some cues for wasteland / colossus

This commit is contained in:
Demur Rumed 2025-06-07 17:25:15 +00:00
commit a1cc0b2479

View file

@ -530,6 +530,8 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddSupportedActor(ACTOR_EN_OSSAN, policy);
policy.englishName = "Potion Shop Granny";
ActorAccessibility_AddSupportedActor(ACTOR_EN_DS, policy);
policy.englishName = "Magic Carpet Man";
ActorAccessibility_AddSupportedActor(ACTOR_EN_JS, policy);
// general NPCs
ActorAccessibility_InitPolicy(&policy, "Kokiri Child", NA_SE_VO_NB_LAUGH);
@ -688,6 +690,25 @@ void ActorAccessibility_InitActors() {
policy.n = 60;
ActorAccessibility_AddSupportedActor(ACTOR_EN_PO_FIELD, policy);
ActorAccessibility_InitPolicy(&policy, "haunted wasteland poe", NA_SE_EN_PO_CRY);
policy.distance = 600;
policy.ydist = 1000;
ActorAccessibility_AddSupportedActor(ACTOR_EN_PO_DESERT, policy);
ActorAccessibility_InitPolicy(&policy, "flag pole", [](AccessibleActor* actor) {
if ((actor->frameCount & 31) == 0) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FLUTTER_FLAG, false);
}
});
policy.aimAssist.isProvider = true;
policy.distance = 1000;
policy.volume = 1.5;
policy.n = 1;
ActorAccessibility_AddSupportedActor(ACTOR_EN_HATA, policy);
ActorAccessibility_InitPolicy(&policy, "oasis", NA_SE_EV_SCOOPUP_WATER);
policy.distance = 2000;
policy.ydist = 500;
ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT11_OASIS, policy);
// TODO better gerudo guard logic
ActorAccessibility_InitPolicy(&policy, "Gerudo Guard", NA_SE_VO_NB_LAUGH);
policy.n = Npc_Frames;
@ -700,6 +721,7 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddSupportedActor(ACTOR_BG_JYA_BOMBIWA, policy);
ActorAccessibility_AddSupportedActor(ACTOR_BG_BOMBWALL, policy);
ActorAccessibility_AddSupportedActor(ACTOR_BG_BREAKWALL, policy);
ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT08_BAKUDANKABE, policy);
ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT17_BAKUDANKABE, policy);
ActorAccessibility_InitPolicy(&policy, "Bronze Boulder", NA_SE_IT_HAMMER_HIT);
ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HAMISHI, policy);
@ -1075,16 +1097,16 @@ void ActorAccessibility_InitActors() {
list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 2);
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { -788, 120, 1392 });
list = ActorAccessibility_GetVirtualActorList(SCENE_DESERT_COLOSSUS, 0);
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 2259, 108, -1550 });
temp->policy.sound = NA_SE_EV_ROCK_BROKEN;
list = ActorAccessibility_GetVirtualActorList(SCENE_LOST_WOODS, 1);
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 1348, 25, -25 });
temp->policy.aimAssist.isProvider = true;
temp->policy.distance = 700;
temp->policy.n = 1;
list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room
list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 10); // deku tree compass room
list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 7); // bombable wall room
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { -1209, -820.0, 3.5 });