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) {
|
||||||
EnRd* this = (EnRd*)thisx;
|
EnRd* this = (EnRd*)thisx;
|
||||||
|
|
||||||
Actor_ProcessInitChain(thisx, sInitChain);
|
Actor_ProcessInitChain(thisx, sInitChain);
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
this->actor.colChkInfo.damageTable = &sDamageTable;
|
this->actor.colChkInfo.damageTable = &sDamageTable;
|
||||||
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
|
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
|
||||||
this->upperBodyYRotation = this->headYRotation = 0;
|
this->upperBodyYRotation = this->headYRotation = 0;
|
||||||
|
@ -434,7 +434,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
|
||||||
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
|
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
|
||||||
!(player->stateFlags2 & PLAYER_STATE2_7) &&
|
!(player->stateFlags2 & PLAYER_STATE2_7) &&
|
||||||
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
|
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
EnRd_SetupWalkToPlayer(this, play);
|
EnRd_SetupWalkToPlayer(this, play);
|
||||||
} else if (this->actor.params > REDEAD_TYPE_DOES_NOT_MOURN_IF_WALKING) {
|
} else if (this->actor.params > REDEAD_TYPE_DOES_NOT_MOURN_IF_WALKING) {
|
||||||
if (this->actor.parent != NULL) {
|
if (this->actor.parent != NULL) {
|
||||||
|
@ -579,7 +579,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
|
||||||
if (!LINK_IS_ADULT) {
|
if (!LINK_IS_ADULT) {
|
||||||
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
|
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
|
||||||
}
|
}
|
||||||
this->actor.targetMode = 0;
|
this->actor.targetMode = TARGET_MODE_0;
|
||||||
this->actor.flags |= ACTOR_FLAG_0;
|
this->actor.flags |= ACTOR_FLAG_0;
|
||||||
this->playerStunWaitTimer = 0xA;
|
this->playerStunWaitTimer = 0xA;
|
||||||
this->grabWaitTimer = 0xF;
|
this->grabWaitTimer = 0xF;
|
||||||
|
|
|
@ -113,7 +113,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
|
||||||
s32 surfaceType;
|
s32 surfaceType;
|
||||||
|
|
||||||
this->actor.naviEnemyId = NAVI_ENEMY_LEEVER;
|
this->actor.naviEnemyId = NAVI_ENEMY_LEEVER;
|
||||||
this->actor.targetMode = 3;
|
this->actor.targetMode = TARGET_MODE_3;
|
||||||
this->actor.gravity = -3.5f;
|
this->actor.gravity = -3.5f;
|
||||||
this->actor.focus.pos = this->actor.world.pos;
|
this->actor.focus.pos = this->actor.world.pos;
|
||||||
SkelAnime_Init(play, &this->skelanime, &object_reeba_Skel_001EE8, &object_reeba_Anim_0001E4, this->jointTable,
|
SkelAnime_Init(play, &this->skelanime, &object_reeba_Skel_001EE8, &object_reeba_Anim_0001E4, this->jointTable,
|
||||||
|
|
|
@ -158,7 +158,7 @@ static DamageTable sDamageTable = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_LIKE_LIKE, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_LIKE_LIKE, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -521,7 +521,7 @@ void EnSa_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
|
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||||
this->alpha = 255;
|
this->alpha = 255;
|
||||||
this->unk_21A = this->actor.shape.rot;
|
this->unk_21A = this->actor.shape.rot;
|
||||||
|
|
|
@ -86,7 +86,7 @@ static DamageTable sDamageTable[] = {
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SHELL_BLADE, ICHAIN_CONTINUE),
|
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SHELL_BLADE, ICHAIN_CONTINUE),
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -278,7 +278,7 @@ static EnSkjActionFunc sActionFuncs[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -48,7 +48,7 @@ static ColliderCylinderInitType1 sCylinderInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -131,7 +131,7 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
|
||||||
EnSth_SetupAction(this, EnSth_WaitForObject);
|
EnSth_SetupAction(this, EnSth_WaitForObject);
|
||||||
this->actor.draw = NULL;
|
this->actor.draw = NULL;
|
||||||
this->unk_2B2 = 0;
|
this->unk_2B2 = 0;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnSth_SetupShapeColliderUpdate2AndDraw(EnSth* this, PlayState* play) {
|
void EnSth_SetupShapeColliderUpdate2AndDraw(EnSth* this, PlayState* play) {
|
||||||
|
|
|
@ -160,7 +160,7 @@ void EnSyatekiMan_Init(Actor* thisx, PlayState* play) {
|
||||||
PRINTF("\n\n");
|
PRINTF("\n\n");
|
||||||
// "Old man appeared!! Muhohohohohohohon"
|
// "Old man appeared!! Muhohohohohohohon"
|
||||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 親父登場!!むほほほほほほほーん ☆☆☆☆☆ \n" VT_RST);
|
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 親父登場!!むほほほほほほほーん ☆☆☆☆☆ \n" VT_RST);
|
||||||
this->actor.targetMode = 1;
|
this->actor.targetMode = TARGET_MODE_1;
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
SkelAnime_InitFlex(play, &this->skelAnime, &gObjectOssanSkel, &gObjectOssanAnim_000338, this->jointTable,
|
SkelAnime_InitFlex(play, &this->skelAnime, &gObjectOssanSkel, &gObjectOssanAnim_000338, this->jointTable,
|
||||||
this->morphTable, 9);
|
this->morphTable, 9);
|
||||||
|
|
|
@ -59,7 +59,7 @@ static ColliderCylinderInit sCylinderInit = {
|
||||||
};
|
};
|
||||||
|
|
||||||
static InitChainEntry sInitChain[] = {
|
static InitChainEntry sInitChain[] = {
|
||||||
ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE),
|
ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
|
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
|
||||||
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
|
||||||
};
|
};
|
||||||
|
|
|
@ -148,7 +148,7 @@ void EnTa_Init(Actor* thisx, PlayState* play2) {
|
||||||
this->blinkTimer = 20;
|
this->blinkTimer = 20;
|
||||||
this->blinkFunc = EnTa_BlinkWaitUntilNext;
|
this->blinkFunc = EnTa_BlinkWaitUntilNext;
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actor.velocity.y = -4.0f;
|
this->actor.velocity.y = -4.0f;
|
||||||
this->actor.minVelocityY = -4.0f;
|
this->actor.minVelocityY = -4.0f;
|
||||||
this->actor.gravity = -1.0f;
|
this->actor.gravity = -1.0f;
|
||||||
|
|
|
@ -66,7 +66,7 @@ void EnTakaraMan_Init(Actor* thisx, PlayState* play) {
|
||||||
this->originalRoomNum = thisx->room;
|
this->originalRoomNum = thisx->room;
|
||||||
thisx->room = -1;
|
thisx->room = -1;
|
||||||
thisx->world.rot.y = thisx->shape.rot.y = -0x4E20;
|
thisx->world.rot.y = thisx->shape.rot.y = -0x4E20;
|
||||||
thisx->targetMode = 1;
|
thisx->targetMode = TARGET_MODE_1;
|
||||||
this->actionFunc = func_80B176E0;
|
this->actionFunc = func_80B176E0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -115,7 +115,7 @@ void EnTg_Init(Actor* thisx, PlayState* play) {
|
||||||
Collider_InitCylinder(play, &this->collider);
|
Collider_InitCylinder(play, &this->collider);
|
||||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
this->nextDialogue = play->state.frames % 2;
|
this->nextDialogue = play->state.frames % 2;
|
||||||
this->actionFunc = EnTg_SpinIfNotTalking;
|
this->actionFunc = EnTg_SpinIfNotTalking;
|
||||||
|
|
|
@ -177,7 +177,7 @@ void EnTite_Init(Actor* thisx, PlayState* play) {
|
||||||
EnTite* this = (EnTite*)thisx;
|
EnTite* this = (EnTite*)thisx;
|
||||||
|
|
||||||
Actor_ProcessInitChain(thisx, sInitChain);
|
Actor_ProcessInitChain(thisx, sInitChain);
|
||||||
thisx->targetMode = 3;
|
thisx->targetMode = TARGET_MODE_3;
|
||||||
Actor_SetScale(thisx, 0.01f);
|
Actor_SetScale(thisx, 0.01f);
|
||||||
SkelAnime_Init(play, &this->skelAnime, &object_tite_Skel_003A20, &object_tite_Anim_0012E4, this->jointTable,
|
SkelAnime_Init(play, &this->skelAnime, &object_tite_Skel_003A20, &object_tite_Anim_0012E4, this->jointTable,
|
||||||
this->morphTable, 25);
|
this->morphTable, 25);
|
||||||
|
|
|
@ -497,7 +497,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
Actor_SetScale(&this->actor, 0.01f);
|
Actor_SetScale(&this->actor, 0.01f);
|
||||||
|
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actor.gravity = -0.1f;
|
this->actor.gravity = -0.1f;
|
||||||
this->currentReward = -1;
|
this->currentReward = -1;
|
||||||
this->currentSpot = NULL;
|
this->currentSpot = NULL;
|
||||||
|
|
|
@ -127,7 +127,7 @@ void EnToryo_Init(Actor* thisx, PlayState* play) {
|
||||||
Animation_GetLastFrame(sEnToryoAnimation.animation), sEnToryoAnimation.mode,
|
Animation_GetLastFrame(sEnToryoAnimation.animation), sEnToryoAnimation.mode,
|
||||||
sEnToryoAnimation.morphFrames);
|
sEnToryoAnimation.morphFrames);
|
||||||
this->stateFlags |= 8;
|
this->stateFlags |= 8;
|
||||||
this->actor.targetMode = 6;
|
this->actor.targetMode = TARGET_MODE_6;
|
||||||
this->actionFunc = EnToryo_Idle;
|
this->actionFunc = EnToryo_Idle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue