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Hostile Lock-On (#2193)
* document flag and functions * format * adjust comment * make the comment more public-facing-friendly
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7 changed files with 75 additions and 51 deletions
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@ -3793,7 +3793,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16
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s32 Actor_IsLockedOn(PlayState* play, Actor* actor) {
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_4) && actor->isLockedOn) {
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if ((player->stateFlags1 & PLAYER_STATE1_HOSTILE_LOCK_ON) && actor->isLockedOn) {
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return true;
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} else {
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return false;
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@ -3806,7 +3806,7 @@ s32 Actor_IsLockedOn(PlayState* play, Actor* actor) {
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s32 Actor_OtherIsLockedOn(PlayState* play, Actor* actor) {
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_4) && !actor->isLockedOn) {
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if ((player->stateFlags1 & PLAYER_STATE1_HOSTILE_LOCK_ON) && !actor->isLockedOn) {
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return true;
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} else {
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return false;
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@ -502,8 +502,15 @@ int Player_InCsMode(PlayState* play) {
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return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
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}
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s32 func_8008E9C4(Player* this) {
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return (this->stateFlags1 & PLAYER_STATE1_4);
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/**
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* Checks if Player is currently locked onto a hostile actor.
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* `PLAYER_STATE1_HOSTILE_LOCK_ON` controls Player's "battle" response to hostile actors.
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*
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* Note that within Player, `Player_UpdateHostileLockOn` exists, which updates the flag and also returns the check.
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* Player can use this function instead if the flag should be checked, but not updated.
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*/
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s32 Player_CheckHostileLockOn(Player* this) {
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return (this->stateFlags1 & PLAYER_STATE1_HOSTILE_LOCK_ON);
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}
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int Player_IsChildWithHylianShield(Player* this) {
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