mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-20 13:23:45 -07:00
improvements/fixes based on ice cavern map room testing
This commit is contained in:
parent
d222dbc127
commit
4d8e9fef4f
2 changed files with 39 additions and 26 deletions
|
@ -826,7 +826,9 @@ void ActorAccessibility_InitActors() {
|
||||||
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_FLAME);
|
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_FLAME);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
policy.n = 60;
|
policy.n = 40;
|
||||||
|
policy.distance = 900;
|
||||||
|
policy.volume = 2;
|
||||||
ActorAccessibility_AddSupportedActor(ACTOR_EN_ICE_HONO, policy);
|
ActorAccessibility_AddSupportedActor(ACTOR_EN_ICE_HONO, policy);
|
||||||
ActorAccessibility_InitPolicy(&policy, "Ice Barred", NA_SE_EV_CHAIN_KEY_UNLOCK);
|
ActorAccessibility_InitPolicy(&policy, "Ice Barred", NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||||
ActorAccessibility_AddSupportedActor(ACTOR_BG_ICE_SHUTTER, policy);
|
ActorAccessibility_AddSupportedActor(ACTOR_BG_ICE_SHUTTER, policy);
|
||||||
|
@ -857,6 +859,11 @@ void ActorAccessibility_InitActors() {
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HANA, policy);
|
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HANA, policy);
|
||||||
|
ActorAccessibility_InitPolicy(&policy, "Keese", nullptr);
|
||||||
|
policy.ydist = 1000;
|
||||||
|
policy.distance = 1500;
|
||||||
|
policy.aimAssist.isProvider = AIM_SHOOT;
|
||||||
|
ActorAccessibility_AddSupportedActor(ACTOR_EN_FIREFLY, policy);
|
||||||
ActorAccessibility_InitPolicy(&policy, "gold skulltula token", NA_SE_EN_NUTS_DAMAGE);
|
ActorAccessibility_InitPolicy(&policy, "gold skulltula token", NA_SE_EN_NUTS_DAMAGE);
|
||||||
ActorAccessibility_AddSupportedActor(ACTOR_EN_SI, policy);
|
ActorAccessibility_AddSupportedActor(ACTOR_EN_SI, policy);
|
||||||
ActorAccessibility_InitPolicy(&policy, "Gold and Wall skulltulas", nullptr);
|
ActorAccessibility_InitPolicy(&policy, "Gold and Wall skulltulas", nullptr);
|
||||||
|
@ -1260,9 +1267,11 @@ void ActorAccessibility_InitActors() {
|
||||||
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 475, 2840, -30 });
|
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 475, 2840, -30 });
|
||||||
|
|
||||||
list = ActorAccessibility_GetVirtualActorList(SCENE_ICE_CAVERN, 9);
|
list = ActorAccessibility_GetVirtualActorList(SCENE_ICE_CAVERN, 9);
|
||||||
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 860, 180, -2400 });
|
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 860, 200, -2400 });
|
||||||
temp->policy.distance = 300;
|
temp->policy.aimAssist.isProvider = AIM_CUP;
|
||||||
|
temp->policy.distance = 750;
|
||||||
temp->policy.ydist = 100;
|
temp->policy.ydist = 100;
|
||||||
|
temp->policy.volume = 1.5;
|
||||||
temp->policy.sound = NA_SE_EV_BLOCK_SHAKE;
|
temp->policy.sound = NA_SE_EV_BLOCK_SHAKE;
|
||||||
|
|
||||||
ActorAccessibility_InitPolicy(&policy, "Terrain cue helper", nullptr);
|
ActorAccessibility_InitPolicy(&policy, "Terrain cue helper", nullptr);
|
||||||
|
|
|
@ -378,6 +378,7 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
|
||||||
((actor->policy.aimAssist.isProvider & AIM_CUP) ||
|
((actor->policy.aimAssist.isProvider & AIM_CUP) ||
|
||||||
(player->stateFlags1 & (PLAYER_STATE1_USING_BOOMERANG | PLAYER_STATE1_ITEM_IN_HAND)))) {
|
(player->stateFlags1 & (PLAYER_STATE1_USING_BOOMERANG | PLAYER_STATE1_ITEM_IN_HAND)))) {
|
||||||
bool aim = false;
|
bool aim = false;
|
||||||
|
if (player->unk_6AD == 2) {
|
||||||
switch (player->heldItemAction) {
|
switch (player->heldItemAction) {
|
||||||
case PLAYER_IA_BOW:
|
case PLAYER_IA_BOW:
|
||||||
case PLAYER_IA_BOW_FIRE:
|
case PLAYER_IA_BOW_FIRE:
|
||||||
|
@ -402,6 +403,9 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
|
||||||
aim = actor->policy.aimAssist.isProvider & AIM_CUP;
|
aim = actor->policy.aimAssist.isProvider & AIM_CUP;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
aim = actor->policy.aimAssist.isProvider & AIM_CUP;
|
||||||
|
}
|
||||||
if (aim) {
|
if (aim) {
|
||||||
auto aimAssistProps = ActorAccessibility_ProvideAimAssistForActor(actor);
|
auto aimAssistProps = ActorAccessibility_ProvideAimAssistForActor(actor);
|
||||||
if (++actor->aimFramesSinceAimAssist >= actor->aimFrequency) {
|
if (++actor->aimFramesSinceAimAssist >= actor->aimFrequency) {
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue