[Feature] Rando: Enemy Randomizer V1 (#1781)

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aMannus 2022-12-06 10:33:50 +01:00 committed by GitHub
commit 598cac725e
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120 changed files with 849 additions and 266 deletions

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@ -208,7 +208,7 @@ Actor* BgBreakwall_SpawnFragments(PlayState* play, BgBreakwall* this, Vec3f* pos
actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, Rand_CenteredFloat(20.0f) + actorPos.x,
Rand_CenteredFloat(20.0f) + actorPos.y, Rand_CenteredFloat(20.0f) + actorPos.z,
actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B);
actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B, true);
if ((j & 1) == 0) {
func_80033480(play, &actorPos, velocity * 200.0f, 1, 650, 150, 1);

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@ -725,7 +725,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
} else if (!this->lightBallSpawned) {
demoEffectParams = ((s16)(sDemoEffectLightColors[actionIndex] << 0xC) | DEMO_EFFECT_LIGHT);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams, true);
this->lightBallSpawned = true;
}
} else {
@ -821,7 +821,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
!this->warpEffectSpawned) {
actionIndex = play->csCtx.npcActions[0]->action - 11;
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, player->actor.world.pos.x,
player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actionIndex);
player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actionIndex, true);
this->warpEffectSpawned = true;
}
BgDyYoseizo_Bob(this, play);

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@ -74,7 +74,7 @@ void BgGndSoulmeiro_Init(Actor* thisx, PlayState* play) {
if (Flags_GetSwitch(play, (this->actor.params >> 8) & 0x3F)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 9);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 9, true);
this->actor.draw = NULL;
Actor_Kill(&this->actor);
return;
@ -122,7 +122,7 @@ void func_8087AF38(BgGndSoulmeiro* this, PlayState* play) {
Flags_SetSwitch(play, (thisx->params >> 8) & 0x3F);
Actor_Kill(&this->actor);
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, thisx->world.pos.x, thisx->world.pos.y,
thisx->world.pos.z, 0, 0, 0, 9);
thisx->world.pos.z, 0, 0, 0, 9, true);
} else if ((this->unk_198 % 6) == 0) {
s32 i;
s16 temp_2 = Rand_ZeroOne() * (10922.0f); // This should be: 0x10000 / 6.0f

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@ -108,7 +108,7 @@ void func_8087B938(BgHaka* this, PlayState* play) {
} else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x,
this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
1);
1, true);
}
this->actionFunc = func_8087BAAC;
}

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@ -116,7 +116,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(this->dyna.actor.shape.rot.y) +
Math_CosS(this->dyna.actor.shape.rot.y) * 40.0f),
0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2);
0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
(this->dyna.actor.world.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
@ -124,7 +124,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 80.0f),
0, this->dyna.actor.shape.rot.y, 0, 2);
0, this->dyna.actor.shape.rot.y, 0, 2, true);
} else if (this->unk_16A == 1) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RD,
@ -133,7 +133,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
this->dyna.actor.home.pos.y - 40.0f,
(this->dyna.actor.home.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 100.0f),
0, this->dyna.actor.shape.rot.y, 0, 0xFD);
0, this->dyna.actor.shape.rot.y, 0, 0xFD, true);
}
}
}

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@ -177,7 +177,7 @@ void BgHakaTubo_DropCollectible(BgHakaTubo* this, PlayState* play) {
collectibleParams = -1;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 80.0f, this->dyna.actor.world.pos.z, 0,
this->dyna.actor.shape.rot.y, 0, 2);
this->dyna.actor.shape.rot.y, 0, 2, true);
func_80078884(NA_SE_SY_ERROR);
} else {
// Random rewards

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@ -239,7 +239,7 @@ void func_80882CC4(BgHakaZou* this, PlayState* play) {
actorSpawnPos.y = this->dyna.actor.world.pos.y + (i - 1) * 55;
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HAKA_ZOU, actorSpawnPos.x, actorSpawnPos.y,
actorSpawnPos.z, 0, this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2);
actorSpawnPos.z, 0, this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2, true);
func_800286CC(play, &actorSpawnPos, &sZeroVec, &sZeroVec, 1000, 50);
}
}

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@ -305,9 +305,9 @@ void BgHeavyBlock_SpawnPieces(BgHeavyBlock* this, PlayState* play) {
pos.z = this->dyna.actor.world.pos.z + (spA4[i].x * -sinYaw) + (cosYaw * pos.z);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2);
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3);
this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3, true);
BgHeavyBlock_SpawnDust(play, pos.x, pos.y, pos.z, 0.0f, 0.0f, 0.0f, 0);
}

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@ -154,7 +154,7 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
if (lightBeamToggles[i]) {
if ((this->lightBeams[i] == NULL) && Object_IsLoaded(&play->objectCtx, objBankIndex)) {
this->lightBeams[i] = Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPoss[i].x,
sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i]);
sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i], true);
if (this->lightBeams[i] == NULL) {
// "Mir Ray generation failed"

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@ -181,7 +181,7 @@ void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play) {
this->lightRayIntensity = 153.0f;
BgJyaBombchuiwa_SetDrawFlags(this, 4);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0) == NULL) {
this->actor.world.pos.z, 0, 0, 0, 0, true) == NULL) {
// "Occurrence failure"
osSyncPrintf(" : Mir_Ray 発生失敗(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->actor.params);

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@ -118,16 +118,16 @@ void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
Rand_ZeroOne() * 80.0f + this->dyna.actor.world.pos.y + 20.0f, this->dyna.actor.world.pos.z, 0,
(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0);
(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0, true);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
}
}
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1);
this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2);
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2, true);
sins = Math_SinS(rotY);
coss = Math_CosS(rotY);
for (j = 0; j < 32; j++) {
@ -180,7 +180,7 @@ void BgJyaIronobj_SpawnThoneParticles(BgJyaIronobj* this, PlayState* play, EnIk*
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
(Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.y + 10.0f, this->dyna.actor.world.pos.z,
0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0);
0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0, true);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;

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@ -461,7 +461,7 @@ void BgMizuBwall_SpawnDebris(BgMizuBwall* this, PlayState* play) {
rand2 = (s16)(Rand_ZeroOne() * 240.0f) + 20;
func_80033480(play, &debrisPos, 50.0f, 2, rand1, rand2, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0,
0xB);
0xB, true);
}
}

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@ -214,7 +214,10 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) {
}
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, PlayState* play) {
if ((this->dyna.actor.home.rot.z == 0) && !Player_InCsMode(play)) {
if ((this->dyna.actor.home.rot.z == 0 ||
// Check if all enemies are defeated instead of the regular stalfos when enemy randomizer or crowd control is on.
(Flags_GetTempClear(play, this->dyna.actor.room) && (CVar_GetS32("gRandomizedEnemies", 0) || (CVar_GetS32("gCrowdControl", 0))))) &&
!Player_InCsMode(play)) {
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
BgMoriBigst_SetupDone(this, play);
}

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@ -165,11 +165,11 @@ void BgMoriHineri_DoNothing(BgMoriHineri* this, PlayState* play) {
void BgMoriHineri_SpawnBossKeyChest(BgMoriHineri* this, PlayState* play) {
if (this->dyna.actor.params == 0) {
Object_Spawn(&play->objectCtx, OBJECT_BOX);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE, true);
this->actionFunc = func_808A3C8C;
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, this->dyna.actor.world.pos.x + 147.0f,
this->dyna.actor.world.pos.y + -245.0f, this->dyna.actor.world.pos.z + -453.0f, 0, 0x4000, 0, 0x27EE);
this->dyna.actor.world.pos.y + -245.0f, this->dyna.actor.world.pos.z + -453.0f, 0, 0x4000, 0, 0x27EE, true);
this->actionFunc = BgMoriHineri_DoNothing;
}
}

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@ -339,7 +339,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
amy =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->dyna.actor.world.pos.x + 30.0f,
this->dyna.actor.world.pos.y - 30.0f, this->dyna.actor.world.pos.z + 30.0f, 0,
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300);
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300, true);
if (amy != NULL) {
OnePointCutscene_Init(play, 3170, 30, amy, MAIN_CAM);
}
@ -536,7 +536,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
if (!BgPoEvent_NextPainting(this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
thisx->world.pos.y - 40.0f, thisx->world.pos.z, 0, thisx->shape.rot.y, 0,
thisx->params + ((this->type - 1) << 8));
thisx->params + ((this->type - 1) << 8), true);
OnePointCutscene_Init(play, 3160, 80, thisx, MAIN_CAM);
func_80078884(NA_SE_SY_CORRECT_CHIME);

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@ -102,14 +102,14 @@ void BgPoSyokudai_Init(Actor* thisx, PlayState* play) {
Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_RED) && !Flags_GetSwitch(play, thisx->params)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, 119.0f, 225.0f, -1566.0f, 0, 0, 0,
thisx->params);
thisx->params, true);
play->envCtx.unk_BF = 0x4;
} else if (!Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_PURPLE) && !Flags_GetSwitch(play, 0x1B)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
thisx->world.pos.y + 52.0f, thisx->world.pos.z, 0, 0, 0,
(this->flameColor << 8) + thisx->params + 0x1000);
(this->flameColor << 8) + thisx->params + 0x1000, true);
} else if (!Flags_GetSwitch(play, thisx->params)) {
if (play->envCtx.unk_BF == 0xFF) {

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@ -109,7 +109,7 @@ void func_808B29F0(BgSpot11Oasis* this, PlayState* play) {
if (Math_StepToF(&this->actor.world.pos.y, 0.0f, 0.7f)) {
func_808B2AA8(this);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER, true);
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
func_808B27F0(play, this->actor.world.pos.y);

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@ -325,7 +325,7 @@ void BgSpot16Bombstone_SpawnFragments(BgSpot16Bombstone* this, PlayState* play)
if (this->actor.params == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5, true);
index = 3;
} else {
index = 0;
@ -357,7 +357,7 @@ void func_808B561C(BgSpot16Bombstone* this, PlayState* play) {
world = &this->actor.world;
for (index = 0; index < ARRAY_COUNT(D_808B6088); index++) {
if (Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, world->pos.x, world->pos.y,
world->pos.z, 0, 0, 0, D_808B6088[index]) == NULL) {
world->pos.z, 0, 0, 0, D_808B6088[index], true) == NULL) {
break;
}
}

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@ -228,8 +228,8 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f,
-3304.0f, 0, 0, 0, WARP_DUNGEON_CHILD);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -690.0f, -1523.76f, -3304.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -690.0f, -1523.76f, -3304.0f, 0, 0, 0, 0, true);
for (i = 0; i < 2048; i++) {
temp_v0 = i;
@ -1354,7 +1354,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
Animation_GetLastFrame(&object_kingdodongo_Anim_003CF8), ANIMMODE_ONCE, -1.0f);
this->csState = 6;
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0,
0x6000);
0x6000, true);
}
break;
case 6:
@ -1621,7 +1621,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART,
Math_SinS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.x,
this->actor.world.pos.y,
Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0);
Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0, true);
}
if (this->unk_1DA == 600) {
camera = Play_GetCamera(play, MAIN_CAM);

View file

@ -226,7 +226,7 @@ void BossFd_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 100.0f, 200.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 100.0f, 200.0f, 0, 0, 0, 0, true);
} else {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_FD2, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, this->introState);
@ -914,7 +914,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
if (this->timers[0] == 7) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
}
break;
case BOSSFD_WAIT_INTRO:

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@ -304,9 +304,9 @@ void BossGanondrof_Init(Actor* thisx, PlayState* play) {
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_Kill(&this->actor);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 200.0f + GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, 0);
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, 0, true);
} else {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, this->actor.params);
@ -1123,7 +1123,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
if (this->timers[0] == 150) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT, true);
}
Math_ApproachZeroF(&this->cameraEye.y, 0.05f, 1.0f); // GND_BOSSROOM_CENTER_Y + 33.0f
@ -1140,7 +1140,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
func_80064534(play, &play->csCtx);
func_8002DF54(play, &this->actor, 7);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0);
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0, true);
this->actor.child = &horse->actor;
this->killActor = true;
horse->killActor = true;

View file

@ -363,7 +363,7 @@ void BossGoma_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, -640.0f, 0.0f, 0, 0,
0, WARP_DUNGEON_CHILD);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 141.0f, -640.0f, -84.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 141.0f, -640.0f, -84.0f, 0, 0, 0, 0, true);
}
}
@ -450,6 +450,11 @@ void BossGoma_SetupCeilingIdle(BossGoma* this) {
* When the player killed all children gohmas
*/
void BossGoma_SetupFallJump(BossGoma* this) {
// When in Enemy Randomizer, reset the state of the spawned Gohma Larva because it's not done
// by the (non-existent) Larva themselves.
if (CVar_GetS32("gRandomizedEnemies", 0)) {
this->childrenGohmaState[0] = this->childrenGohmaState[1] = this->childrenGohmaState[2] = 0;
}
Animation_Change(&this->skelanime, &gGohmaLandAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, -5.0f);
this->actionFunc = BossGoma_FallJump;
this->actor.speedXZ = 0.0f;
@ -1121,7 +1126,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
this->decayingProgress = 0;
this->subCameraFollowSpeed = 0.0f;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
}
break;
@ -1553,12 +1558,16 @@ void BossGoma_CeilingIdle(BossGoma* this, PlayState* play) {
Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 2.0f);
if (this->framesUntilNextAction == 0) {
Actor* nearbyEnTest = NULL;
if (CVar_GetS32("gRandomizedEnemies", 0)) {
nearbyEnTest = Actor_FindNearby(play, &this->actor, -1, ACTORCAT_ENEMY, 8000.0f);
}
if (this->childrenGohmaState[0] == 0 && this->childrenGohmaState[1] == 0 && this->childrenGohmaState[2] == 0) {
// if no child gohma has been spawned
BossGoma_SetupCeilingPrepareSpawnGohmas(this);
} else if (this->childrenGohmaState[0] < 0 && this->childrenGohmaState[1] < 0 &&
this->childrenGohmaState[2] < 0) {
// if all children gohmas are dead
} else if ((this->childrenGohmaState[0] < 0 && this->childrenGohmaState[1] < 0 && this->childrenGohmaState[2] < 0) ||
(nearbyEnTest == NULL && CVar_GetS32("gRandomizedEnemies", 0))) {
// In authentic gameplay, check if all baby Ghomas are dead. In Enemy Randomizer, check if there's no enemies alive.
BossGoma_SetupFallJump(this);
} else {
for (i = 0; i < ARRAY_COUNT(this->childrenGohmaState); i++) {

View file

@ -364,7 +364,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0,
0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0, true);
play->roomCtx.unk_74[0] = 0xFF;
MO_WATER_LEVEL(play) = -500;
return;
@ -956,7 +956,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
if ((this == sMorphaTent1) && (sMorphaCore->hitCount >= 3) && (sMorphaTent2 == NULL)) {
sMorphaTent2 =
(BossMo*)Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_MO, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOSSMO_TENTACLE);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOSSMO_TENTACLE, true);
sMorphaTent2->tentSpawnPos = this->tentSpawnPos;
if (sMorphaTent2->tentSpawnPos > 10) {
@ -1112,7 +1112,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->actor.world.pos.x, -280.0f, this->actor.world.pos.z, 0, 0, 0,
WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f,
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0);
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0, true);
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
Flags_SetClear(play, play->roomCtx.curRoom.num);
}

View file

@ -278,7 +278,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
Flags_SetSwitch(play, 0x14);
if (this->actor.params == BONGO_HEAD) {
sFloor = (BgSstFloor*)Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SST_FLOOR, sRoomCenter.x,
sRoomCenter.y, sRoomCenter.z, 0, 0, 0, BONGOFLOOR_REST);
sRoomCenter.y, sRoomCenter.z, 0, 0, 0, BONGOFLOOR_REST, true);
SkelAnime_InitFlex(play, &this->skelAnime, &gBongoHeadSkel, &gBongoHeadEyeOpenIdleAnim, this->jointTable,
this->morphTable, 45);
ActorShape_Init(&this->actor.shape, 70000.0f, ActorShadow_DrawCircle, 95.0f);
@ -292,19 +292,19 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
this->actor.shape.rot.y = 0;
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT);
ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0);
ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0, true);
Actor_Kill(&this->actor);
} else {
sHands[LEFT] =
(BossSst*)Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_SST, this->actor.world.pos.x + 200.0f,
this->actor.world.pos.y, this->actor.world.pos.z + 400.0f, 0,
this->actor.shape.rot.y, 0, BONGO_LEFT_HAND);
this->actor.shape.rot.y, 0, BONGO_LEFT_HAND, true);
sHands[RIGHT] = (BossSst*)Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_SST,
this->actor.world.pos.x + (-200.0f), this->actor.world.pos.y,
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0,
BONGO_RIGHT_HAND);
BONGO_RIGHT_HAND, true);
sHands[LEFT]->actor.child = &sHands[RIGHT]->actor;
sHands[RIGHT]->actor.child = &sHands[LEFT]->actor;
@ -1190,10 +1190,10 @@ void BossSst_HeadFinish(BossSst* this, PlayState* play) {
}
} else if (this->effects[0].alpha == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y, ROOM_CENTER_Z, 0,
0, 0, WARP_DUNGEON_ADULT);
0, 0, WARP_DUNGEON_ADULT, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART,
(Math_SinS(this->actor.shape.rot.y) * 200.0f) + ROOM_CENTER_X, ROOM_CENTER_Y,
Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0);
Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0, true);
BossSst_SetCameraTargets(1.0f, 7);
this->effectMode = BONGO_NULL;
} else if (this->timer == 0) {

View file

@ -535,7 +535,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 600.0f, 230.0f, 0.0f, 0,
0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.0f, 0.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.0f, 0.0f, 0, 0, 0, 0, true);
} else {
sKotakePtr = (BossTw*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_TW,
this->actor.world.pos.x, this->actor.world.pos.y,
@ -2795,7 +2795,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 600.0f, 230.0f,
0.0f, 0, 0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.f, 0.0f, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.f, 0.0f, 0, 0, 0, 0, true);
this->actor.world.pos.y = -2000.0f;
this->workf[UNK_F18] = 0.0f;
sKoumePtr->visible = sKotakePtr->visible = false;

View file

@ -640,9 +640,9 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
}
Actor_Spawn(&play->actorCtx, play, warpId, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0,
0); //! params could be WARP_DUNGEON_CHILD however this can also spawn Ru1
0, true); //! params could be WARP_DUNGEON_CHILD however this can also spawn Ru1
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 160.0f,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
sDoorState = 100;
Actor_Kill(&this->actor);
} else {
@ -1650,7 +1650,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
sCsState++;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
for (i = 2, sp7C = 2; i > 0; i--) {
if (Math_Vec3f_DistXYZ(&sWarpPos[i], &player->actor.world.pos) <
@ -1660,7 +1660,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
}
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RU1, sWarpPos[sp7C].x, sWarpPos[sp7C].y,
sWarpPos[sp7C].z, 0, 0, 0, 0);
sWarpPos[sp7C].z, 0, 0, 0, 0, true);
}
case DEATH_FINISH:
Rand_CenteredFloat(0.5f);
@ -1769,7 +1769,7 @@ void BossVa_SetupSupportCut(BossVa* this, PlayState* play) {
sBodyState++;
sFightPhase++;
Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_VA, this->armTip.x, this->armTip.y + 20.0f, this->armTip.z,
0, this->actor.shape.rot.y, 0, stumpParams);
0, this->actor.shape.rot.y, 0, stumpParams, true);
Camera_AddQuake(&play->mainCamera, 2, 11, 8);
this->burst = false;
this->timer2 = 0;

View file

@ -237,7 +237,7 @@ void func_80966E98(Demo6K* this, PlayState* play) {
if (this->timer1 == 39) {
func_800788CC(NA_SE_EV_CONSENTRATION);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x,
this->actor.world.pos.y + 10.0f, this->actor.world.pos.z, 0, 0, 0, 2);
this->actor.world.pos.y + 10.0f, this->actor.world.pos.z, 0, 0, 0, 2, true);
}
if (this->timer1 == 64) {
@ -542,7 +542,7 @@ void func_80967DBC(Demo6K* this, PlayState* play) {
void func_80967F10(Demo6K* this, PlayState* play) {
if (this->timer2 == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 13);
this->actor.world.pos.z, 0, 0, 0, 13, true);
}
this->timer2++;

View file

@ -923,7 +923,7 @@ void DemoEffect_UpdateLightRingTriforce(DemoEffect* this, PlayState* play) {
play->csCtx.npcActions[this->csActionId]->action == 2) {
blueOrb = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT,
this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB);
this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB, true);
if (blueOrb != NULL) {
Actor_SetScale(&blueOrb->actor, 0.0f);
@ -953,21 +953,21 @@ void DemoEffect_UpdateCreationFireball(DemoEffect* this, PlayState* play) {
}
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB, true);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.0f);
}
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
DEMO_EFFECT_LIGHTRING_EXPANDING);
DEMO_EFFECT_LIGHTRING_EXPANDING, true);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.1f);
}
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
DEMO_EFFECT_LIGHTRING_SHRINKING);
DEMO_EFFECT_LIGHTRING_SHRINKING, true);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.2f);
}
@ -1199,7 +1199,7 @@ void DemoEffect_UpdateGodLgtNayru(DemoEffect* this, PlayState* play) {
lightRing = (DemoEffect*)Actor_Spawn(
&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.world.rot.x + 0x4000,
this->actor.world.rot.y, this->actor.world.rot.z, DEMO_EFFECT_LIGHTRING_EXPANDING);
this->actor.world.rot.y, this->actor.world.rot.z, DEMO_EFFECT_LIGHTRING_EXPANDING, true);
if (lightRing != NULL) {
Actor_SetScale(&lightRing->actor, 1.0f);

View file

@ -74,7 +74,7 @@ void func_8097D7D8(PlayState* play, Vec3f* pos, Vec3f* velOffset, f32 scale, s32
Actor* DemoGt_SpawnCloudRing(PlayState* play, Vec3f* pos, s16 params) {
return Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_DOUGHNUT, pos->x, pos->y, pos->z, 0, 0, 0,
params);
params, true);
}
void DemoGt_SpawnExplosionWithSound(PlayState* play, Vec3f* pos, f32 scale) {

View file

@ -742,7 +742,7 @@ void func_809865F8(DemoIm* this, PlayState* play, s32 arg2) {
f32 spawnPosZ = thisPos->z + (Math_CosS(shapeRotY) * 30.0f);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, spawnPosX, spawnPosY, spawnPosZ, 0xFA0,
this->actor.shape.rot.y, 0, ARROW_CS_NUT);
this->actor.shape.rot.y, 0, ARROW_CS_NUT, true);
this->unk_27C = 1;
}
} else {

View file

@ -209,16 +209,16 @@ void DoorKiller_Destroy(Actor* thisx, PlayState* play) {
void DoorKiller_SpawnRubble(Actor* thisx, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x, thisx->world.pos.y + 9.0f,
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z,
DOOR_KILLER_RUBBLE_PIECE_1);
DOOR_KILLER_RUBBLE_PIECE_1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x + 7.88f,
thisx->world.pos.y + 39.8f, thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y,
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_2);
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x - 15.86f,
thisx->world.pos.y + 61.98f, thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y,
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_3);
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_3, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x + 3.72f,
thisx->world.pos.y + 85.1f, thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y,
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_4);
thisx->shape.rot.z, DOOR_KILLER_RUBBLE_PIECE_4, true);
}
/**

View file

@ -866,7 +866,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
EnAm_SpawnEffects(this, play);
bomb =
(EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 2, BOMB_BODY);
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 2, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -286,7 +286,7 @@ void EnAnubice_ShootFireball(EnAnubice* this, PlayState* play) {
if (curFrame == 12.0f) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ANUBICE_FIRE, this->fireballPos.x,
this->fireballPos.y + 15.0f, this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0);
this->fireballPos.y + 15.0f, this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0, true);
}
if (this->animLastFrame <= curFrame) {

View file

@ -46,7 +46,7 @@ void EnArowTrap_Update(Actor* thisx, PlayState* play) {
if (this->attackTimer == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, ARROW_NORMAL_SILENT);
this->actor.shape.rot.y, this->actor.shape.rot.z, ARROW_NORMAL_SILENT, true);
this->attackTimer = 80;
}
}

View file

@ -303,7 +303,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
if (this->actor.params == ARROW_NUT) {
iREG(50) = -1;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_M_FIRE1, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
sfxId = NA_SE_IT_DEKU;
} else {
sfxId = NA_SE_IT_SLING_REFLECT;

View file

@ -390,7 +390,7 @@ void func_809B75A0(EnBa* this, PlayState* play2) {
for (i = 7; i < 14; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BA, this->unk_158[i].x, this->unk_158[i].y,
this->unk_158[i].z, 0, 0, 0, EN_BA_DEAD_BLOB);
this->unk_158[i].z, 0, 0, 0, EN_BA_DEAD_BLOB, true);
}
unk_temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0);

View file

@ -268,7 +268,7 @@ void EnBb_SpawnFlameTrail(PlayState* play, EnBb* this, s16 startAtZero) {
for (i = 0; i < 5; i++) {
next = (EnBb*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BB, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (next != NULL) {
now->actor.child = &next->actor;
next->actor.parent = &now->actor;

View file

@ -91,7 +91,7 @@ void EnBlkobj_SpawnDarkLink(EnBlkobj* this, PlayState* play) {
if (!(this->dyna.actor.flags & ACTOR_FLAG_6)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TORCH2, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, this->dyna.actor.yawTowardsPlayer, 0,
0);
0, true);
EnBlkobj_SetupAction(this, EnBlkobj_DarkLinkFight);
}
}
@ -100,7 +100,13 @@ void EnBlkobj_DarkLinkFight(EnBlkobj* this, PlayState* play) {
s32 alphaMod;
if (this->timer == 0) {
if (Actor_Find(&play->actorCtx, ACTOR_EN_TORCH2, ACTORCAT_BOSS) == NULL) {
// Dark Link room completed.
// Check for if Dark Link is defeated in authentic gameplay.
// Check for if all enemies are defeated with enemy randomizer or crowd control on.
uint8_t roomCleared =
(!CVar_GetS32("gRandomizedEnemies", 0) && !CVar_GetS32("gCrowdControl", 0) && Actor_Find(&play->actorCtx, ACTOR_EN_TORCH2, ACTORCAT_BOSS) == NULL) ||
((CVar_GetS32("gRandomizedEnemies", 0) || CVar_GetS32("gCrowdControl", 0)) && Flags_GetTempClear(play, this->dyna.actor.room));
if (roomCleared) {
Flags_SetClear(play, this->dyna.actor.room);
this->timer++;
}

View file

@ -74,7 +74,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
}
cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1);
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1, true);
if (cucco != NULL) {
cucco->unk_2F4 = cuccoScales[i];

View file

@ -108,7 +108,7 @@ void EnBomChu_Explode(EnBomChu* this, PlayState* play) {
s32 i;
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -152,7 +152,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
if (this->flowerBombScale >= 1.0f) {
if (Actor_HasParent(&this->actor, play)) {
bombFlower = (EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (bombFlower != NULL) {
func_8002F5C4(&this->actor, &bombFlower->actor, play);
this->timer = 180;
@ -172,7 +172,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
if (this->bombCollider.base.ac->category != ACTORCAT_BOSS) {
bombFlower =
(EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (bombFlower != NULL) {
bombFlower->unk_200 = 1;
bombFlower->timer = 0;
@ -185,7 +185,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
if (Player_IsBurningStickInRange(play, &this->actor.world.pos, 30.0f, 50.0f)) {
bombFlower =
(EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (bombFlower != NULL) {
bombFlower->timer = 100;
this->timer = 180;

View file

@ -371,7 +371,7 @@ void EnBox_AppearInit(EnBox* this, PlayState* play) {
EnBox_SetupAction(this, EnBox_AppearAnimation);
this->unk_1A8 = 0;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, this->dyna.actor.home.pos.x,
this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, 0, 0, 0x0011);
this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, 0, 0, 0x0011, true);
Audio_PlaySoundGeneral(NA_SE_EV_TRE_BOX_APPEAR, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}

View file

@ -364,7 +364,7 @@ void EnButte_TransformIntoFairy(EnButte* this, PlayState* play) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 60, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (this->timer == 4) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.focus.pos.x, this->actor.focus.pos.y,
this->actor.focus.pos.z, 0, this->actor.shape.rot.y, 0, FAIRY_HEAL_TIMED);
this->actor.focus.pos.z, 0, this->actor.shape.rot.y, 0, FAIRY_HEAL_TIMED, true);
this->drawSkelAnime = false;
} else if (this->timer <= 0) {
EnButte_SetupWaitToDie(this);

View file

@ -114,7 +114,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
: (ITEM_ETC_HEART_PIECE_CHEST_GAME)) &
0xFF;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams, true);
// "Central treasure instance/occurrence (GREAT)"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生() ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams);
this->actionFunc = EnChanger_SetHeartPieceFlag;
@ -169,7 +169,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
Actor_Spawn(
&play->actorCtx, play, ACTOR_ITEM_ETCETERA, sLeftChestPos[play->roomCtx.curRoom.num].x,
sLeftChestPos[play->roomCtx.curRoom.num].y, sLeftChestPos[play->roomCtx.curRoom.num].z, 0, 0,
0, ((this->leftChestNum & 0x1F) << 8) + (leftChestItem & 0xFF));
0, ((this->leftChestNum & 0x1F) << 8) + (leftChestItem & 0xFF), true);
}
}
@ -198,7 +198,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA,
sRightChestPos[play->roomCtx.curRoom.num].x, sRightChestPos[play->roomCtx.curRoom.num].y,
sRightChestPos[play->roomCtx.curRoom.num].z, 0, 0, 0,
((this->rightChestNum & 0x1F) << 8) + (rightChestItem & 0xFF));
((this->rightChestNum & 0x1F) << 8) + (rightChestItem & 0xFF), true);
}
this->actor.flags &= ~ACTOR_FLAG_0;
@ -241,14 +241,14 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
zPos = right->dyna.actor.world.pos.z;
if (this->rightChestGetItemId == GI_DOOR_KEY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF, true);
Flags_SetSwitch(play, 0x32);
} else {
temp_s0_2 = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_CHEST;
// "Open right treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
temp_s0_2);
temp_s0_2, true);
}
break;
case CHEST_RIGHT:
@ -257,14 +257,14 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
zPos = left->dyna.actor.world.pos.z;
if (this->leftChestGetItemId == GI_DOOR_KEY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF, true);
Flags_SetSwitch(play, 0x32);
} else {
temp_s0_2 = (s16)(this->leftChestGetItemId - 0x72) + 0xA;
// "Open left treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
temp_s0_2);
temp_s0_2, true);
}
break;
}

View file

@ -258,6 +258,13 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sLaserCylinderInit);
Audio_PlayActorSound2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
} else { // Initialize the Arwing.
// Change Arwing to regular enemy instead of boss with enemy randomizer and crowd control.
// This way Arwings will be considered for "clear enemy" rooms properly.
if (CVar_GetS32("gRandomizedEnemies", 0) || CVar_GetS32("gCrowdControl", 0)) {
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_ENEMY);
}
this->actor.flags |= ACTOR_FLAG_0;
this->actor.targetMode = 5;
Collider_SetCylinder(play, &this->collider, &this->actor, &sArwingCylinderInit);
@ -495,7 +502,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
this->shouldShootLaser = false;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.world.rot.x,
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER);
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER, true);
}
}
case CLEAR_TAG_STATE_CRASHING:

View file

@ -359,7 +359,11 @@ void EnCrow_Die(EnCrow* this, PlayState* play) {
} else {
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_RED);
}
EnCrow_SetupRespawn(this);
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
EnCrow_SetupRespawn(this);
} else {
Actor_Kill(this);
}
}
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;

View file

@ -497,7 +497,7 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, PlayState* play) {
Matrix_MultVec3f(&D_809E4148, &vec);
gerudoGuard =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2);
this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2, true);
if (gerudoGuard == NULL) {
Actor_Kill(&this->actor);

View file

@ -310,7 +310,7 @@ void EnDekunuts_ThrowNut(EnDekunuts* this, PlayState* play) {
spawnPos.y = this->actor.world.pos.y + 12.0f;
spawnPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, spawnPos.x, spawnPos.y, spawnPos.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0) != NULL) {
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0, true) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
} else if ((this->animFlagAndTimer > 1) && Animation_OnFrame(&this->skelAnime, 12.0f)) {

View file

@ -622,7 +622,7 @@ void EnDntNomal_StageHide(EnDntNomal* this, PlayState* play) {
case DNT_ACTION_HIGH_RUPEES:
rupee =
(EnExRuppy*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_RUPPY, this->actor.world.pos.x,
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0, 3);
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0, 3, true);
if (rupee != NULL) {
rupeeColor = this->action - DNT_ACTION_LOW_RUPEES;
rupee->colorIdx = rupeeColor;
@ -702,7 +702,7 @@ void EnDntNomal_StageAttack(EnDntNomal* this, PlayState* play) {
spawnZ = this->mouthPos.z + spawnOffset.z;
nut = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, spawnX, spawnY, spawnZ,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 4);
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 4, true);
if (nut != NULL) {
nut->velocity.y = spawnOffset.y * 0.5f;
}

View file

@ -581,7 +581,7 @@ void func_809F7B3C(EnDodojr* this, PlayState* play) {
}
} else {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;

View file

@ -682,7 +682,7 @@ void EnDodongo_Death(EnDodongo* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;
this->timer = 8;

View file

@ -400,7 +400,7 @@ void EnElf_Init(Actor* thisx, PlayState* play) {
for (i = 0; i < 8; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, thisx->world.pos.x,
thisx->world.pos.y - 30.0f, thisx->world.pos.z, 0, 0, 0, FAIRY_HEAL);
thisx->world.pos.y - 30.0f, thisx->world.pos.z, 0, 0, 0, FAIRY_HEAL, true);
}
break;
default:

View file

@ -237,8 +237,12 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
this->outOfRangeTimer = 0;
spawnPos = this->actor.world.pos;
if ((this->curNumSpawn < this->maxCurSpawns) && (this->totalNumSpawn < this->maxTotalSpawns)) {
while ((this->curNumSpawn < this->maxCurSpawns) && (this->totalNumSpawn < this->maxTotalSpawns)) {
// In authentic gameplay, the game checks how many Stalchildren were spawned and only spawns new ones
// when the old ones are despawned and a timer is reached.
// With Enemy Randomizer on, this will keep spawning enemies solely on the timer because it's much
// more difficult tracking how many enemies have been spawned/killed. It's also fun. :)
if ((this->curNumSpawn < this->maxCurSpawns && this->totalNumSpawn < this->maxTotalSpawns) || CVar_GetS32("gRandomizedEnemies", 0)) {
while ((this->curNumSpawn < this->maxCurSpawns && this->totalNumSpawn < this->maxTotalSpawns) || CVar_GetS32("gRandomizedEnemies", 0)) {
if (play->sceneNum == SCENE_SPOT00) {
if ((player->unk_89E == 0) || (player->actor.floorBgId != BGCHECK_SCENE) ||
!(player->actor.bgCheckFlags & 1) || (player->stateFlags1 & 0x08000000)) {

View file

@ -244,7 +244,7 @@ void EnFireRock_SpawnMoreBrokenPieces(EnFireRock* this, PlayState* play) {
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
Rand_CenteredFloat(3.0f) + (this->actor.world.pos.y + 10.0f),
Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0, nextRockType);
Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0, nextRockType, true);
if (spawnedFireRock != NULL) {
spawnedFireRock->actor.world.rot.y = this->actor.world.rot.y;
if (i == 0) {
@ -269,7 +269,7 @@ void FireRock_WaitSpawnRocksFromCeiling(EnFireRock* this, PlayState* play) {
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
this->actor.world.pos.y + 10.0f, Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0,
FIRE_ROCK_SPAWNED_FALLING2);
FIRE_ROCK_SPAWNED_FALLING2, true);
if (spawnedFireRock != NULL) {
spawnedFireRock->timer = 10;
} else {

View file

@ -151,7 +151,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) {
// spawn first small floormaster
this->actor.parent =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FLOORMAS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL, true);
if (this->actor.parent == NULL) {
Actor_Kill(&this->actor);
return;
@ -159,7 +159,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) {
// spawn 2nd small floormaster
this->actor.child =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FLOORMAS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL, true);
if (this->actor.child == NULL) {
Actor_Kill(this->actor.parent);
Actor_Kill(&this->actor);

View file

@ -258,7 +258,7 @@ void EnFw_Run(EnFw* this, PlayState* play) {
if (this->explosionTimer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->bompPos.x, this->bompPos.y,
this->bompPos.z, 0, 0, 0x600, 0);
this->bompPos.z, 0, 0, 0x600, 0, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -99,7 +99,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) && (this->actor.params & 0xFF) == GE1_TYPE_GATE_OPERATOR) {
// Spawn the extra gaurd with params matching the custom type added (0x0300 + 0x02)
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR);
0x0300 | GE1_TYPE_EXTRA_GATE_OPERATOR, true);
}
// Convert the "extra" gate operator into a normal one so it matches the same params

View file

@ -722,7 +722,7 @@ void EnGo_StopRolling(EnGo* this, PlayState* play) {
this->actor.speedXZ = 3.0f;
if ((EnGo_FollowPath(this, play) == true) && (this->unk_218 == 0)) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -1416,7 +1416,7 @@ void EnGo2_StopRolling(EnGo2* this, PlayState* play) {
if (((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG) && ((this->actor.params & 0x1F) != GORON_CITY_LINK)) {
if ((this->actor.params & 0x1F) == GORON_DMT_ROLLING_SMALL) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -158,11 +158,11 @@ void func_80A4E470(EnGs* this, PlayState* play) {
(play->msgCtx.unk_E3F2 == OCARINA_SONG_SUNS) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_TIME)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (play->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG, true);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
this->unk_19D = 0;

View file

@ -658,7 +658,7 @@ void func_80A5455C(EnHeishi2* this, PlayState* play) {
pos.y = Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
pos.z = Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
rotY = Rand_CenteredFloat(7000.0f) + this->actor.yawTowardsPlayer;
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0);
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0, true);
if (bomb != NULL) {
bomb->actor.speedXZ = Rand_CenteredFloat(5.0f) + 10.0f;
bomb->actor.velocity.y = Rand_CenteredFloat(5.0f) + 10.0f;

View file

@ -199,7 +199,7 @@ void EnHintnuts_SetupLeave(EnHintnuts* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_4;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DAMAGE);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0x0, 0x0, 0x0, 0x3); // recovery heart
this->actor.world.pos.z, 0x0, 0x0, 0x0, 0x3, true); // recovery heart
this->actionFunc = EnHintnuts_Leave;
}
@ -288,7 +288,7 @@ void EnHintnuts_ThrowNut(EnHintnuts* this, PlayState* play) {
nutPos.y = this->actor.world.pos.y + 12.0f;
nutPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, nutPos.x, nutPos.y, nutPos.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 1) != NULL) {
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 1, true) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
}

View file

@ -867,7 +867,7 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
EnHorse_InitIngoHorse(this);
this->rider =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_IN, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, 1, 1);
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, 1, 1, true);
if (this->rider == NULL) {
//__assert("this->race.rider != NULL");
ASSERT(this->rider == NULL);

View file

@ -89,7 +89,7 @@ s32 EnHorseGameCheck_InitIngoRace(EnHorseGameCheckBase* base, PlayState* play) {
this->playerCheck[i] = 0;
}
this->ingoHorse =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -250.0f, 1.0f, -1650.0f, 0, 0x4000, 0, 0x8003);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -250.0f, 1.0f, -1650.0f, 0, 0x4000, 0, 0x8003, true);
if (this->ingoHorse == NULL) {
LOG_HUNGUP_THREAD();

View file

@ -243,7 +243,7 @@ void EnIceHono_DropFlame(EnIceHono* this, PlayState* play) {
for (i = 0; i < 8; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ICE_HONO, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0,
((s32)(Rand_ZeroOne() * 1000.0f) + i * 0x2000) - 0x1F4, 0, 1);
((s32)(Rand_ZeroOne() * 1000.0f) + i * 0x2000) - 0x1F4, 0, 1, true);
}
EnIceHono_SetupActionSpreadFlames(this);
}
@ -294,7 +294,7 @@ void EnIceHono_SpreadFlames(EnIceHono* this, PlayState* play) {
s32 rot = i * 0x1999;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ICE_HONO, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0,
((s32)(Rand_ZeroOne() * 1000.0f) + rot) - 0x1F4, 0, 2);
((s32)(Rand_ZeroOne() * 1000.0f) + rot) - 0x1F4, 0, 2, true);
}
}

View file

@ -231,7 +231,11 @@ void func_80A74398(Actor* thisx, PlayState* play) {
func_80A74714(this);
if (this->switchFlags != 0xFF) {
if (Flags_GetSwitch(play, this->switchFlags)) {
// In vanilla gameplay, Iron Knuckles are despawned based on specific flags in specific scenarios.
// In Enemy Randomizer, this made the Iron Knuckles despawn when the same flag was set by other objects.
// Instead, rely on the "Clear enemy room" flag when in Enemy Randomizer for Iron Knuckles that aren't Nabooru.
if ((Flags_GetSwitch(play, this->switchFlags) && !CVar_GetS32("gRandomizedEnemies", 0)) ||
(thisx->params != 0 && Flags_GetClear(play, play->roomCtx.curRoom.num) && CVar_GetS32("gRandomizedEnemies", 0))) {
Actor_Kill(thisx);
}
} else if (thisx->params != 0 && Flags_GetClear(play, play->roomCtx.curRoom.num)) {
@ -292,7 +296,11 @@ void func_80A747C0(EnIk* this, PlayState* play) {
sp24.y += 30.0f;
func_8003424C(play, &sp24);
this->skelAnime.playSpeed = 1.0f;
func_800F5ACC(NA_BGM_MINI_BOSS);
// Disable miniboss music with Enemy Randomizer because the music would keep
// playing if the enemy was never defeated, which is common with Enemy Randomizer.
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
}
if (this->skelAnime.curFrame == 5.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_WAKEUP);
@ -1465,6 +1473,11 @@ void EnIk_Init(Actor* thisx, PlayState* play) {
func_80A74398(&this->actor, play);
func_80A780D0(this, play);
}
// Immediately trigger Iron Knuckle for enemy randomizer
if (CVar_GetS32("gRandomizedEnemies", 0) && (thisx->params == 2 || thisx->params == 3)) {
this->skelAnime.playSpeed = 1.0f;
}
}
const ActorInit En_Ik_InitVars = {

View file

@ -205,7 +205,7 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) {
for (count = 0; count < 2; count++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, 3);
this->actor.shape.rot.y, this->actor.shape.rot.z, 3, true);
}
}

View file

@ -281,7 +281,7 @@ void EnIshi_SpawnBugs(EnIshi* this, PlayState* play) {
for (i = 0; i < 3; i++) {
Actor* bug = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1, true);
if (bug == NULL) {
break;

View file

@ -216,7 +216,7 @@ void EnKusa_SpawnBugs(EnKusa* this, PlayState* play) {
for (i = 0; i < 3; i++) {
Actor* bug = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1, true);
if (bug == NULL) {
break;

View file

@ -507,6 +507,13 @@ void EnMb_SetupClubAttack(EnMb* this) {
f32 frames = Animation_GetLastFrame(&gEnMbClubLiftClubAnim);
s16 relYawFromPlayer;
// Rotate Club Moblin towards player in Enemy Randomizer because they're
// borderline useless otherwise in most scenarios.
if (CVar_GetS32("gRandomizedEnemies", 0)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
}
this->state = ENMB_STATE_ATTACK;
Animation_Change(&this->skelAnime, &gEnMbClubLiftClubAnim, 3.0f, 0.0f, frames, ANIMMODE_ONCE_INTERP, 0.0f);
this->timer3 = 1;
@ -704,6 +711,14 @@ void EnMb_SpearEndChargeQuick(EnMb* this, PlayState* play) {
}
void EnMb_ClubWaitAfterAttack(EnMb* this, PlayState* play) {
// Rotate Club Moblin towards player in Enemy Randomizer because they're
// borderline useless otherwise in most scenarios.
if (CVar_GetS32("gRandomizedEnemies", 0)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
}
this->attack = ENMB_ATTACK_NONE;
if (SkelAnime_Update(&this->skelAnime)) {
EnMb_SetupClubWaitPlayerNear(this);
@ -824,8 +839,15 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
s16 flamesUnused[] = { 20, 40, 0 };
s16 relYawTarget[] = { -0x9C4, 0, 0xDAC };
Math_SmoothStepToS(&this->actor.shape.rot.y, relYawTarget[this->attack - 1] + this->actor.world.rot.y, 1, 0x2EE, 0);
// Rotate Club Moblin towards player in Enemy Randomizer because they're
// borderline useless otherwise in most scenarios.
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, relYawTarget[this->attack - 1] + this->actor.world.rot.y, 1, 0x2EE, 0);
} else {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
}
if (this->attackCollider.base.atFlags & AT_HIT) {
this->attackCollider.base.atFlags &= ~AT_HIT;
if (this->attackCollider.base.at == &player->actor) {
@ -863,7 +885,12 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
EffectSsBlast_SpawnWhiteShockwave(play, &effSpawnPos, &effWhiteShockwaveDynamics,
&effWhiteShockwaveDynamics);
func_80033480(play, &effSpawnPos, 2.0f, 3, 0x12C, 0xB4, 1);
Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
// Disable camera shake when the Moblin attacks with Enemy Randomizer enabled.
// This camera shake gets very annoying as these Moblins can spawn in many rooms,
// and also often (initially) out of reach for the player.
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
}
func_800358DC(&this->actor, &effSpawnPos, &this->actor.world.rot, flamesParams, 20, flamesUnused, play,
-1, 0);
EnMb_SetupClubWaitAfterAttack(this);
@ -1235,10 +1262,23 @@ void EnMb_ClubWaitPlayerNear(EnMb* this, PlayState* play) {
s32 pad;
s16 relYawFromPlayer = this->actor.world.rot.y - this->actor.yawTowardsPlayer;
// Rotate Club Moblin towards player in Enemy Randomizer because they're
// borderline useless otherwise in most scenarios.
if (CVar_GetS32("gRandomizedEnemies", 0)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 3, 100.0f, 0);
}
SkelAnime_Update(&this->skelAnime);
if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->playerDetectionRange &&
!(player->stateFlags1 & 0x4000000) && ABS(relYawFromPlayer) < 0x3E80) {
EnMb_SetupClubAttack(this);
// Add a height check to the Moblin's Club attack when Enemy Randomizer is on.
// Without the height check, the Moblin will attack (and play the sound effect) a lot even though
// the Moblin is very far away from the player in vertical rooms (like the first room in Deku Tree).
s8 enemyRando = CVar_GetS32("gRandomizedEnemies", 0);
if (!enemyRando || (enemyRando && this->actor.yDistToPlayer <= 100.0f && this->actor.yDistToPlayer >= -100.0f)) {
EnMb_SetupClubAttack(this);
}
}
}

View file

@ -733,7 +733,7 @@ void EnNb_PlayLookLeftSFX(EnNb* this) {
void EnNb_InitDemo6KInConfrontation(EnNb* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x,
kREG(21) + 22.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xB);
kREG(21) + 22.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xB, true);
}
void func_80AB2688(EnNb* this, PlayState* play) {

View file

@ -75,7 +75,11 @@ void EnNutsball_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawCircle, 13.0f);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIDs[this->actor.params]);
if (CVar_GetS32("gRandomizedEnemies", 0)) {
this->objBankIndex = 0;
} else {
this->objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIDs[this->actor.params]);
}
if (this->objBankIndex < 0) {
Actor_Kill(&this->actor);

View file

@ -272,7 +272,7 @@ void EnOkuta_SpawnProjectile(EnOkuta* this, PlayState* play) {
pos.y = this->actor.world.pos.y - 6.0f;
pos.z = this->actor.world.pos.z + (25.0f * cos);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_OKUTA, pos.x, pos.y, pos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10) != NULL) {
this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10, true) != NULL) {
pos.x = this->actor.world.pos.x + (40.0f * sin);
pos.z = this->actor.world.pos.z + (40.0f * cos);
pos.y = this->actor.world.pos.y;

View file

@ -446,7 +446,7 @@ void EnOssan_SpawnItemsOnShelves(EnOssan* this, PlayState* play, ShopItem* shopI
&play->actorCtx, play, ACTOR_EN_GIRLA, shelves->actor.world.pos.x + shopItems->xOffset,
shelves->actor.world.pos.y + shopItems->yOffset, shelves->actor.world.pos.z + shopItems->zOffset,
shelves->actor.shape.rot.x, shelves->actor.shape.rot.y + sItemShelfRot[i],
shelves->actor.shape.rot.z, itemParams);
shelves->actor.shape.rot.z, itemParams, true);
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHOPSANITY) != RO_SHOPSANITY_OFF) {
this->shelfSlots[i]->randoSlotIndex = i;
}
@ -473,7 +473,7 @@ void EnOssan_UpdateShopOfferings(EnOssan* this, PlayState* play) {
this->shelves->actor.world.pos.x + shopItem->xOffset,
this->shelves->actor.world.pos.y + shopItem->yOffset,
this->shelves->actor.world.pos.z + shopItem->zOffset, this->shelves->actor.shape.rot.x,
this->shelves->actor.shape.rot.y + sItemShelfRot[i], this->shelves->actor.shape.rot.z, params);
this->shelves->actor.shape.rot.y + sItemShelfRot[i], this->shelves->actor.shape.rot.z, params, true);
}
}
}

View file

@ -323,7 +323,9 @@ void EnPeehat_Ground_SetStateGround(EnPeehat* this) {
}
void EnPeehat_Ground_StateGround(EnPeehat* this, PlayState* play) {
if (IS_DAY) {
// Keep the peahat as the version that doesn't spawn extra enemies and can actually be killed
// when Enemy Randomizer is on.
if (IS_DAY || CVar_GetS32("gRandomizedEnemies", 0)) {
this->actor.flags |= ACTOR_FLAG_0;
if (this->riseDelayTimer == 0) {
if (this->actor.xzDistToPlayer < this->xzDistToRise) {
@ -866,7 +868,7 @@ void EnPeehat_StateExplode(EnPeehat* this, PlayState* play) {
if (this->animTimer == 5) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x602, 0);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x602, 0, true);
if (bomb != NULL) {
bomb->timer = 0;
}

View file

@ -209,7 +209,7 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HONOTRAP,
Math_CosS(this->unk_19A) * speed + this->actor.world.pos.x, this->actor.world.pos.y,
Math_SinS(this->unk_19A) * speed + this->actor.world.pos.z, 0,
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP);
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP, true);
}
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_19A, 2, 0x1000, 0x100);
@ -340,7 +340,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
if (Flags_GetCollectible(play, this->actor.params) == 0 && gSaveContext.timer1Value <= 60) {
Item_DropCollectible2(play, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2, true);
}
} else {
Flags_SetTempClear(play, 4);
@ -363,7 +363,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
if (Flags_GetCollectible(play, this->actor.params) == 0 && gSaveContext.timer1Value <= 60) {
Item_DropCollectible2(play, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
} else if (Flags_GetCollectible(play, this->actor.params) != 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2, true);
}
}
Actor_Kill(&this->actor);

View file

@ -402,11 +402,11 @@ void func_80AD9A54(EnPoSisters* this, PlayState* play) {
// Meg spawning fakes
void func_80AD9AA8(EnPoSisters* this, PlayState* play) {
Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x400);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x400, true);
Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x800);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x800, true);
Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xC00);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xC00, true);
s32 pad;
s32 pad1;

View file

@ -246,11 +246,18 @@ void func_80AE2744(EnRd* this, PlayState* play) {
}
this->unk_305 = 0;
if ((this->actor.xzDistToPlayer <= 150.0f) && func_8002DDE4(play)) {
if ((this->actor.params != 2) && (this->unk_305 == 0)) {
func_80AE37BC(this);
} else {
func_80AE392C(this);
if (this->actor.xzDistToPlayer <= 150.0f && func_8002DDE4(play)) {
// Add a height check to redeads/gibdos freeze when Enemy Randomizer is on.
// Without the height check, redeads/gibdos can freeze the player from insane distances in
// vertical rooms (like the first room in Deku Tree), making these rooms nearly unplayable.
s8 enemyRando = CVar_GetS32("gRandomizedEnemies", 0);
if (!enemyRando || (enemyRando && this->actor.yDistToPlayer <= 100.0f && this->actor.yDistToPlayer >= -100.0f)) {
if ((this->actor.params != 2) && (this->unk_305 == 0)) {
func_80AE37BC(this);
} else {
func_80AE392C(this);
}
}
}
}

View file

@ -125,7 +125,7 @@ void func_80AE7590(EnRl* this, PlayState* play) {
pos.x = player->actor.world.pos.x;
pos.y = player->actor.world.pos.y + 80.0f;
pos.z = player->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, pos.x, pos.y, pos.z, 0, 0, 0, 0xE);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, pos.x, pos.y, pos.z, 0, 0, 0, 0xE, true);
Item_Give(play, ITEM_MEDALLION_LIGHT);
this->lightMedallionGiven = 1;
}

View file

@ -207,7 +207,7 @@ void EnShopnuts_ThrowNut(EnShopnuts* this, PlayState* play) {
spawnPos.y = this->actor.world.pos.y + 12.0f;
spawnPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, spawnPos.x, spawnPos.y, spawnPos.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 2) != NULL) {
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 2, true) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
}
@ -228,7 +228,7 @@ void EnShopnuts_SpawnSalesman(EnShopnuts* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_DNS, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z,
this->actor.params);
this->actor.params, true);
Actor_Kill(&this->actor);
} else {
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xE38);

View file

@ -188,7 +188,8 @@ void EnSkb_Destroy(Actor* thisx, PlayState* play) {
}
void func_80AFCD60(EnSkb* this) {
if (IS_DAY) {
// Don't despawn stallchildren during daytime when enemy randomizer is enabled.
if (IS_DAY && !CVar_GetS32("gRandomizedEnemies", 0)) {
func_80AFCF48(this);
} else if (Actor_IsFacingPlayer(&this->actor, 0x11C7) &&
(this->actor.xzDistToPlayer < (60.0f + (this->actor.params * 6.0f)))) {
@ -285,7 +286,8 @@ void EnSkb_Advance(EnSkb* this, PlayState* play) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_WALK);
}
}
if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) > 800.0f || IS_DAY) {
// Don't despawn stallchildren during daytime or when a stalchildren walks too far away from his "home" when enemy randomizer is enabled.
if ((Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) > 800.0f || IS_DAY) && !CVar_GetS32("gRandomizedEnemies", 0)) {
func_80AFCF48(this);
} else if (Actor_IsFacingPlayer(&this->actor, 0x11C7) &&
(this->actor.xzDistToPlayer < (60.0f + (this->actor.params * 6.0f)))) {

View file

@ -507,7 +507,7 @@ s32 EnSkj_ShootNeedle(EnSkj* this, PlayState* play) {
pos2.y = this->actor.world.pos.y + 27.0f;
needle = (EnSkjneedle*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SKJNEEDLE, pos2.x, pos2.y, pos2.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0);
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0, true);
if (needle != NULL) {
needle->killTimer = 100;
needle->actor.speedXZ = 24.0f;

View file

@ -185,13 +185,13 @@ void EnTa_Init(Actor* thisx, PlayState* play2) {
this->unk_2C4[0] = this->unk_2C4[1] = this->unk_2C4[2] = 7;
this->superCuccos[0] = (EnNiw*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x + 5.0f,
this->actor.world.pos.y + 3.0f, this->actor.world.pos.z + 26.0f, 0, 0, 0, 0xD);
this->actor.world.pos.y + 3.0f, this->actor.world.pos.z + 26.0f, 0, 0, 0, 0xD, true);
this->superCuccos[1] = (EnNiw*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x - 20.0f,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD, true);
this->superCuccos[2] = (EnNiw*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x + 20.0f,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD, true);
func_80B13AAC(this, play);
if (gSaveContext.eventInf[0] & 0x400) {

View file

@ -636,7 +636,7 @@ void EnTk_Dig(EnTk* this, PlayState* play) {
if ((gSaveContext.n64ddFlag || CVar_GetS32("gDampeWin", 0)) && this->currentReward == 4) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, rewardPos.x, rewardPos.y, rewardPos.z, 0,
0, 0, 0x1F06);
0, 0, 0x1F06, true);
this->heartPieceSpawned = 1;
} else {
Item_DropCollectible(play, &rewardPos, rewardParams[this->currentReward]);

View file

@ -35,7 +35,7 @@ void EnTorch_Init(Actor* thisx, PlayState* play) {
Contents are passed to en_torch from grotto params via Save Context. */
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0,
(sChestContents[(returnData >> 0x5) & 0x7] << 0x5) | 0x5000 | (returnData & 0x1F));
(sChestContents[(returnData >> 0x5) & 0x7] << 0x5) | 0x5000 | (returnData & 0x1F), true);
Actor_Kill(&this->actor);
}

View file

@ -125,6 +125,12 @@ void EnTorch2_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Player* this = (Player*)thisx;
// Change Dark Link to regular enemy instead of boss with enemy randomizer and crowd control.
// This way Dark Link will be considered for "clear enemy" rooms properly.
if (CVar_GetS32("gRandomizedEnemies", 0) || CVar_GetS32("gCrowdControl", 0)) {
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_ENEMY);
}
sInput.cur.button = sInput.press.button = sInput.rel.button = 0;
sInput.cur.stick_x = sInput.cur.stick_y = 0;
this->currentShield = PLAYER_SHIELD_HYLIAN;
@ -270,7 +276,11 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
if (stickY) {}
sInput.cur.stick_y = stickY;
}
func_800F5ACC(NA_BGM_MINI_BOSS);
// Disable miniboss music with Enemy Randomizer because the music would keep
// playing if the enemy was never defeated, which is common with Enemy Randomizer.
if (!CVar_GetS32("gRandomizedEnemies", 0)) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
sActionState = ENTORCH2_ATTACK;
}
break;

View file

@ -159,7 +159,7 @@ void EnTp_Init(Actor* thisx, PlayState* play2) {
for (i = 0; i <= 6; i++) {
next = (EnTp*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TP, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0 * i);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0 * i, true);
if (0 * i) {} // Very fake, but needed to get the s registers right
if (next != NULL) {
@ -324,7 +324,7 @@ void EnTp_Die(EnTp* this, PlayState* play) {
for (i = 0; i < 1; i++) {
now =
(EnTp*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TP, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TAILPASARAN_FRAGMENT);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TAILPASARAN_FRAGMENT, true);
if (now != NULL) {
Actor_SetScale(&now->actor, this->actor.scale.z * 0.5f);

View file

@ -239,8 +239,15 @@ void EnVali_SetupDivideAndDie(EnVali* this, PlayState* play) {
s32 i;
for (i = 0; i < 3; i++) {
// Offset small jellyfish with Enemy Randomizer, otherwise it gets
// stuck in a loop spawning more big jellyfish with seeded spawns.
if (CVar_GetS32("gRandomizedEnemies", 0)) {
this->actor.world.rot.y += rand() % 50;
}
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BILI, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, this->actor.world.rot.y, 0, 0);
this->actor.world.pos.z, 0, this->actor.world.rot.y, 0, 0, true);
this->actor.world.rot.y += 0x10000 / 3;
}

View file

@ -378,7 +378,7 @@ void EnVm_Die(EnVm* this, PlayState* play) {
if (--this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x6FF, BOMB_BODY);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x6FF, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;
@ -407,7 +407,7 @@ void EnVm_CheckHealth(EnVm* this, PlayState* play) {
EnVm_SetupStun(this);
} else {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0x601, BOMB_BODY);
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0x601, BOMB_BODY, true);
if (bomb != NULL) {
bomb->timer = 0;

View file

@ -385,7 +385,9 @@ void EnWf_WaitToAppear(EnWf* this, PlayState* play) {
this->actionTimer = 5;
this->actor.flags |= ACTOR_FLAG_0;
if ((this->actor.params != WOLFOS_NORMAL) && (this->switchFlag != 0xFF)) {
// Disable miniboss music with Enemy Randomizer because the music would keep
// playing if the enemy was never defeated, which is common with Enemy Randomizer.
if ((this->actor.params != WOLFOS_NORMAL) && (this->switchFlag != 0xFF) && !CVar_GetS32("gRandomizedEnemies", 0)) {
func_800F5ACC(NA_BGM_MINI_BOSS);
}
}

View file

@ -309,7 +309,7 @@ void EnWonderItem_BombSoldier(EnWonderItem* this, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT;
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HEISHI2, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.yawTowardsPlayer, 0,
9) != NULL) {
9, true) != NULL) {
// "Careless soldier spawned"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n" VT_RST);
}

View file

@ -215,7 +215,7 @@ void func_80B395F0(EnWonderTalk* this, PlayState* play) {
Message_CloseTextbox(play);
if (this->unk_164 == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 2);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 2, true);
this->unk_164 = 1;
}
@ -225,7 +225,7 @@ void func_80B395F0(EnWonderTalk* this, PlayState* play) {
Message_CloseTextbox(play);
if (this->unk_164 == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 3);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 3, true);
this->unk_164 = 1;
}
this->actionFunc = func_80B391CC;

View file

@ -349,7 +349,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
this->actor.home.rot.z &= 0x1FFF;
this->actor.home.rot.z |= 0xE000;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, dropsSpawnPt.x, dropsSpawnPt.y,
dropsSpawnPt.z, 0, this->actor.world.rot.y, 0, this->actor.home.rot.z);
dropsSpawnPt.z, 0, this->actor.world.rot.y, 0, this->actor.home.rot.z, true);
this->actor.home.rot.z = 0;
}
}
@ -366,7 +366,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
for (i = 3; i >= 0; i--) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y,
dropsSpawnPt.z, 0, Rand_CenteredFloat(65535.0f), 0, leavesParams);
dropsSpawnPt.z, 0, Rand_CenteredFloat(65535.0f), 0, leavesParams, true);
}
}
this->unk_14C = -0x15;

View file

@ -108,7 +108,7 @@ void EnXc_SpawnNut(EnXc* this, PlayState* play) {
f32 z = (Math_CosS(angle) * 30.0f) + pos->z;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, x, y, z, 0xFA0, this->actor.shape.rot.y, 0,
ARROW_CS_NUT);
ARROW_CS_NUT, true);
}
void EnXc_BgCheck(EnXc* this, PlayState* play) {
@ -537,7 +537,7 @@ void EnXc_SpawnFlame(EnXc* this, PlayState* play) {
f32 yPos = npcAction->startPos.y;
f32 zPos = npcAction->startPos.z;
this->flameActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_LIGHT, xPos, yPos, zPos, 0, 0, 0, 5);
this->flameActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_LIGHT, xPos, yPos, zPos, 0, 0, 0, 5, true);
sEnXcFlameSpawned = true;
}
}
@ -1442,7 +1442,7 @@ void func_80B3F534(PlayState* play) {
if (frameCount == 310) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0,
WARP_DESTINATION);
WARP_DESTINATION, true);
}
}

View file

@ -632,7 +632,7 @@ void EnZl2_GiveLightArrows(EnZl2* this, PlayState* play) {
posX = player->actor.world.pos.x;
posY = player->actor.world.pos.y + 80.0f;
posZ = player->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0, 0x17);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0, 0x17, true);
Item_Give(play, ITEM_ARROW_LIGHT);
this->unk_244 = 1;
}
@ -648,7 +648,7 @@ void func_80B4FF84(EnZl2* this, PlayState* play) {
posY = this->actor.world.pos.y;
posZ = this->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_YELLOW);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_YELLOW, true);
this->unk_250 = 1;
}
}
@ -1184,7 +1184,7 @@ void func_80B513A8(EnZl2* this, PlayState* play) {
posX = player->actor.world.pos.x;
posY = player->actor.world.pos.y;
posZ = player->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_UNK_7);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_UNK_7, true);
this->unk_250 = 1;
}
}

View file

@ -138,7 +138,7 @@ void func_80B5357C(EnZl3* this, PlayState* play) {
}
void func_80B53614(EnZl3* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RIVER_SOUND, -442.0f, 4102.0f, -371.0f, 0, 0, 0, 0x12);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RIVER_SOUND, -442.0f, 4102.0f, -371.0f, 0, 0, 0, 0x12, true);
}
void func_80B5366C(EnZl3* this, PlayState* play) {
@ -770,7 +770,7 @@ void func_80B54EA4(EnZl3* this, PlayState* play) {
f32 posY = this->actor.world.pos.y;
f32 posZ = this->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EG, posX, posY, posZ, 0, 0, 0, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EG, posX, posY, posZ, 0, 0, 0, 0, true);
}
void func_80B54EF4(EnZl3* this) {
@ -1810,7 +1810,7 @@ void func_80B5772C(EnZl3* this, PlayState* play) {
void func_80B57754(EnZl3* this, PlayState* play) {
if (gSaveContext.magicState == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_OCEFF_WIPE4, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 1);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 1, true);
func_80B56DA4(this);
}
}
@ -1824,7 +1824,7 @@ void func_80B577BC(PlayState* play, Vec3f* vec) {
f32 posZ = vec->z;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TEST, posX, posY, posZ, 0,
(Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI)), 0, 5);
(Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI)), 0, 5, true);
}
void func_80B57858(PlayState* play) {
@ -2109,7 +2109,7 @@ void func_80B584B4(EnZl3* this, PlayState* play) {
s32 pad;
Player* player = GET_PLAYER(play);
s8 invincibilityTimer = player->invincibilityTimer;
Actor* nearbyEnTest = Actor_FindNearby(play, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f);
Actor* nearbyEnTest = Actor_FindNearby(play, &this->actor, -1, ACTORCAT_ENEMY, 8000.0f);
if (D_80B5A4BC == 0) {
if ((nearbyEnTest == NULL) && (!Play_InCsMode(play))) {
@ -2537,7 +2537,7 @@ void func_80B59828(EnZl3* this, PlayState* play) {
Magic_Fill(play);
if (Flags_GetSwitch(play, 0x20)) {
Flags_UnsetSwitch(play, 0x20);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_ZG, -144.0f, 3544.0f, -43.0f, 0, 0x2000, 0, 0x2000);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_ZG, -144.0f, 3544.0f, -43.0f, 0, 0x2000, 0, 0x2000, true);
}
Flags_UnsetSwitch(play, 0x21);
Flags_UnsetSwitch(play, 0x22);

View file

@ -965,7 +965,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
Fishing_InitPondProps(this, play);
Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_EN_KANBAN, 53.0f, -17.0f, 982.0f, 0, 0, 0,
ENKANBAN_FISHING);
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, 0.0f, 0.0f, 0.0f, 0, 0, 0, 200);
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, 0.0f, 0.0f, 0.0f, 0, 0, 0, 200, true);
if ((KREG(1) == 1) || ((D_80B7E07D & 3) == 3)) {
if (sLinkAge != 1) {
@ -979,7 +979,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
for (i = 0; i < fishCount; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, sFishInits[i].pos.x, sFishInits[i].pos.y,
sFishInits[i].pos.z, 0, Rand_ZeroFloat(0x10000), 0, 100 + i);
sFishInits[i].pos.z, 0, Rand_ZeroFloat(0x10000), 0, 100 + i, true);
}
} else {
if ((thisx->params < 115) || (thisx->params == 200)) {

View file

@ -62,7 +62,7 @@ void ItemOcarina_Init(Actor* thisx, PlayState* play) {
Actor_Kill(thisx);
return;
}
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 299.0f, -140.0f, 884.0f, 0, 4, 1, 0x3800);
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 299.0f, -140.0f, 884.0f, 0, 4, 1, 0x3800, true);
Actor_SetScale(thisx, 0.2f);
break;
default:

View file

@ -163,7 +163,7 @@ void ObjKibako2_Kill(ObjKibako2* this, PlayState* play) {
if ((params & 0x8000) == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
params | 0x8000);
params | 0x8000, true);
}
ObjKibako2_SpawnCollectible(this, play);
Actor_Kill(&this->dyna.actor);

View file

@ -49,7 +49,7 @@ void func_80B98320(ObjMakekinsuta* this, PlayState* play) {
if (this->unk_152 != 0) {
if (this->timer >= 60 && !func_8002DEEC(GET_PLAYER(play))) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, (this->actor.params | 0x8000));
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, (this->actor.params | 0x8000), true);
this->actionFunc = ObjMakekinsuta_DoNothing;
} else {
this->timer++;

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