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Rename RoomBehaviorType2 (#2270)

* Rename RoomBehavior2

* fig proposal

* fig comment
This commit is contained in:
mzxrules 2024-10-12 22:28:55 -04:00 committed by GitHub
parent 44460eeaec
commit eee7ba9bd5
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GPG key ID: B5690EEEBB952194
5 changed files with 24 additions and 23 deletions

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@ -1105,13 +1105,13 @@ static LinkAnimationHeader* D_80853D4C[][3] = {
};
typedef enum FidgetType {
/* 0x00 */ FIDGET_LOOK_AROUND,
/* 0x01 */ FIDGET_COLD,
/* 0x02 */ FIDGET_WARM,
/* 0x03 */ FIDGET_HOT, // same animations as FIDGET_WARM
/* 0x04 */ FIDGET_STRETCH_1,
/* 0x05 */ FIDGET_STRETCH_2, // same animations as FIDGET_STRETCH_1
/* 0x06 */ FIDGET_STRETCH_3, // same animations as FIDGET_STRETCH_1
/* 0x00 */ FIDGET_LOOK_AROUND, // ROOM_ENV_DEFAULT
/* 0x01 */ FIDGET_COLD, // ROOM_ENV_COLD
/* 0x02 */ FIDGET_WARM, // ROOM_ENV_WARM
/* 0x03 */ FIDGET_HOT, // ROOM_ENV_HOT (same animations as FIDGET_WARM)
/* 0x04 */ FIDGET_STRETCH_1, // ROOM_ENV_UNK_STRETCH_1
/* 0x05 */ FIDGET_STRETCH_2, // ROOM_ENV_UNK_STRETCH_1 (same animations as FIDGET_STRETCH_1)
/* 0x06 */ FIDGET_STRETCH_3, // ROOM_ENV_UNK_STRETCH_1 (same animations as FIDGET_STRETCH_1)
/* 0x07 */ FIDGET_CRIT_HEALTH_START,
/* 0x08 */ FIDGET_CRIT_HEALTH_LOOP,
/* 0x09 */ FIDGET_SWORD_SWING,
@ -8190,7 +8190,7 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
} else {
// Pick fidget type based on room behavior.
// This may be changed below.
fidgetType = play->roomCtx.curRoom.behaviorType2;
fidgetType = play->roomCtx.curRoom.environmentType;
if (heathIsCritical) {
if (this->idleType >= PLAYER_IDLE_DEFAULT) {
@ -8208,7 +8208,8 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
// There is a 4/5 chance that a common fidget type will be considered.
// However it may get rejected by the conditions below.
// The type determined by `curRoom.behaviorType2` will be used if a common type is rejected.
// The type determined by `curRoom.environmentType` will be used if a common type is
// rejected.
if (commonType < 4) {
// `FIDGET_ADJUST_TUNIC` and `FIDGET_TAP_FEET` are accepted unconditionally.
// The sword and shield related common types have extra restrictions.
@ -9410,7 +9411,7 @@ static AnimSfxEntry D_808545F0[] = {
void Player_Action_80843CEC(Player* this, PlayState* play) {
if (this->currentTunic != PLAYER_TUNIC_GORON) {
if ((play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) || (sFloorType == FLOOR_TYPE_9) ||
if ((play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) || (sFloorType == FLOOR_TYPE_9) ||
((func_80838144(sFloorType) >= 0) &&
!func_80042108(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId))) {
func_8083821C(this);