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more hookshot cues
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parent
ed7ffd42f2
commit
186d2671a3
2 changed files with 15 additions and 2 deletions
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@ -370,6 +370,11 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddSupportedActor(ACTOR_EN_SKJ, policy);
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policy.englishName = "Boss Carpenter";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_TORYO, policy);
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policy.englishName = "Carpenter's Son";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_HS, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_HS2, policy);
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policy.englishName = "Bean Salesman";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_MS, policy);
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policy.englishName = "Carpenters (Kakariko)";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_DAIKU_KAKARIKO, policy);
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policy.englishName = "Kakariko Rooftop Man";
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@ -433,6 +438,11 @@ void ActorAccessibility_InitActors() {
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}
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});
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ActorAccessibility_AddSupportedActor(ACTOR_EN_WOOD02, policy);
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ActorAccessibility_InitPolicy(&policy, "Hookshot Pillar", NA_SE_IT_HOOKSHOT_STICK_OBJ);
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policy.distance = 1000;
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policy.ydist = 1000;
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policy.aimAssist.isProvider = AIM_HOOK;
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ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HSBLOCK, policy);
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ActorAccessibility_InitPolicy(&policy, "Scarecrow", NA_SE_IT_KAKASHI_JUMP);
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policy.volume = 2;
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policy.distance = 1000;
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@ -498,8 +508,10 @@ void ActorAccessibility_InitActors() {
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// ACTOR_EN_A_OBJ has exactly the same configuration.
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ActorAccessibility_AddSupportedActor(ACTOR_EN_A_OBJ, policy);
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ActorAccessibility_InitPolicy(&policy, "Large Crate", NA_SE_EV_WOODBOX_BREAK);
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ActorAccessibility_InitPolicy(&policy, "Small Crate", NA_SE_EV_WOODBOX_BREAK);
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ActorAccessibility_AddSupportedActor(ACTOR_OBJ_KIBAKO, policy);
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policy.englishName = "Crate";
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policy.aimAssist.isProvider = AIM_HOOK;
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ActorAccessibility_AddSupportedActor(ACTOR_OBJ_KIBAKO2, policy);
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ActorAccessibility_InitPolicy(&policy, "deku stick drops", [](AccessibleActor* actor) {
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EnKarebaba* baba = (EnKarebaba*)actor->actor;
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@ -678,7 +678,6 @@ void ActorAccessibility_InterpretCurrentScene(PlayState* play) {
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func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 3)) {
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ActorAccessibility_PolyToVirtualActor(play, poly, VA_CLIMB, list);
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}
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s32 bgId;
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if (func_80041EA4(&play->colCtx, poly, BGCHECK_SCENE) == 12) {
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ActorAccessibility_PolyToVirtualActor(play, poly, VA_VOID, list);
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}
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@ -710,6 +709,8 @@ void ActorAccessibility_PolyToVirtualActor(PlayState* play, CollisionPoly* poly,
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s16 nextEntranceIndex = play->setupExitList[sceneIndex - 1];
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actor->sceneIndex = gEntranceTable[nextEntranceIndex].scene;
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}
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} else if (SurfaceType_IsHookshotSurface(&play->colCtx, poly, BGCHECK_SCENE)) {
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actor->policy.aimAssist.isProvider = AIM_HOOK;
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}
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}
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