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some cues for wasteland / colossus
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parent
9556f66474
commit
a1cc0b2479
1 changed files with 26 additions and 4 deletions
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@ -530,6 +530,8 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddSupportedActor(ACTOR_EN_OSSAN, policy);
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policy.englishName = "Potion Shop Granny";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_DS, policy);
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policy.englishName = "Magic Carpet Man";
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ActorAccessibility_AddSupportedActor(ACTOR_EN_JS, policy);
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// general NPCs
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ActorAccessibility_InitPolicy(&policy, "Kokiri Child", NA_SE_VO_NB_LAUGH);
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@ -688,6 +690,25 @@ void ActorAccessibility_InitActors() {
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policy.n = 60;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_PO_FIELD, policy);
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ActorAccessibility_InitPolicy(&policy, "haunted wasteland poe", NA_SE_EN_PO_CRY);
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policy.distance = 600;
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policy.ydist = 1000;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_PO_DESERT, policy);
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ActorAccessibility_InitPolicy(&policy, "flag pole", [](AccessibleActor* actor) {
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if ((actor->frameCount & 31) == 0) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FLUTTER_FLAG, false);
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}
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});
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policy.aimAssist.isProvider = true;
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policy.distance = 1000;
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policy.volume = 1.5;
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policy.n = 1;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_HATA, policy);
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ActorAccessibility_InitPolicy(&policy, "oasis", NA_SE_EV_SCOOPUP_WATER);
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policy.distance = 2000;
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policy.ydist = 500;
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ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT11_OASIS, policy);
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// TODO better gerudo guard logic
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ActorAccessibility_InitPolicy(&policy, "Gerudo Guard", NA_SE_VO_NB_LAUGH);
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policy.n = Npc_Frames;
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@ -700,6 +721,7 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddSupportedActor(ACTOR_BG_JYA_BOMBIWA, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_BG_BOMBWALL, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_BG_BREAKWALL, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT08_BAKUDANKABE, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_BG_SPOT17_BAKUDANKABE, policy);
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ActorAccessibility_InitPolicy(&policy, "Bronze Boulder", NA_SE_IT_HAMMER_HIT);
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ActorAccessibility_AddSupportedActor(ACTOR_OBJ_HAMISHI, policy);
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@ -1075,16 +1097,16 @@ void ActorAccessibility_InitActors() {
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 2);
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { -788, 120, 1392 });
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list = ActorAccessibility_GetVirtualActorList(SCENE_DESERT_COLOSSUS, 0);
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temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 2259, 108, -1550 });
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temp->policy.sound = NA_SE_EV_ROCK_BROKEN;
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list = ActorAccessibility_GetVirtualActorList(SCENE_LOST_WOODS, 1);
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temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { 1348, 25, -25 });
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temp->policy.aimAssist.isProvider = true;
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temp->policy.distance = 700;
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temp->policy.n = 1;
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 10); // deku tree compass room
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 7); // bombable wall room
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { -1209, -820.0, 3.5 });
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