mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-20 13:23:45 -07:00
[Feature] Rando: Enemy Randomizer V1 (#1781)
This commit is contained in:
parent
d9a08d0747
commit
598cac725e
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
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actor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, Rand_CenteredFloat(20.0f) + actorPos.x,
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Rand_CenteredFloat(20.0f) + actorPos.y, Rand_CenteredFloat(20.0f) + actorPos.z,
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actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B);
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actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B, true);
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if ((j & 1) == 0) {
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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) {
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} else if (!this->lightBallSpawned) {
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demoEffectParams = ((s16)(sDemoEffectLightColors[actionIndex] << 0xC) | DEMO_EFFECT_LIGHT);
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Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams);
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams, true);
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this->lightBallSpawned = true;
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}
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} else {
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@ -821,7 +821,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
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!this->warpEffectSpawned) {
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actionIndex = play->csCtx.npcActions[0]->action - 11;
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Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, player->actor.world.pos.x,
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player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actionIndex);
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player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actionIndex, true);
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this->warpEffectSpawned = true;
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}
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BgDyYoseizo_Bob(this, play);
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@ -74,7 +74,7 @@ void BgGndSoulmeiro_Init(Actor* thisx, PlayState* play) {
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if (Flags_GetSwitch(play, (this->actor.params >> 8) & 0x3F)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 9);
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 9, true);
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this->actor.draw = NULL;
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Actor_Kill(&this->actor);
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return;
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@ -122,7 +122,7 @@ void func_8087AF38(BgGndSoulmeiro* this, PlayState* play) {
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Flags_SetSwitch(play, (thisx->params >> 8) & 0x3F);
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Actor_Kill(&this->actor);
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Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, thisx->world.pos.x, thisx->world.pos.y,
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thisx->world.pos.z, 0, 0, 0, 9);
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thisx->world.pos.z, 0, 0, 0, 9, true);
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} else if ((this->unk_198 % 6) == 0) {
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s32 i;
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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) {
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} else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x,
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this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
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1);
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1, true);
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}
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this->actionFunc = func_8087BAAC;
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}
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@ -116,7 +116,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
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this->dyna.actor.world.pos.y - 10.0f,
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(this->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(this->dyna.actor.shape.rot.y) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 40.0f),
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0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2);
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0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
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(this->dyna.actor.world.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
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@ -124,7 +124,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
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this->dyna.actor.world.pos.y - 10.0f,
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(this->dyna.actor.world.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 80.0f),
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0, this->dyna.actor.shape.rot.y, 0, 2);
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0, this->dyna.actor.shape.rot.y, 0, 2, true);
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} else if (this->unk_16A == 1) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RD,
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@ -133,7 +133,7 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
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this->dyna.actor.home.pos.y - 40.0f,
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(this->dyna.actor.home.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
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Math_CosS(this->dyna.actor.shape.rot.y) * 100.0f),
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0, this->dyna.actor.shape.rot.y, 0, 0xFD);
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0, this->dyna.actor.shape.rot.y, 0, 0xFD, true);
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}
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}
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}
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@ -177,7 +177,7 @@ void BgHakaTubo_DropCollectible(BgHakaTubo* this, PlayState* play) {
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collectibleParams = -1;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y + 80.0f, this->dyna.actor.world.pos.z, 0,
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this->dyna.actor.shape.rot.y, 0, 2);
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this->dyna.actor.shape.rot.y, 0, 2, true);
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func_80078884(NA_SE_SY_ERROR);
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} else {
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// Random rewards
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@ -239,7 +239,7 @@ void func_80882CC4(BgHakaZou* this, PlayState* play) {
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actorSpawnPos.y = this->dyna.actor.world.pos.y + (i - 1) * 55;
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HAKA_ZOU, actorSpawnPos.x, actorSpawnPos.y,
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actorSpawnPos.z, 0, this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2);
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actorSpawnPos.z, 0, this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2, true);
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func_800286CC(play, &actorSpawnPos, &sZeroVec, &sZeroVec, 1000, 50);
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}
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}
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@ -305,9 +305,9 @@ void BgHeavyBlock_SpawnPieces(BgHeavyBlock* this, PlayState* play) {
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pos.z = this->dyna.actor.world.pos.z + (spA4[i].x * -sinYaw) + (cosYaw * pos.z);
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2);
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 2, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z,
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3);
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this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y, 0, 3, true);
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BgHeavyBlock_SpawnDust(play, pos.x, pos.y, pos.z, 0.0f, 0.0f, 0.0f, 0);
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}
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@ -154,7 +154,7 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
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if (lightBeamToggles[i]) {
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if ((this->lightBeams[i] == NULL) && Object_IsLoaded(&play->objectCtx, objBankIndex)) {
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this->lightBeams[i] = Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPoss[i].x,
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sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i]);
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sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i], true);
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if (this->lightBeams[i] == NULL) {
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// "Mir Ray generation failed"
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@ -181,7 +181,7 @@ void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play) {
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this->lightRayIntensity = 153.0f;
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BgJyaBombchuiwa_SetDrawFlags(this, 4);
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if (Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, 0) == NULL) {
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this->actor.world.pos.z, 0, 0, 0, 0, true) == NULL) {
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// "Occurrence failure"
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osSyncPrintf("Error : Mir_Ray 発生失敗(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
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this->actor.params);
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@ -118,16 +118,16 @@ void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk
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Actor* actor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
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Rand_ZeroOne() * 80.0f + this->dyna.actor.world.pos.y + 20.0f, this->dyna.actor.world.pos.z, 0,
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(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0);
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(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0, true);
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if (actor != NULL) {
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actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
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actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
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}
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}
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1);
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this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2);
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this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2, true);
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sins = Math_SinS(rotY);
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coss = Math_CosS(rotY);
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for (j = 0; j < 32; j++) {
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@ -180,7 +180,7 @@ void BgJyaIronobj_SpawnThoneParticles(BgJyaIronobj* this, PlayState* play, EnIk*
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Actor* actor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
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(Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.y + 10.0f, this->dyna.actor.world.pos.z,
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0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0);
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0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0, true);
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if (actor != NULL) {
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actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
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actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
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@ -461,7 +461,7 @@ void BgMizuBwall_SpawnDebris(BgMizuBwall* this, PlayState* play) {
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rand2 = (s16)(Rand_ZeroOne() * 240.0f) + 20;
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func_80033480(play, &debrisPos, 50.0f, 2, rand1, rand2, 0);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0,
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0xB);
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0xB, true);
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}
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}
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@ -214,7 +214,10 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) {
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}
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void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, PlayState* play) {
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if ((this->dyna.actor.home.rot.z == 0) && !Player_InCsMode(play)) {
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if ((this->dyna.actor.home.rot.z == 0 ||
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// Check if all enemies are defeated instead of the regular stalfos when enemy randomizer or crowd control is on.
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(Flags_GetTempClear(play, this->dyna.actor.room) && (CVar_GetS32("gRandomizedEnemies", 0) || (CVar_GetS32("gCrowdControl", 0))))) &&
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!Player_InCsMode(play)) {
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Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
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BgMoriBigst_SetupDone(this, play);
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}
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@ -165,11 +165,11 @@ void BgMoriHineri_DoNothing(BgMoriHineri* this, PlayState* play) {
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void BgMoriHineri_SpawnBossKeyChest(BgMoriHineri* this, PlayState* play) {
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if (this->dyna.actor.params == 0) {
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Object_Spawn(&play->objectCtx, OBJECT_BOX);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE, true);
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this->actionFunc = func_808A3C8C;
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} else {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, this->dyna.actor.world.pos.x + 147.0f,
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this->dyna.actor.world.pos.y + -245.0f, this->dyna.actor.world.pos.z + -453.0f, 0, 0x4000, 0, 0x27EE);
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this->dyna.actor.world.pos.y + -245.0f, this->dyna.actor.world.pos.z + -453.0f, 0, 0x4000, 0, 0x27EE, true);
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this->actionFunc = BgMoriHineri_DoNothing;
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}
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}
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@ -339,7 +339,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
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amy =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->dyna.actor.world.pos.x + 30.0f,
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this->dyna.actor.world.pos.y - 30.0f, this->dyna.actor.world.pos.z + 30.0f, 0,
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this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300);
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this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300, true);
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if (amy != NULL) {
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OnePointCutscene_Init(play, 3170, 30, amy, MAIN_CAM);
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}
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@ -536,7 +536,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
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if (!BgPoEvent_NextPainting(this)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
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thisx->world.pos.y - 40.0f, thisx->world.pos.z, 0, thisx->shape.rot.y, 0,
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thisx->params + ((this->type - 1) << 8));
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thisx->params + ((this->type - 1) << 8), true);
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OnePointCutscene_Init(play, 3160, 80, thisx, MAIN_CAM);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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@ -102,14 +102,14 @@ void BgPoSyokudai_Init(Actor* thisx, PlayState* play) {
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Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_RED) && !Flags_GetSwitch(play, thisx->params)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, 119.0f, 225.0f, -1566.0f, 0, 0, 0,
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thisx->params);
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thisx->params, true);
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play->envCtx.unk_BF = 0x4;
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} else if (!Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_PURPLE) && !Flags_GetSwitch(play, 0x1B)) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x,
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thisx->world.pos.y + 52.0f, thisx->world.pos.z, 0, 0, 0,
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(this->flameColor << 8) + thisx->params + 0x1000);
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(this->flameColor << 8) + thisx->params + 0x1000, true);
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} else if (!Flags_GetSwitch(play, thisx->params)) {
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if (play->envCtx.unk_BF == 0xFF) {
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@ -109,7 +109,7 @@ void func_808B29F0(BgSpot11Oasis* this, PlayState* play) {
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if (Math_StepToF(&this->actor.world.pos.y, 0.0f, 0.7f)) {
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func_808B2AA8(this);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
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this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER);
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this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER, true);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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}
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func_808B27F0(play, this->actor.world.pos.y);
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@ -325,7 +325,7 @@ void BgSpot16Bombstone_SpawnFragments(BgSpot16Bombstone* this, PlayState* play)
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if (this->actor.params == 0) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5);
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5, true);
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index = 3;
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} else {
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index = 0;
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@ -357,7 +357,7 @@ void func_808B561C(BgSpot16Bombstone* this, PlayState* play) {
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world = &this->actor.world;
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for (index = 0; index < ARRAY_COUNT(D_808B6088); index++) {
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if (Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, world->pos.x, world->pos.y,
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world->pos.z, 0, 0, 0, D_808B6088[index]) == NULL) {
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world->pos.z, 0, 0, 0, D_808B6088[index], true) == NULL) {
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break;
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}
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}
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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);
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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++) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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++;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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++;
|
||||
}
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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(GREAT) ☆☆☆☆☆ %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;
|
||||
}
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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 = {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)))) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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]);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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++;
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue