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DoorShutter logic docs (#1418)
* DoorShutter logic docs * Comment on two more funcs * Fix comment on DoorShutter_UnbarredCheckSwitchFlag I mmissed the `!(... == SHUTTER_FRONT_CLEAR)` * Remove types 8,9,10 from enum as they aren't referenced by any transition actor list in all scenes * Add `DOORSHUTTER_PARAMS` macro to pack params * `DoorShutter_WaitPlayerShock` -> `DoorShutter_WaitPlayerSurprised` * --comma * moveState -> isActive * Add mention about SlidingDoorActorBase.isActive being a timer in niche DoorShutter cases
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8 changed files with 178 additions and 96 deletions
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@ -138,7 +138,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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if (this->timers[0] == 55) {
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_SHUTTER,
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GND_BOSSROOM_CENTER_X + 0.0f, GND_BOSSROOM_CENTER_Y - 97.0f,
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, (SHUTTER_PG_BARS << 6));
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, DOORSHUTTER_PARAMS(SHUTTER_PG_BARS, 0));
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}
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if (this->timers[0] == 51) {
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Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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@ -177,7 +177,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
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if (this->timers[0] == 25) {
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_SHUTTER,
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GND_BOSSROOM_CENTER_X + 0.0f, GND_BOSSROOM_CENTER_Y - 97.0f,
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, (SHUTTER_PG_BARS << 6));
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GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, DOORSHUTTER_PARAMS(SHUTTER_PG_BARS, 0));
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}
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if (this->timers[0] == 21) {
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Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
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