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change flag name (#2194)

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fig02 2024-09-13 10:07:16 -04:00 committed by GitHub
parent cb7fe4943a
commit e6e067428e
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GPG key ID: B5690EEEBB952194
79 changed files with 111 additions and 111 deletions

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@ -116,10 +116,10 @@ typedef struct ActorShape {
// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect.
#define ACTOR_FLAG_HOSTILE (1 << 2)
// Actor is not hostile toward the player; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behvaior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_NEUTRAL (1 << 3)
#define ACTOR_FLAG_FRIENDLY (1 << 3)
//
#define ACTOR_FLAG_4 (1 << 4)

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@ -146,7 +146,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
case A_OBJ_SIGNPOST_ARROW:
thisx->textId = (this->textId & 0xFF) | 0x300;
thisx->lockOnArrowOffset = 500.0f;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->focusYoffset = 45.0f;
EnAObj_SetupWaitTalk(this, thisx->params);
Collider_InitCylinder(play, &this->collider);

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@ -861,7 +861,7 @@ s32 func_80986A5C(DemoIm* this, PlayState* play) {
}
s32 func_80986AD0(DemoIm* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.textId = 0x708E;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
@ -957,7 +957,7 @@ void func_80986DC8(DemoIm* this, PlayState* play) {
DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_80984E58(this, play);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
void func_80986E20(DemoIm* this, PlayState* play) {
@ -1004,7 +1004,7 @@ void func_80986FA8(DemoIm* this, PlayState* play) {
DemoIm_UpdateSkelAnime(this);
func_80984BE0(this);
func_80984E58(this, play);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
DemoIm_UpdateCollider(this, play);
func_80986CFC(this, play);
}

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@ -7,7 +7,7 @@
#include "z_en_ani.h"
#include "assets/objects/object_ani/object_ani.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnAni_Init(Actor* thisx, PlayState* play);
void EnAni_Destroy(Actor* thisx, PlayState* play);

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@ -5,7 +5,7 @@
#include "assets/objects/object_bg/object_bg.h"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED)
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED)
typedef enum BombchuGirlEyeMode {
/* 0 */ CHU_GIRL_EYES_ASLEEP,

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@ -6,7 +6,7 @@
#include "z_en_cow.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnCow_Init(Actor* thisx, PlayState* play);
void EnCow_Destroy(Actor* thisx, PlayState* play);

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@ -2,7 +2,7 @@
#include "assets/objects/object_cs/object_cs.h"
#include "assets/objects/object_link_child/object_link_child.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnCs_Init(Actor* thisx, PlayState* play);
void EnCs_Destroy(Actor* thisx, PlayState* play);

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@ -2,7 +2,7 @@
#include "overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#include "assets/objects/object_daiku/object_daiku.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
typedef struct EnDaikuEscapeSubCamParam {
Vec3f eyePosDeltaLocal;
@ -367,7 +367,7 @@ void EnDaiku_Jailed(EnDaiku* this, PlayState* play) {
this->actionFunc = EnDaiku_WaitFreedom;
} else if (!(this->stateFlags & ENDAIKU_STATEFLAG_GERUDOFIGHTING) && !gerudo->invisible) {
this->stateFlags |= ENDAIKU_STATEFLAG_GERUDOFIGHTING;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
}
@ -379,7 +379,7 @@ void EnDaiku_WaitFreedom(EnDaiku* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Flags_GetSwitch(play, PARAMS_GET_U(this->actor.params, 8, 6))) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
EnDaiku_UpdateText(this, play);
}
}

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@ -7,7 +7,7 @@
#include "z_en_daiku_kakariko.h"
#include "assets/objects/object_daiku/object_daiku.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
typedef enum KakarikoCarpenterType {
/* 0x0 */ CARPENTER_ICHIRO, // Red and purple pants, normal hair

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@ -9,7 +9,7 @@
#include "assets/objects/object_zo/object_zo.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnDivingGame_Init(Actor* thisx, PlayState* play);
void EnDivingGame_Destroy(Actor* thisx, PlayState* play);

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@ -7,7 +7,7 @@
#include "z_en_dns.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnDns_Init(Actor* thisx, PlayState* play);
void EnDns_Destroy(Actor* thisx, PlayState* play);

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@ -10,7 +10,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnDntJiji_Init(Actor* thisx, PlayState* play);
void EnDntJiji_Destroy(Actor* thisx, PlayState* play);

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@ -206,7 +206,7 @@ void EnDoor_SetupType(EnDoor* this, PlayState* play) {
doorType = DOOR_SCENEEXIT;
} else {
this->actionFunc = EnDoor_WaitForCheck;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED;
}
}
// Replace the door type it was loaded with by the new type

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@ -7,7 +7,7 @@
#include "z_en_ds.h"
#include "assets/objects/object_ds/object_ds.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnDs_Init(Actor* thisx, PlayState* play);
void EnDs_Destroy(Actor* thisx, PlayState* play);

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@ -2,7 +2,7 @@
#include "assets/objects/object_du/object_du.h"
#include "assets/scenes/overworld/spot18/spot18_scene.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_25)
void EnDu_Init(Actor* thisx, PlayState* play);
void EnDu_Destroy(Actor* thisx, PlayState* play);

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@ -3,7 +3,7 @@
#include "terminal.h"
#include "assets/objects/object_fr/object_fr.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnFr_Init(Actor* thisx, PlayState* play);
void EnFr_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "assets/objects/object_fu/object_fu.h"
#include "assets/scenes/indoors/hakasitarelay/hakasitarelay_scene.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FU_RESET_LOOK_ANGLE (1 << 0)
#define FU_WAIT (1 << 1)

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@ -7,7 +7,7 @@
#include "z_en_gb.h"
#include "assets/objects/object_ps/object_ps.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnGb_Init(Actor* thisx, PlayState* play);
void EnGb_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_ge1/object_ge1.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define GE1_STATE_TALKING (1 << 0)
#define GE1_STATE_GIVE_QUIVER (1 << 1)

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_gla/object_gla.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
#define GE2_STATE_ANIMCOMPLETE (1 << 1)
#define GE2_STATE_KO (1 << 2)

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@ -8,7 +8,7 @@
#include "assets/objects/object_geldb/object_geldb.h"
#include "versions.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnGe3_Init(Actor* thisx, PlayState* play2);
void EnGe3_Destroy(Actor* thisx, PlayState* play);

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@ -7,7 +7,7 @@
#include "z_en_girla.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnGirlA_Init(Actor* thisx, PlayState* play);
void EnGirlA_Destroy(Actor* thisx, PlayState* play);

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@ -9,7 +9,7 @@
#include "assets/objects/object_gm/object_gm.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnGm_Init(Actor* thisx, PlayState* play);
void EnGm_Destroy(Actor* thisx, PlayState* play);

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@ -3,7 +3,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnGo_Init(Actor* thisx, PlayState* play);
void EnGo_Destroy(Actor* thisx, PlayState* play);

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@ -5,7 +5,7 @@
#include "quake.h"
#include "versions.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5)
/*
FLAGS

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_25)
void EnGs_Init(Actor* thisx, PlayState* play);
void EnGs_Destroy(Actor* thisx, PlayState* play);

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@ -9,7 +9,7 @@
#include "assets/objects/object_boj/object_boj.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnGuest_Init(Actor* thisx, PlayState* play);
void EnGuest_Destroy(Actor* thisx, PlayState* play);

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@ -12,7 +12,7 @@
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnHeishi2_Init(Actor* thisx, PlayState* play);
void EnHeishi2_Destroy(Actor* thisx, PlayState* play);
@ -143,7 +143,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
// "Peep hole soldier!"
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n" VT_RST);
Collider_DestroyCylinder(play, collider);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actionFunc = EnHeishi_DoNothing2;
break;
}

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@ -2,7 +2,7 @@
#include "assets/objects/object_sd/object_sd.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnHeishi4_Init(Actor* thisx, PlayState* play);
void EnHeishi4_Destroy(Actor* thisx, PlayState* play);

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@ -111,7 +111,7 @@ void EnHintnuts_HitByScrubProjectile1(EnHintnuts* this, PlayState* play) {
if (this->actor.textId != 0 && this->actor.category == ACTORCAT_ENEMY &&
((this->actor.params == 0) || (sPuzzleCounter == 2))) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_BG);
}
}
@ -377,7 +377,7 @@ void EnHintnuts_Run(EnHintnuts* this, PlayState* play) {
fabsf(this->actor.world.pos.y - this->actor.home.pos.y) < 2.0f) {
this->actor.speed = 0.0f;
if (this->actor.category == ACTORCAT_BG) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_16);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_16);
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
}

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_hs/object_hs.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnHs_Init(Actor* thisx, PlayState* play);
void EnHs_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_hs/object_hs.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnHs2_Init(Actor* thisx, PlayState* play);
void EnHs2_Destroy(Actor* thisx, PlayState* play);

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@ -15,7 +15,7 @@
#include "assets/objects/object_cob/object_cob.h"
#include "assets/objects/object_os_anime/object_os_anime.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnHy_Init(Actor* thisx, PlayState* play);
void EnHy_Destroy(Actor* thisx, PlayState* play);

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@ -2,7 +2,7 @@
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#include "assets/objects/object_in/object_in.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnIn_Init(Actor* thisx, PlayState* play);
void EnIn_Destroy(Actor* thisx, PlayState* play);

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@ -7,7 +7,7 @@
#include "z_en_js.h"
#include "assets/objects/object_js/object_js.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnJs_Init(Actor* thisx, PlayState* play);
void EnJs_Destroy(Actor* thisx, PlayState* play);

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@ -7,7 +7,7 @@
#include "z_en_jsjutan.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnJsjutan_Init(Actor* thisx, PlayState* play);
void EnJsjutan_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_ka/object_ka.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_25)
void EnKakasi_Init(Actor* thisx, PlayState* play);
void EnKakasi_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_ka/object_ka.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_25)
void EnKakasi3_Init(Actor* thisx, PlayState* play);
void EnKakasi3_Destroy(Actor* thisx, PlayState* play);

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@ -10,7 +10,7 @@
#include "assets/objects/object_kanban/object_kanban.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
#define PART_UPPER_LEFT (1 << 0)
#define PART_LEFT_UPPER (1 << 1)

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@ -11,7 +11,7 @@
#include "assets/objects/object_kw1/object_kw1.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
#define ENKO_TYPE PARAMS_GET_S(this->actor.params, 0, 8)
#define ENKO_PATH PARAMS_GET_S(this->actor.params, 8, 8)

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@ -7,7 +7,7 @@
#include "z_en_kz.h"
#include "assets/objects/object_kz/object_kz.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnKz_Init(Actor* thisx, PlayState* play);
void EnKz_Destroy(Actor* thisx, PlayState* play);

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@ -7,7 +7,7 @@
#include "z_en_ma1.h"
#include "assets/objects/object_ma1/object_ma1.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
void EnMa1_Init(Actor* thisx, PlayState* play);
void EnMa1_Destroy(Actor* thisx, PlayState* play);

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@ -1,7 +1,7 @@
#include "z_en_ma2.h"
#include "assets/objects/object_ma2/object_ma2.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
void EnMa2_Init(Actor* thisx, PlayState* play);
void EnMa2_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_ma3.h"
#include "assets/objects/object_ma2/object_ma2.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnMa3_Init(Actor* thisx, PlayState* play);
void EnMa3_Destroy(Actor* thisx, PlayState* play);

View file

@ -8,7 +8,7 @@
#include "assets/objects/object_md/object_md.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnMd_Init(Actor* thisx, PlayState* play);
void EnMd_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_mk.h"
#include "assets/objects/object_mk/object_mk.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnMk_Init(Actor* thisx, PlayState* play);
void EnMk_Destroy(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
#include "assets/objects/object_mm/object_mm.h"
#include "assets/objects/object_link_child/object_link_child.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
typedef enum RunningManAnimIndex {
/* 0 */ RM_ANIM_RUN,

View file

@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_mm/object_mm.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
typedef enum RunningManAnimIndex {
/* 0 */ RM2_ANIM_RUN,

View file

@ -7,7 +7,7 @@
#include "z_en_ms.h"
#include "assets/objects/object_ms/object_ms.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnMs_Init(Actor* thisx, PlayState* play);
void EnMs_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_mu.h"
#include "assets/objects/object_mu/object_mu.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnMu_Init(Actor* thisx, PlayState* play);
void EnMu_Destroy(Actor* thisx, PlayState* play);

View file

@ -1134,7 +1134,7 @@ void EnNb_CrawlspaceSpawnCheck(EnNb* this, PlayState* play) {
EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, 0.0f, 0);
this->headTurnFlag = 1;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.world.pos = this->finalPos;
this->action = NB_IDLE_AFTER_TALK;
this->drawMode = NB_DRAW_DEFAULT;
@ -1214,7 +1214,7 @@ void EnNb_SetupIdleCrawlspace(EnNb* this, s32 animFinished) {
if (animFinished) {
EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, -8.0f, 0);
this->headTurnFlag = 1;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->action = NB_IDLE_CRAWLSPACE;
}
}
@ -1225,7 +1225,7 @@ void func_80AB3838(EnNb* this, PlayState* play) {
this->action = NB_IN_DIALOG;
} else {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
if (!GET_INFTABLE(INFTABLE_16C)) {
this->actor.textId = 0x601D;
@ -1241,7 +1241,7 @@ void EnNb_SetupPathMovement(EnNb* this, PlayState* play) {
EnNb_SetCurrentAnim(this, &gNabooruStandingToWalkingTransitionAnim, 2, -8.0f, 0);
SET_EVENTCHKINF(EVENTCHKINF_94);
this->action = NB_IN_PATH;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
void EnNb_SetTextIdAsChild(EnNb* this, PlayState* play) {
@ -1261,7 +1261,7 @@ void EnNb_SetTextIdAsChild(EnNb* this, PlayState* play) {
}
this->action = NB_IDLE_CRAWLSPACE;
}
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
} else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
choiceIndex = play->msgCtx.choiceIndex;
@ -1319,7 +1319,7 @@ void func_80AB3B04(EnNb* this, PlayState* play) {
this->action = NB_ACTION_30;
} else {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_NABOORU);
if (this->actor.textId == 0) {
@ -1333,7 +1333,7 @@ void func_80AB3B04(EnNb* this, PlayState* play) {
void func_80AB3B7C(EnNb* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->action = NB_IDLE_AFTER_TALK;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
}

View file

@ -8,7 +8,7 @@
#include "assets/objects/object_gr/object_gr.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnNiwGirl_Init(Actor* thisx, PlayState* play);
void EnNiwGirl_Destroy(Actor* thisx, PlayState* play);

View file

@ -4,7 +4,7 @@
#include "overlays/actors/ovl_En_Niw/z_en_niw.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnNiwLady_Init(Actor* thisx, PlayState* play);
void EnNiwLady_Destroy(Actor* thisx, PlayState* play);

View file

@ -6,7 +6,7 @@
#include "z_en_oe2.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnOE2_Init(Actor* thisx, PlayState* play);
void EnOE2_Destroy(Actor* thisx, PlayState* play);

View file

@ -14,7 +14,7 @@
#include "assets/objects/object_masterzoora/object_masterzoora.h"
#include "assets/objects/object_masterkokirihead/object_masterkokirihead.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
#if !PLATFORM_GC
#define CURSOR_COLOR_R 0

View file

@ -10,7 +10,7 @@
#include "assets/scenes/overworld/spot16/spot16_scene.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnOwl_Init(Actor* thisx, PlayState* play);
void EnOwl_Destroy(Actor* thisx, PlayState* play);

View file

@ -9,7 +9,7 @@
#include "assets/objects/object_tk/object_tk.h"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_16)
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_16)
void EnPoRelay_Init(Actor* thisx, PlayState* play);
void EnPoRelay_Destroy(Actor* thisx, PlayState* play);

View file

@ -1505,7 +1505,7 @@ void func_80AEE050(EnRu1* this) {
s32 func_80AEE264(EnRu1* this, PlayState* play) {
if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
if (GET_INFTABLE(INFTABLE_143)) {
this->actor.textId = 0x404E;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
@ -1837,7 +1837,7 @@ s32 func_80AEF0BC(EnRu1* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gRutoChildSitAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE, -8.0f);
play->msgCtx.msgMode = MSGMODE_PAUSED;
this->action = 26;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
return true;
}
return false;
@ -1877,7 +1877,7 @@ void func_80AEF29C(EnRu1* this, PlayState* play) {
void func_80AEF2AC(EnRu1* this, PlayState* play) {
this->action = 24;
this->drawConfig = 1;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
}
void func_80AEF2D0(EnRu1* this, PlayState* play) {
@ -2034,7 +2034,7 @@ void func_80AEF890(EnRu1* this, PlayState* play) {
void func_80AEF930(EnRu1* this, PlayState* play) {
if (func_80AEB104(this) == 3) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.textId = 0x4048;
Message_ContinueTextbox(play, this->actor.textId);
func_80AEF4A8(this, play);
@ -2132,7 +2132,7 @@ void func_80AEFC54(EnRu1* this, PlayState* play) {
this->action = 41;
this->unk_28C = EnRu1_FindSwitch(play);
func_80AEB0EC(this, 1);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
} else {
Actor_Kill(&this->actor);
}
@ -2160,7 +2160,7 @@ void func_80AEFD38(EnRu1* this, PlayState* play) {
s32 func_80AEFDC0(EnRu1* this, PlayState* play) {
if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_RUTO);
if (this->actor.textId == 0) {
this->actor.textId = 0x402C;
@ -2173,7 +2173,7 @@ s32 func_80AEFDC0(EnRu1* this, PlayState* play) {
s32 func_80AEFE38(EnRu1* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
return true;
}
return false;

View file

@ -4,7 +4,7 @@
#include "assets/scenes/overworld/spot04/spot04_scene.h"
#include "assets/scenes/overworld/spot05/spot05_scene.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_25)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnSa_Init(Actor* thisx, PlayState* play);
void EnSa_Destroy(Actor* thisx, PlayState* play);

View file

@ -407,7 +407,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) {
this->morphTable, 19);
if ((type >= 0) && (type < 3)) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC);
}

View file

@ -9,7 +9,7 @@
#include "assets/objects/object_ahg/object_ahg.h"
#include "assets/objects/object_boj/object_boj.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnSth_Init(Actor* thisx, PlayState* play);
void EnSth_Destroy(Actor* thisx, PlayState* play);

View file

@ -3,7 +3,7 @@
#include "overlays/actors/ovl_En_Syateki_Itm/z_en_syateki_itm.h"
#include "assets/objects/object_ossan/object_ossan.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_LOCK_ON_DISABLED)
typedef enum EnSyatekiManGameResult {
/* 0 */ SYATEKI_RESULT_NONE,

View file

@ -8,7 +8,7 @@
#include "terminal.h"
#include "assets/objects/object_ta/object_ta.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define TALON_STATE_FLAG_TRACKING_PLAYER (1 << 0)
#define TALON_STATE_FLAG_GIVING_MILK_REFILL (1 << 1)

View file

@ -9,7 +9,7 @@
#include "assets/objects/object_ts/object_ts.h"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED)
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_LOCK_ON_DISABLED)
void EnTakaraMan_Init(Actor* thisx, PlayState* play);
void EnTakaraMan_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_tana.h"
#include "assets/objects/object_shop_dungen/object_shop_dungen.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnTana_Init(Actor* thisx, PlayState* play);
void EnTana_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_tg.h"
#include "assets/objects/object_mu/object_mu.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnTg_Init(Actor* thisx, PlayState* play);
void EnTg_Destroy(Actor* thisx, PlayState* play);

View file

@ -8,7 +8,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_tk/object_tk.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnTk_Init(Actor* thisx, PlayState* play);
void EnTk_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_toryo.h"
#include "assets/objects/object_toryo/object_toryo.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void EnToryo_Init(Actor* thisx, PlayState* play);
void EnToryo_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_wonder_talk.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED)
void EnWonderTalk_Init(Actor* thisx, PlayState* play);
void EnWonderTalk_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_en_wonder_talk2.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_LOCK_ON_DISABLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED)
void EnWonderTalk2_Init(Actor* thisx, PlayState* play);
void EnWonderTalk2_Destroy(Actor* thisx, PlayState* play);

View file

@ -2208,7 +2208,7 @@ void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) {
this->action = SHEIK_ACTION_IN_DIALOGUE;
} else {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
if (INV_CONTENT(ITEM_HOOKSHOT) != ITEM_NONE) {
this->actor.textId = 0x7010;
} else {
@ -2221,7 +2221,7 @@ void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) {
void func_80B41798(EnXc* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->action = SHEIK_ACTION_BLOCK_PEDESTAL;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
}

View file

@ -7,7 +7,7 @@
#include "z_en_zl1.h"
#include "assets/objects/object_zl1/object_zl1.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
void EnZl1_Init(Actor* thisx, PlayState* play);
void EnZl1_Destroy(Actor* thisx, PlayState* play);

View file

@ -1112,7 +1112,7 @@ void func_80B55C4C(EnZl3* this, s32 arg1) {
void func_80B55C70(EnZl3* this) {
func_80B54E14(this, &gZelda2Anime2Anim_008684, 2, -8.0f, 0);
this->action = 12;
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
@ -1126,19 +1126,19 @@ void func_80B55D00(EnZl3* this, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = 13;
} else if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.textId = 0x70D5;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
void func_80B55DB0(EnZl3* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->action = 12;
}
@ -1185,13 +1185,13 @@ void func_80B55F6C(EnZl3* this, PlayState* play) {
BossGanon2* bossGanon2 = func_80B53488(this, play);
if ((bossGanon2 != NULL) && (bossGanon2->unk_324 <= (10.0f / 81.0f))) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.textId = 0x7059;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
} else {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
@ -1217,7 +1217,7 @@ void func_80B56090(EnZl3* this, s32 arg1) {
void func_80B56108(EnZl3* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->action = 16;
}
@ -1247,21 +1247,21 @@ void func_80B56214(EnZl3* this, PlayState* play) {
if (bossGanon2 != NULL) {
if (bossGanon2->unk_324 <= (10.0f / 81.0f)) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.textId = 0x7059;
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
} else {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
void func_80B562F4(EnZl3* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->action = 20;
}
@ -1701,7 +1701,7 @@ void func_80B57350(EnZl3* this, PlayState* play) {
s16 temp_v0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(temp_v0) <= 0x4300) {
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->actor.textId = func_80B572F0(play);
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
@ -2542,7 +2542,7 @@ void func_80B59828(EnZl3* this, PlayState* play) {
if (func_80B59698(this, play) || (!func_80B56EE4(this, play) && func_80B57890(this, play))) {
func_80B54E14(this, &gZelda2Anime2Anim_009FBC, 0, 0.0f, 0);
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
func_80B56F10(this, play);
newRotY = func_80B571A8(this);
this->actor.shape.rot.y = newRotY;

View file

@ -8,7 +8,7 @@
#include "assets/objects/object_zl4/object_zl4.h"
#include "assets/scenes/indoors/nakaniwa/nakaniwa_scene.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL | ACTOR_FLAG_4)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_4)
typedef enum EnZl4CutsceneState {
/* 0 */ ZL4_CS_WAIT,

View file

@ -7,7 +7,7 @@
#include "z_en_zo.h"
#include "assets/objects/object_zo/object_zo.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
typedef enum EnZoEffectType {
/* 0 */ ENZO_EFFECT_NONE,

View file

@ -886,7 +886,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
thisx->focus.pos = thisx->world.pos;
thisx->focus.pos.y += 75.0f;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
if (sLinkAge != LINK_AGE_CHILD) {
if (HIGH_SCORE(HS_FISHING) & HS_FISH_STOLE_HAT) {
@ -1032,7 +1032,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
this->fishState = 100;
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP);
thisx->attentionRangeType = ATTENTION_RANGE_0;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
} else {
this->fishState = 10;

View file

@ -6,7 +6,7 @@
#include "z_item_inbox.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void ItemInbox_Init(Actor* thisx, PlayState* play);
void ItemInbox_Destroy(Actor* thisx, PlayState* play);

View file

@ -7,7 +7,7 @@
#include "z_obj_dekujr.h"
#include "assets/objects/object_dekujr/object_dekujr.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void ObjDekujr_Init(Actor* thisx, PlayState* play);
void ObjDekujr_Destroy(Actor* thisx, PlayState* play);

View file

@ -10,7 +10,7 @@
#include "assets/scenes/overworld/spot06/spot06_scene.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_NEUTRAL)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
void ShotSun_Init(Actor* thisx, PlayState* play);
void ShotSun_Destroy(Actor* thisx, PlayState* play);