mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-20 05:13:39 -07:00
[docs] Upstream updates 1 (#1955)
* First round of upstream updates and commenting patternss * Renames from z64player * Renames from z64save * Undo changes to legacy save struct * Add missing reference from entrance rando * Fixes from stat tracker * More tweaks
This commit is contained in:
parent
8064ad9dfe
commit
d7c3522142
69 changed files with 1721 additions and 1040 deletions
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@ -85,7 +85,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) {
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if (this->actor.parent == NULL) {
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Player* player = GET_PLAYER(play);
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// get correct timer length for hookshot or longshot
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s32 length = (player->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 13 : 26;
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s32 length = (player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26;
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ArmsHook_SetupAction(this, ArmsHook_Shoot);
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func_8002D9A4(&this->actor, 20.0f);
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@ -121,7 +121,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
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Player* player = (Player*)this->actor.parent;
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if (Player_HoldsHookshot(player)) {
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if ((player->itemActionParam != player->heldItemActionParam) || (player->actor.flags & ACTOR_FLAG_8) ||
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if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_8) ||
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((player->stateFlags1 & 0x4000080))) {
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this->timer = 0;
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ArmsHook_DetachHookFromActor(this);
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@ -209,12 +209,12 @@ void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play) {
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}
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if (play->sceneNum == SCENE_DAIYOUSEI_IZUMI) {
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if (!gSaveContext.magicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
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if (!gSaveContext.isMagicAcquired && (this->fountainType != FAIRY_UPGRADE_MAGIC)) {
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Actor_Kill(&this->actor);
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return;
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}
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} else {
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if (!gSaveContext.magicAcquired) {
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if (!gSaveContext.isMagicAcquired) {
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Actor_Kill(&this->actor);
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return;
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}
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@ -253,7 +253,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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} else {
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switch (this->fountainType) {
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case FAIRY_UPGRADE_MAGIC:
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if (!gSaveContext.magicAcquired || BREG(2)) {
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if (!gSaveContext.isMagicAcquired || BREG(2)) {
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// "Spin Attack speed UP"
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osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n" VT_RST);
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this->givingSpell = true;
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@ -261,7 +261,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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}
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break;
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case FAIRY_UPGRADE_DOUBLE_MAGIC:
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if (!gSaveContext.doubleMagic) {
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if (!gSaveContext.isDoubleMagicAcquired) {
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// "Magic Meter doubled"
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osSyncPrintf(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n" VT_RST);
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this->givingSpell = true;
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@ -269,7 +269,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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}
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break;
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case FAIRY_UPGRADE_HALF_DAMAGE:
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if (!gSaveContext.doubleDefense) {
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if (!gSaveContext.isDoubleDefenseAcquired) {
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// "Damage halved"
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osSyncPrintf(VT_FGCOL(PURPLE) " ☆☆☆☆☆ ダメージ半減 ☆☆☆☆☆ \n" VT_RST);
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this->givingSpell = true;
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@ -495,7 +495,7 @@ void BgDyYoseizo_HealPlayer_NoReward(BgDyYoseizo* this, PlayState* play) {
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this->refillTimer = 200;
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}
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if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.unk_13F4)) ||
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if (((gSaveContext.healthCapacity == gSaveContext.health) && (gSaveContext.magic == gSaveContext.magicCapacity)) ||
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(this->refillTimer == 1)) {
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this->healingTimer--;
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if (this->healingTimer == 90) {
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@ -738,21 +738,21 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
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switch (actionIndex) {
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case FAIRY_UPGRADE_MAGIC:
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gSaveContext.magicAcquired = true;
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gSaveContext.unk_13F6 = 0x30;
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gSaveContext.isMagicAcquired = true;
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gSaveContext.magicFillTarget = 0x30;
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Interface_ChangeAlpha(9);
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break;
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case FAIRY_UPGRADE_DOUBLE_MAGIC:
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if (!gSaveContext.magicAcquired) {
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gSaveContext.magicAcquired = true;
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if (!gSaveContext.isMagicAcquired) {
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gSaveContext.isMagicAcquired = true;
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}
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gSaveContext.doubleMagic = true;
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gSaveContext.unk_13F6 = 0x60;
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gSaveContext.isDoubleMagicAcquired = true;
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gSaveContext.magicFillTarget = 0x60;
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gSaveContext.magicLevel = 0;
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Interface_ChangeAlpha(9);
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break;
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case FAIRY_UPGRADE_HALF_DAMAGE:
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gSaveContext.doubleDefense = true;
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gSaveContext.isDoubleDefenseAcquired = true;
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Interface_ChangeAlpha(9);
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break;
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}
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@ -780,8 +780,8 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
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itemPos.x, itemPos.y, itemPos.z, 0, 0, 0, sExItemTypes[actionIndex]);
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if (this->item != NULL) {
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if (gSaveContext.magicAcquired == 0) {
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gSaveContext.magicAcquired = 1;
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if (gSaveContext.isMagicAcquired == 0) {
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gSaveContext.isMagicAcquired = 1;
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} else {
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Magic_Fill(play);
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}
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@ -127,7 +127,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if ((this->collider.base.acFlags & AC_HIT) && !Player_InCsMode(play) &&
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(player->swordAnimation == 22 || player->swordAnimation == 23)) {
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(player->meleeWeaponAnimation == 22 || player->meleeWeaponAnimation == 23)) {
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this->collider.base.acFlags &= ~AC_HIT;
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if ((this->collider.elements[0].info.bumperFlags & BUMP_HIT) ||
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(this->collider.elements[1].info.bumperFlags & BUMP_HIT)) {
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@ -89,7 +89,7 @@ void BgTokiSwd_Init(Actor* thisx, PlayState* play) {
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uint32_t kokiriSwordBitMask = 1 << 0;
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if (!(gSaveContext.inventory.equipment & kokiriSwordBitMask)) {
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Player* player = GET_PLAYER(gPlayState);
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player->currentSwordItem = ITEM_NONE;
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player->currentSwordItemId = ITEM_NONE;
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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}
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@ -282,8 +282,8 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
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webPos.y = this->dyna.actor.world.pos.y - 50.0f;
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webPos.z = this->dyna.actor.world.pos.z;
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if (Player_IsBurningStickInRange(play, &webPos, 70.0f, 50.0f) != 0) {
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this->dyna.actor.home.pos.x = player->swordInfo[0].tip.x;
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this->dyna.actor.home.pos.z = player->swordInfo[0].tip.z;
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this->dyna.actor.home.pos.x = player->meleeWeaponInfo[0].tip.x;
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this->dyna.actor.home.pos.z = player->meleeWeaponInfo[0].tip.z;
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BgYdanSp_BurnWeb(this, play);
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return;
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}
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@ -402,11 +402,11 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) {
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if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->trisCollider.base.acFlags & 2)) {
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this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f;
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BgYdanSp_BurnWeb(this, play);
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} else if (player->heldItemActionParam == PLAYER_AP_STICK && player->unk_860 != 0) {
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func_8002DBD0(&this->dyna.actor, &sp30, &player->swordInfo[0].tip);
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} else if (player->heldItemAction == PLAYER_IA_STICK && player->unk_860 != 0) {
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func_8002DBD0(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip);
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if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) {
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OnePointCutscene_Init(play, 3020, 40, &this->dyna.actor, MAIN_CAM);
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Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->swordInfo[0].tip);
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Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip);
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BgYdanSp_BurnWeb(this, play);
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}
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}
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@ -1188,7 +1188,7 @@ void BossGanon_SetupTowerCutscene(BossGanon* this, PlayState* play) {
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this->csTimer = 0;
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this->csState = 100;
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this->unk_198 = 1;
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gSaveContext.magic = gSaveContext.unk_13F4;
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gSaveContext.magic = gSaveContext.magicCapacity;
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gSaveContext.health = gSaveContext.healthCapacity;
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} else {
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this->actionFunc = BossGanon_SetupTowerCutscene;
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@ -3962,7 +3962,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
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switch (this->unk_1C2) {
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case 0:
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if ((player->stateFlags1 & 2) &&
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if ((player->stateFlags1 & PLAYER_STATE1_SWINGING_BOTTLE) &&
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(ABS((s16)(player->actor.shape.rot.y - (s16)(ganondorf->actor.yawTowardsPlayer + 0x8000))) <
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0x2000) &&
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(sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f)) {
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@ -4003,7 +4003,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
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}
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// if a spin attack is used
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if (player->swordAnimation >= 0x18) {
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if (player->meleeWeaponAnimation >= 0x18) {
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this->actor.speedXZ = 20.0f;
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}
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break;
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@ -4447,7 +4447,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
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this->actor.world.rot.x = (Math_CosS(this->unk_1A2 * 0x3400) * sp84 * 0.1f) + this->actor.shape.rot.x;
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this->actor.world.rot.y = (Math_SinS(this->unk_1A2 * 0x1A00) * sp84) + this->actor.shape.rot.y;
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if ((player->swordState != 0) && (player->swordAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) {
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if ((player->swordState != 0) && (player->meleeWeaponAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) {
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this->unk_1C2 = 0xC;
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this->actor.speedXZ = -30.0f;
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func_8002D908(&this->actor);
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@ -1668,7 +1668,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
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temp_f12 = this->unk_1B8.z - player->actor.world.pos.z;
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temp_a0_2 = Math_Atan2S(temp_f12, temp_f14) - player->actor.shape.rot.y;
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if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) &&
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(player->swordState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) {
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(player->swordState != 0) && (player->heldItemAction == PLAYER_IA_SWORD_MASTER)) {
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func_80064520(play, &play->csCtx);
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gSaveContext.sohStats.gameComplete = true;
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gSaveContext.sohStats.timestamp[TIMESTAMP_DEFEAT_GANON] = GAMEPLAYSTAT_TOTAL_TIME;
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@ -915,7 +915,7 @@ void GivePlayerRandoRewardImpa(Actor* impa, PlayState* play, RandomizerCheck che
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gSaveContext.eventChkInf[5] |= 0x200;
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 3;
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gSaveContext.nextTransition = 3;
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gSaveContext.nextTransitionType = 3;
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// In entrance rando have impa bring link back to the front of castle grounds
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
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play->nextEntranceIndex = 0x0138;
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@ -417,7 +417,7 @@ void func_80996C60(DoorShutter* this, PlayState* play) {
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DoorShutter_SetupAction(this, func_80997004);
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this->unk_16C = sp38;
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this->unk_170 = 0.0f;
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Camera_ChangeDoorCam(play->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->unk_46A, 0.0f, 12, sp34, 10);
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Camera_ChangeDoorCam(play->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->doorBgCamIndex, 0.0f, 12, sp34, 10);
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}
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}
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@ -589,7 +589,7 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
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osSyncPrintf("\n\n\nおわりおわり");
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 7;
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gSaveContext.nextTransition = 3;
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gSaveContext.nextTransitionType = 3;
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}
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Math_StepToF(&this->unk_194, 2.0f, 0.01f);
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@ -907,7 +907,7 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 3;
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gSaveContext.nextTransition = 7;
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gSaveContext.nextTransitionType = 7;
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}
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if (this->warpTimer >= 141) {
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f32 screenFillAlpha;
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@ -270,7 +270,7 @@ void EnButte_FlyAround(EnButte* this, PlayState* play) {
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EnButte_SelectFlightParams(this, &sFlyAroundParams[this->flightParamsIdx]);
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}
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if (((this->actor.params & 1) == 1) && (player->heldItemActionParam == PLAYER_AP_STICK) &&
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if (((this->actor.params & 1) == 1) && (player->heldItemAction == PLAYER_IA_STICK) &&
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(this->swordDownTimer <= 0) &&
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((Math3D_Dist2DSq(player->actor.world.pos.x, player->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z) < SQ(120.0f)) ||
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@ -306,9 +306,9 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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minAnimSpeed = 0.0f;
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if ((this->flightParamsIdx != 0) && (this->timer < 12)) {
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swordTip.x = player->swordInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
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swordTip.y = player->swordInfo[0].tip.y;
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swordTip.z = player->swordInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
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swordTip.x = player->meleeWeaponInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
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swordTip.y = player->meleeWeaponInfo[0].tip.y;
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swordTip.z = player->meleeWeaponInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &swordTip) + (s16)(Rand_ZeroOne() * D_809CE410);
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if (Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000) != 0) {
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@ -320,7 +320,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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}
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}
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this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->swordInfo[0].tip.y);
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this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->meleeWeaponInfo[0].tip.y);
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EnButte_Turn(this);
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@ -336,11 +336,11 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z);
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if (!((player->heldItemActionParam == PLAYER_AP_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) &&
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if (!((player->heldItemAction == PLAYER_IA_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) &&
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(this->swordDownTimer <= 0) && (distSqFromHome < SQ(320.0f)))) {
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EnButte_SetupFlyAround(this);
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} else if (distSqFromHome > SQ(240.0f)) {
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distSqFromSword = Math3D_Dist2DSq(player->swordInfo[0].tip.x, player->swordInfo[0].tip.z,
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distSqFromSword = Math3D_Dist2DSq(player->meleeWeaponInfo[0].tip.x, player->meleeWeaponInfo[0].tip.z,
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this->actor.world.pos.x, this->actor.world.pos.z);
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if (distSqFromSword < SQ(60.0f)) {
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EnButte_SetupTransformIntoFairy(this);
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@ -470,7 +470,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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switch (this->work[FHGFIRE_FIRE_MODE]) {
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case FHGFIRE_LIGHT_GREEN:
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canBottleReflect1 =
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((player->stateFlags1 & 2) &&
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((player->stateFlags1 & PLAYER_STATE1_SWINGING_BOTTLE) &&
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(ABS((s16)(player->actor.shape.rot.y - (s16)(bossGnd->actor.yawTowardsPlayer + 0x8000))) <
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0x2000) &&
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(sqrtf(SQ(dxL) + SQ(dyL) + SQ(dzL)) <= 25.0f))
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@ -510,7 +510,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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this->work[FHGFIRE_RETURN_COUNT] = 100;
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}
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if (!canBottleReflect2 && (player->swordAnimation >= 24)) {
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if (!canBottleReflect2 && (player->meleeWeaponAnimation >= 24)) {
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this->actor.speedXZ = 20.0f;
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this->work[FHGFIRE_RETURN_COUNT] = 4;
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} else {
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@ -320,7 +320,7 @@ void func_80A2F9C0(EnGb* this, PlayState* play) {
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gSaveContext.infTable[0xB] |= 0x40;
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}
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func_80A2F180(this);
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Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
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Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
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Rupees_ChangeBy(10);
|
||||
this->actionFunc = func_80A2F83C;
|
||||
}
|
||||
|
@ -332,7 +332,7 @@ void func_80A2FA50(EnGb* this, PlayState* play) {
|
|||
gSaveContext.infTable[0xB] |= 0x40;
|
||||
}
|
||||
func_80A2F180(this);
|
||||
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
|
||||
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
|
||||
Rupees_ChangeBy(50);
|
||||
HIGH_SCORE(HS_POE_POINTS) += 100;
|
||||
if (HIGH_SCORE(HS_POE_POINTS) != 1000) {
|
||||
|
|
|
@ -283,7 +283,7 @@ s32 EnGeldB_ReactToPlayer(PlayState* play, EnGeldB* this, s16 arg2) {
|
|||
angleToLink = ABS(angleToLink);
|
||||
|
||||
if (func_800354B4(play, thisx, 100.0f, 0x2710, 0x3E80, thisx->shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnGeldB_SetupSpinDodge(this, play);
|
||||
return true;
|
||||
} else if (play->gameplayFrames & 1) {
|
||||
|
@ -296,7 +296,7 @@ s32 EnGeldB_ReactToPlayer(PlayState* play, EnGeldB* this, s16 arg2) {
|
|||
if ((thisx->bgCheckFlags & 8) && (ABS(angleToWall) < 0x2EE0) && (thisx->xzDistToPlayer < 90.0f)) {
|
||||
EnGeldB_SetupJump(this);
|
||||
return true;
|
||||
} else if (player->swordAnimation == 0x11) {
|
||||
} else if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnGeldB_SetupSpinDodge(this, play);
|
||||
return true;
|
||||
} else if ((thisx->xzDistToPlayer < 90.0f) && (play->gameplayFrames & 1)) {
|
||||
|
@ -1138,7 +1138,7 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
|
|||
if ((ABS(angleToLink) <= 0x4000) && (this->actor.xzDistToPlayer < 40.0f) &&
|
||||
(ABS(this->actor.yDistToPlayer) < 50.0f)) {
|
||||
if (func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnGeldB_SetupSpinDodge(this, play);
|
||||
} else if (play->gameplayFrames & 1) {
|
||||
EnGeldB_SetupBlock(this);
|
||||
|
@ -1159,7 +1159,7 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
|
|||
}
|
||||
} else if ((this->timer == 0) &&
|
||||
func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnGeldB_SetupSpinDodge(this, play);
|
||||
} else if (!EnGeldB_DodgeRanged(play, this)) {
|
||||
if ((play->gameplayFrames & 1)) {
|
||||
|
|
|
@ -368,7 +368,7 @@ void EnHeishi1_Kick(EnHeishi1* this, PlayState* play) {
|
|||
this->loadStarted = true;
|
||||
sHeishi1PlayerIsCaught = false;
|
||||
play->fadeTransition = 0x2E;
|
||||
gSaveContext.nextTransition = 0x2E;
|
||||
gSaveContext.nextTransitionType = 0x2E;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -208,7 +208,7 @@ void func_80A55D00(EnHeishi3* this, PlayState* play) {
|
|||
play->sceneLoadFlag = 0x14;
|
||||
this->respawnFlag = 1;
|
||||
play->fadeTransition = 0x2E;
|
||||
gSaveContext.nextTransition = 0x2E;
|
||||
gSaveContext.nextTransitionType = 0x2E;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -596,7 +596,7 @@ s16 func_80A70058(PlayState* play, Actor* thisx) {
|
|||
case 0x70F3:
|
||||
Rupees_ChangeBy(beggarRewards[this->actor.textId - 0x70F0]);
|
||||
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_17);
|
||||
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_AP_BOTTLE);
|
||||
Player_UpdateBottleHeld(play, GET_PLAYER(play), ITEM_BOTTLE, PLAYER_IA_BOTTLE);
|
||||
break;
|
||||
case 0x7016:
|
||||
gSaveContext.infTable[12] |= 1;
|
||||
|
|
|
@ -180,13 +180,13 @@ void func_80A8F660(EnKakasi* this, PlayState* play) {
|
|||
this->unk_196 = TEXT_STATE_DONE;
|
||||
if (!LINK_IS_ADULT) {
|
||||
this->unk_194 = false;
|
||||
if (gSaveContext.scarecrowCustomSongSet) {
|
||||
if (gSaveContext.scarecrowLongSongSet) {
|
||||
this->actor.textId = 0x407A;
|
||||
this->unk_196 = TEXT_STATE_EVENT;
|
||||
}
|
||||
} else {
|
||||
this->unk_194 = true;
|
||||
if (gSaveContext.scarecrowCustomSongSet) {
|
||||
if (gSaveContext.scarecrowLongSongSet) {
|
||||
this->actor.textId = 0x4079;
|
||||
this->unk_196 = TEXT_STATE_EVENT;
|
||||
}
|
||||
|
@ -342,7 +342,7 @@ void EnKakasi_Draw(Actor* thisx, PlayState* play) {
|
|||
if (BREG(3) != 0) {
|
||||
osSyncPrintf("\n\n");
|
||||
// "flag!"
|
||||
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ フラグ! ☆☆☆☆☆ %d\n" VT_RST, gSaveContext.scarecrowCustomSongSet);
|
||||
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ フラグ! ☆☆☆☆☆ %d\n" VT_RST, gSaveContext.scarecrowLongSongSet);
|
||||
}
|
||||
func_80093D18(play->state.gfxCtx);
|
||||
SkelAnime_DrawFlexOpa(play, this->skelanime.skeleton, this->skelanime.jointTable, this->skelanime.dListCount,
|
||||
|
|
|
@ -287,7 +287,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) {
|
|||
u8 i;
|
||||
|
||||
if (hitItem->toucher.dmgFlags & 0x700) {
|
||||
this->cutType = sCutTypes[player->swordAnimation];
|
||||
this->cutType = sCutTypes[player->meleeWeaponAnimation];
|
||||
} else {
|
||||
this->cutType = CUT_POST;
|
||||
}
|
||||
|
|
|
@ -85,7 +85,7 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
|
|||
this->unk_1CA = 0;
|
||||
|
||||
if (player->stateFlags2 & 0x20000) {
|
||||
if (!gSaveContext.magicAcquired || gSaveContext.unk_13F0 ||
|
||||
if (!gSaveContext.isMagicAcquired || gSaveContext.magicState ||
|
||||
(((this->actor.params & 0xFF00) >> 8) &&
|
||||
!(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 0)))) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
|
@ -132,7 +132,7 @@ void func_80A9F350(EnMThunder* this, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (player->stateFlags2 & 0x20000) {
|
||||
if (player->swordAnimation >= 0x18) {
|
||||
if (player->meleeWeaponAnimation >= 0x18) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
|
@ -158,7 +158,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
|||
|
||||
if (this->unk_1CA == 0) {
|
||||
if (player->unk_858 >= 0.1f) {
|
||||
if ((gSaveContext.unk_13F0) || (((this->actor.params & 0xFF00) >> 8) &&
|
||||
if ((gSaveContext.magicState) || (((this->actor.params & 0xFF00) >> 8) &&
|
||||
!(func_80087708(play, (this->actor.params & 0xFF00) >> 8, 4)))) {
|
||||
func_80A9F350(this, play);
|
||||
func_80A9EFE0(this, func_80A9F350);
|
||||
|
@ -182,7 +182,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (player->unk_858 <= 0.15f) {
|
||||
if ((player->unk_858 >= 0.1f) && (player->swordAnimation >= 0x18)) {
|
||||
if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= 0x18)) {
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
|
||||
&D_801333E8);
|
||||
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0,
|
||||
|
@ -193,7 +193,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
|||
} else {
|
||||
player->stateFlags2 &= ~0x20000;
|
||||
if ((this->actor.params & 0xFF00) >> 8) {
|
||||
gSaveContext.unk_13F0 = 1;
|
||||
gSaveContext.magicState = 1;
|
||||
}
|
||||
if (player->unk_858 < 0.85f) {
|
||||
this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
|
||||
|
|
|
@ -109,8 +109,8 @@ void EnMag_InitMq(Actor* thisx, PlayState* play) {
|
|||
gSaveContext.unk_13E7 = 0;
|
||||
this->globalState = MAG_STATE_DISPLAY;
|
||||
sDelayTimer = 20;
|
||||
gSaveContext.fadeDuration = 1;
|
||||
gSaveContext.unk_1419 = 255;
|
||||
gSaveContext.transFadeDuration = 1;
|
||||
gSaveContext.transWipeSpeed = 255;
|
||||
}
|
||||
|
||||
Font_LoadOrderedFont(&this->font);
|
||||
|
@ -199,8 +199,8 @@ void EnMag_InitVanilla(Actor* thisx, PlayState* play) {
|
|||
gSaveContext.unk_13E7 = 0;
|
||||
this->globalState = MAG_STATE_DISPLAY;
|
||||
sDelayTimer = 20;
|
||||
gSaveContext.fadeDuration = 1;
|
||||
gSaveContext.unk_1419 = 255;
|
||||
gSaveContext.transFadeDuration = 1;
|
||||
gSaveContext.transWipeSpeed = 255;
|
||||
}
|
||||
|
||||
Font_LoadOrderedFont(&this->font);
|
||||
|
@ -242,8 +242,8 @@ void EnMag_UpdateMq(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->globalState = MAG_STATE_DISPLAY;
|
||||
sDelayTimer = 20;
|
||||
gSaveContext.fadeDuration = 1;
|
||||
gSaveContext.unk_1419 = 255;
|
||||
gSaveContext.transFadeDuration = 1;
|
||||
gSaveContext.transWipeSpeed = 255;
|
||||
}
|
||||
} else if (this->globalState >= MAG_STATE_DISPLAY) {
|
||||
if (sDelayTimer == 0) {
|
||||
|
@ -413,8 +413,8 @@ void EnMag_UpdateVanilla(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->globalState = MAG_STATE_DISPLAY;
|
||||
sDelayTimer = 20;
|
||||
gSaveContext.fadeDuration = 1;
|
||||
gSaveContext.unk_1419 = 255;
|
||||
gSaveContext.transFadeDuration = 1;
|
||||
gSaveContext.transWipeSpeed = 255;
|
||||
}
|
||||
} else if (this->globalState >= MAG_STATE_DISPLAY) {
|
||||
if (sDelayTimer == 0) {
|
||||
|
|
|
@ -630,7 +630,7 @@ void func_80ACB274(EnOwl* this, PlayState* play) {
|
|||
void EnOwl_WaitDeathMountainShortcut(EnOwl* this, PlayState* play) {
|
||||
EnOwl_LookAtLink(this, play);
|
||||
|
||||
if (!gSaveContext.magicAcquired && !gSaveContext.n64ddFlag) {
|
||||
if (!gSaveContext.isMagicAcquired && !gSaveContext.n64ddFlag) {
|
||||
if (func_80ACA558(this, play, 0x3062)) {
|
||||
Audio_PlayFanfare(NA_BGM_OWL);
|
||||
this->actionFunc = func_80ACB274;
|
||||
|
|
|
@ -349,7 +349,7 @@ void func_80AD97C8(EnPoSisters* this, PlayState* play) {
|
|||
f32 sp20;
|
||||
|
||||
if (this->unk_195 == 0 || this->actionFunc != func_80ADAAA4) {
|
||||
if ((player->swordState == 0 || player->swordAnimation >= 24) &&
|
||||
if ((player->swordState == 0 || player->meleeWeaponAnimation >= 24) &&
|
||||
player->actor.world.pos.y - player->actor.floorHeight < 1.0f) {
|
||||
Math_StepToF(&this->unk_294, 110.0f, 3.0f);
|
||||
} else {
|
||||
|
|
|
@ -479,8 +479,8 @@ void func_80AFD968(EnSkb* this, PlayState* play) {
|
|||
if (this->unk_283 == 0) {
|
||||
if ((this->actor.colChkInfo.damageEffect == 0xD) ||
|
||||
((this->actor.colChkInfo.damageEffect == 0xE) &&
|
||||
((player->swordAnimation >= 4 && player->swordAnimation <= 11) ||
|
||||
(player->swordAnimation == 20 || player->swordAnimation == 21)))) {
|
||||
((player->meleeWeaponAnimation >= 4 && player->meleeWeaponAnimation <= 11) ||
|
||||
(player->meleeWeaponAnimation == 20 || player->meleeWeaponAnimation == 21)))) {
|
||||
BodyBreak_Alloc(&this->bodyBreak, 2, play);
|
||||
this->unk_283 = 1;
|
||||
}
|
||||
|
|
|
@ -732,7 +732,7 @@ s32 func_80B0DFFC(EnSw* this, PlayState* play) {
|
|||
false, false, true, &sp5C)) {
|
||||
sp4C = false;
|
||||
} else if (((play->state.frames % 4) == 2) &&
|
||||
!BgCheck_EntityLineTest1(&play->colCtx, &this->actor.world.pos, &this->unk_46C, &sp50, &sp60, true,
|
||||
!BgCheck_EntityLineTest1(&play->colCtx, &this->actor.world.pos, &this->subCamId, &sp50, &sp60, true,
|
||||
false, false, true, &sp5C)) {
|
||||
sp4C = false;
|
||||
} else if (((play->state.frames % 4) == 3) &&
|
||||
|
@ -949,7 +949,7 @@ s32 EnSw_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
if (limbIndex == 1) {
|
||||
Matrix_MultVec3f(&sp7C, &this->unk_454);
|
||||
Matrix_MultVec3f(&sp70, &this->unk_460);
|
||||
Matrix_MultVec3f(&sp64, &this->unk_46C);
|
||||
Matrix_MultVec3f(&sp64, &this->subCamId);
|
||||
Matrix_MultVec3f(&sp58, &this->unk_478);
|
||||
Matrix_MultVec3f(&sp4C, &this->unk_484);
|
||||
}
|
||||
|
|
|
@ -43,7 +43,7 @@ typedef struct EnSw {
|
|||
/* 0x0448 */ Vec3f unk_448;
|
||||
/* 0x0454 */ Vec3f unk_454;
|
||||
/* 0x0460 */ Vec3f unk_460;
|
||||
/* 0x046C */ Vec3f unk_46C;
|
||||
/* 0x046C */ Vec3f subCamId;
|
||||
/* 0x0478 */ Vec3f unk_478;
|
||||
/* 0x0484 */ Vec3f unk_484;
|
||||
/* 0x0490 */ char unk_490[0x48];
|
||||
|
|
|
@ -671,10 +671,10 @@ void func_80B15424(EnTa* this, PlayState* play) {
|
|||
|
||||
if (gSaveContext.eventInf[0] & 0x100) {
|
||||
play->fadeTransition = 46;
|
||||
gSaveContext.nextTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
} else {
|
||||
play->fadeTransition = 38;
|
||||
gSaveContext.nextTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
}
|
||||
|
||||
play->sceneLoadFlag = 0x14;
|
||||
|
|
|
@ -496,7 +496,7 @@ void EnTest_Idle(EnTest* this, PlayState* play) {
|
|||
if ((player->swordState != 0) && (ABS(yawDiff) >= 0x1F40)) {
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
||||
if (Rand_ZeroOne() > 0.7f && player->swordAnimation != 0x11) {
|
||||
if (Rand_ZeroOne() > 0.7f && player->meleeWeaponAnimation != 0x11) {
|
||||
EnTest_SetupJumpBack(this);
|
||||
} else {
|
||||
func_808627C4(this, play);
|
||||
|
@ -627,7 +627,7 @@ void EnTest_WalkAndBlock(EnTest* this, PlayState* play) {
|
|||
if (ABS(yawDiff) >= 0x1F40) {
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
||||
if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
|
||||
if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) {
|
||||
EnTest_SetupJumpBack(this);
|
||||
} else {
|
||||
EnTest_SetupStopAndBlock(this);
|
||||
|
@ -663,7 +663,7 @@ void EnTest_WalkAndBlock(EnTest* this, PlayState* play) {
|
|||
EnTest_SetupJumpslash(this);
|
||||
return;
|
||||
}
|
||||
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
|
||||
} else if (player->heldItemAction != PLAYER_IA_NONE) {
|
||||
if (this->actor.isTargeted) {
|
||||
if ((play->gameplayFrames % 2) != 0) {
|
||||
func_808627C4(this, play);
|
||||
|
@ -1238,7 +1238,7 @@ void func_808621D4(EnTest* this, PlayState* play) {
|
|||
(this->actor.xzDistToPlayer < 80.0f))) {
|
||||
EnTest_SetupJumpUp(this);
|
||||
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
|
||||
(player->swordAnimation != 0x11)) {
|
||||
(player->meleeWeaponAnimation != 0x11)) {
|
||||
EnTest_SetupJumpBack(this);
|
||||
} else {
|
||||
EnTest_SetupStopAndBlock(this);
|
||||
|
@ -1277,7 +1277,7 @@ void func_80862418(EnTest* this, PlayState* play) {
|
|||
(this->actor.xzDistToPlayer < 80.0f))) {
|
||||
EnTest_SetupJumpUp(this);
|
||||
} else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) &&
|
||||
(player->swordAnimation != 0x11)) {
|
||||
(player->meleeWeaponAnimation != 0x11)) {
|
||||
EnTest_SetupJumpBack(this);
|
||||
} else {
|
||||
EnTest_SetupStopAndBlock(this);
|
||||
|
@ -1323,7 +1323,7 @@ void EnTest_Stunned(EnTest* this, PlayState* play) {
|
|||
((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) &&
|
||||
(this->actor.xzDistToPlayer < 80.0f))) {
|
||||
EnTest_SetupJumpUp(this);
|
||||
} else if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) {
|
||||
} else if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) {
|
||||
EnTest_SetupJumpBack(this);
|
||||
} else {
|
||||
EnTest_SetupStopAndBlock(this);
|
||||
|
@ -1459,7 +1459,7 @@ void func_808628C8(EnTest* this, PlayState* play) {
|
|||
if (!EnTest_ReactToProjectile(play, this)) {
|
||||
EnTest_ChooseAction(this, play);
|
||||
}
|
||||
} else if (player->heldItemActionParam != PLAYER_AP_NONE) {
|
||||
} else if (player->heldItemAction != PLAYER_IA_NONE) {
|
||||
if ((play->gameplayFrames % 2) != 0) {
|
||||
EnTest_SetupIdle(this);
|
||||
} else {
|
||||
|
|
|
@ -128,16 +128,16 @@ void EnTorch2_Init(Actor* thisx, PlayState* play2) {
|
|||
sInput.cur.button = sInput.press.button = sInput.rel.button = 0;
|
||||
sInput.cur.stick_x = sInput.cur.stick_y = 0;
|
||||
this->currentShield = PLAYER_SHIELD_HYLIAN;
|
||||
this->heldItemActionParam = this->heldItemId = PLAYER_AP_SWORD_MASTER;
|
||||
this->heldItemAction = this->heldItemId = PLAYER_IA_SWORD_MASTER;
|
||||
Player_SetModelGroup(this, 2);
|
||||
play->playerInit(this, play, &gDarkLinkSkel);
|
||||
this->actor.naviEnemyId = 0x26;
|
||||
this->cylinder.base.acFlags = AC_ON | AC_TYPE_PLAYER;
|
||||
this->swordQuads[0].base.atFlags = this->swordQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY;
|
||||
this->swordQuads[0].base.acFlags = this->swordQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
|
||||
this->swordQuads[0].base.colType = this->swordQuads[1].base.colType = COLTYPE_METAL;
|
||||
this->swordQuads[0].info.toucher.damage = this->swordQuads[1].info.toucher.damage = 8;
|
||||
this->swordQuads[0].info.bumperFlags = this->swordQuads[1].info.bumperFlags = BUMP_ON;
|
||||
this->meleeWeaponQuads[0].base.atFlags = this->meleeWeaponQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY;
|
||||
this->meleeWeaponQuads[0].base.acFlags = this->meleeWeaponQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
|
||||
this->meleeWeaponQuads[0].base.colType = this->meleeWeaponQuads[1].base.colType = COLTYPE_METAL;
|
||||
this->meleeWeaponQuads[0].info.toucher.damage = this->meleeWeaponQuads[1].info.toucher.damage = 8;
|
||||
this->meleeWeaponQuads[0].info.bumperFlags = this->meleeWeaponQuads[1].info.bumperFlags = BUMP_ON;
|
||||
this->shieldQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
|
||||
this->shieldQuad.base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
|
||||
this->actor.colChkInfo.damageTable = &sDamageTable;
|
||||
|
@ -162,11 +162,11 @@ void EnTorch2_Destroy(Actor* thisx, PlayState* play) {
|
|||
s32 pad;
|
||||
Player* this = (Player*)thisx;
|
||||
|
||||
Effect_Delete(play, this->swordEffectIndex);
|
||||
Effect_Delete(play, this->meleeWeaponEffectIndex);
|
||||
func_800F5B58();
|
||||
Collider_DestroyCylinder(play, &this->cylinder);
|
||||
Collider_DestroyQuad(play, &this->swordQuads[0]);
|
||||
Collider_DestroyQuad(play, &this->swordQuads[1]);
|
||||
Collider_DestroyQuad(play, &this->meleeWeaponQuads[0]);
|
||||
Collider_DestroyQuad(play, &this->meleeWeaponQuads[1]);
|
||||
Collider_DestroyQuad(play, &this->shieldQuad);
|
||||
}
|
||||
|
||||
|
@ -280,16 +280,16 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
// Handles Dark Link's sword clanking on Link's sword
|
||||
|
||||
if ((this->swordQuads[0].base.acFlags & AC_BOUNCED) || (this->swordQuads[1].base.acFlags & AC_BOUNCED)) {
|
||||
this->swordQuads[0].base.acFlags &= ~AC_BOUNCED;
|
||||
this->swordQuads[1].base.acFlags &= ~AC_BOUNCED;
|
||||
this->swordQuads[0].base.atFlags |= AT_BOUNCED;
|
||||
this->swordQuads[1].base.atFlags |= AT_BOUNCED;
|
||||
if ((this->meleeWeaponQuads[0].base.acFlags & AC_BOUNCED) || (this->meleeWeaponQuads[1].base.acFlags & AC_BOUNCED)) {
|
||||
this->meleeWeaponQuads[0].base.acFlags &= ~AC_BOUNCED;
|
||||
this->meleeWeaponQuads[1].base.acFlags &= ~AC_BOUNCED;
|
||||
this->meleeWeaponQuads[0].base.atFlags |= AT_BOUNCED;
|
||||
this->meleeWeaponQuads[1].base.atFlags |= AT_BOUNCED;
|
||||
this->cylinder.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if (sLastSwordAnim != this->swordAnimation) {
|
||||
if (sLastSwordAnim != this->meleeWeaponAnimation) {
|
||||
sStaggerCount++;
|
||||
sLastSwordAnim = this->swordAnimation;
|
||||
sLastSwordAnim = this->meleeWeaponAnimation;
|
||||
}
|
||||
/*! @bug
|
||||
* This code is needed to reset sCounterState, and should run regardless
|
||||
|
@ -304,8 +304,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
}
|
||||
if ((sCounterState != 0) && (this->swordState != 0)) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->swordQuads[0].base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->swordQuads[1].base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->meleeWeaponQuads[0].base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->meleeWeaponQuads[1].base);
|
||||
}
|
||||
|
||||
// Ignores hits when jumping on Link's sword
|
||||
|
@ -328,7 +328,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
// Handles Dark Link's initial reaction to jumpslashes
|
||||
|
||||
if (((player->swordState != 0) || (player->actor.velocity.y > -3.0f)) &&
|
||||
(player->swordAnimation == JUMPSLASH_START)) {
|
||||
(player->meleeWeaponAnimation == JUMPSLASH_START)) {
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
||||
if (play->gameplayFrames % 2) {
|
||||
|
@ -382,13 +382,13 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
// Handles Dark Link's reaction to sword attack other than jumpslashes
|
||||
|
||||
if (func_800354B4(play, &this->actor, 120.0f, 0x7FFF, 0x7FFF, this->actor.world.rot.y)) {
|
||||
if ((player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
|
||||
if ((player->meleeWeaponAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) {
|
||||
|
||||
// Handles the reaction to a one-handed stab. If the conditions are satisfied,
|
||||
// Dark Link jumps on Link's sword. Otherwise he backflips away.
|
||||
|
||||
if ((this->swordState == 0) && (sCounterState == 0) && (player->invincibilityTimer == 0) &&
|
||||
(player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer <= 85.0f) &&
|
||||
(player->meleeWeaponAnimation == STAB_1H) && (this->actor.xzDistToPlayer <= 85.0f) &&
|
||||
Actor_IsTargeted(play, &this->actor)) {
|
||||
|
||||
sStickTilt = 0.0f;
|
||||
|
@ -414,17 +414,17 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
sStickAngle = thisx->yawTowardsPlayer;
|
||||
input->cur.button = BTN_B;
|
||||
|
||||
if (player->swordAnimation <= FORWARD_COMBO_2H) {
|
||||
if (player->meleeWeaponAnimation <= FORWARD_COMBO_2H) {
|
||||
sStickTilt = 0.0f;
|
||||
} else if (player->swordAnimation <= RIGHT_COMBO_2H) {
|
||||
} else if (player->meleeWeaponAnimation <= RIGHT_COMBO_2H) {
|
||||
sStickTilt = 127.0f;
|
||||
sStickAngle += 0x4000;
|
||||
} else if (player->swordAnimation <= LEFT_COMBO_2H) {
|
||||
} else if (player->meleeWeaponAnimation <= LEFT_COMBO_2H) {
|
||||
sStickTilt = 127.0f;
|
||||
sStickAngle -= 0x4000;
|
||||
} else if (player->swordAnimation <= HAMMER_SIDE) {
|
||||
} else if (player->meleeWeaponAnimation <= HAMMER_SIDE) {
|
||||
input->cur.button = BTN_R;
|
||||
} else if (player->swordAnimation <= BIG_SPIN_2H) {
|
||||
} else if (player->meleeWeaponAnimation <= BIG_SPIN_2H) {
|
||||
EnTorch2_Backflip(this, input, &this->actor);
|
||||
} else {
|
||||
EnTorch2_Backflip(this, input, &this->actor);
|
||||
|
@ -457,8 +457,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
Math_SmoothStepToS(&sStickAngle, player->actor.shape.rot.y + 0x7FFF, 1, 0x2328, 0);
|
||||
}
|
||||
} else if (this->actor.xzDistToPlayer > 100.0f + sp50) {
|
||||
if ((player->swordState == 0) || (player->swordAnimation < SPIN_ATTACK_1H) ||
|
||||
(player->swordAnimation > BIG_SPIN_2H) || (this->actor.xzDistToPlayer >= 280.0f)) {
|
||||
if ((player->swordState == 0) || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) ||
|
||||
(player->meleeWeaponAnimation > BIG_SPIN_2H) || (this->actor.xzDistToPlayer >= 280.0f)) {
|
||||
sStickTilt = 127.0f;
|
||||
sStickAngle = this->actor.yawTowardsPlayer;
|
||||
if (!this->actor.isTargeted) {
|
||||
|
@ -557,8 +557,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
// Causes Dark Link to shield in place when Link is using magic attacks other than the spin attack
|
||||
|
||||
if ((gSaveContext.unk_13F0 == 3) && (player->swordState == 0 || (player->swordAnimation < SPIN_ATTACK_1H) ||
|
||||
(player->swordAnimation > BIG_SPIN_2H))) {
|
||||
if ((gSaveContext.magicState == 3) && (player->swordState == 0 || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) ||
|
||||
(player->meleeWeaponAnimation > BIG_SPIN_2H))) {
|
||||
sStickTilt = 0.0f;
|
||||
input->cur.stick_x = 0;
|
||||
input->cur.stick_y = 0;
|
||||
|
@ -589,12 +589,12 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
if ((this->actor.colChkInfo.health == 0) && sDeathFlag) {
|
||||
this->csMode = 0x18;
|
||||
this->unk_448 = &player->actor;
|
||||
this->unk_46A = 1;
|
||||
this->doorBgCamIndex = 1;
|
||||
sDeathFlag = false;
|
||||
}
|
||||
if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
|
||||
(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & 0x04000000) &&
|
||||
!(this->swordQuads[0].base.atFlags & AT_HIT) && !(this->swordQuads[1].base.atFlags & AT_HIT)) {
|
||||
!(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) {
|
||||
|
||||
if (!Actor_ApplyDamage(&this->actor)) {
|
||||
func_800F5B58();
|
||||
|
@ -704,8 +704,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
this->skelAnime.curFrame = player->skelAnime.curFrame - player->skelAnime.playSpeed;
|
||||
this->skelAnime.playSpeed = player->skelAnime.playSpeed;
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
Collider_ResetQuadAT(play, &this->swordQuads[0].base);
|
||||
Collider_ResetQuadAT(play, &this->swordQuads[1].base);
|
||||
Collider_ResetQuadAT(play, &this->meleeWeaponQuads[0].base);
|
||||
Collider_ResetQuadAT(play, &this->meleeWeaponQuads[1].base);
|
||||
}
|
||||
}
|
||||
if (sStaggerTimer != 0) {
|
||||
|
|
|
@ -294,7 +294,7 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
|
|||
playerYawDiff = ABS(playerYawDiff);
|
||||
|
||||
if (func_800354B4(play, &this->actor, 100.0f, 0x2710, 0x2EE0, this->actor.shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnWf_SetupBlocking(this);
|
||||
return true;
|
||||
}
|
||||
|
@ -311,7 +311,7 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
|
|||
if ((this->actor.bgCheckFlags & 8) && (ABS(wallYawDiff) < 0x2EE0) && (this->actor.xzDistToPlayer < 120.0f)) {
|
||||
EnWf_SetupSomersaultAndAttack(this);
|
||||
return true;
|
||||
} else if (player->swordAnimation == 0x11) {
|
||||
} else if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnWf_SetupBlocking(this);
|
||||
return true;
|
||||
} else if ((this->actor.xzDistToPlayer < 80.0f) && (play->gameplayFrames % 2) != 0) {
|
||||
|
@ -1021,7 +1021,7 @@ void EnWf_Blocking(EnWf* this, PlayState* play) {
|
|||
if ((ABS(yawDiff) <= 0x4000) && (this->actor.xzDistToPlayer < 60.0f) &&
|
||||
(ABS(this->actor.yDistToPlayer) < 50.0f)) {
|
||||
if (func_800354B4(play, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnWf_SetupBlocking(this);
|
||||
} else if ((play->gameplayFrames % 2) != 0) {
|
||||
EnWf_SetupBlocking(this);
|
||||
|
@ -1044,7 +1044,7 @@ void EnWf_Blocking(EnWf* this, PlayState* play) {
|
|||
}
|
||||
} else if (this->actionTimer == 0) {
|
||||
if (func_800354B4(play, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
|
||||
if (player->swordAnimation == 0x11) {
|
||||
if (player->meleeWeaponAnimation == 0x11) {
|
||||
EnWf_SetupBlocking(this);
|
||||
} else if ((play->gameplayFrames % 2) != 0) {
|
||||
EnWf_SetupBlocking(this);
|
||||
|
|
|
@ -1808,7 +1808,7 @@ void func_80B5772C(EnZl3* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80B57754(EnZl3* this, PlayState* play) {
|
||||
if (gSaveContext.unk_13F0 == 0) {
|
||||
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);
|
||||
func_80B56DA4(this);
|
||||
|
|
|
@ -5122,7 +5122,7 @@ void Fishing_HandleOwnerDialog(Fishing* this, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (gSaveContext.temporaryWeapon) {
|
||||
player->currentSwordItem = ITEM_NONE;
|
||||
player->currentSwordItemId = ITEM_NONE;
|
||||
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
|
||||
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
|
||||
gSaveContext.temporaryWeapon = false;
|
||||
|
|
|
@ -175,7 +175,7 @@ void ItemOcarina_StartSoTCutscene(ItemOcarina* this, PlayState* play) {
|
|||
} else {
|
||||
play->sceneLoadFlag = 0x14;
|
||||
play->fadeTransition = 3;
|
||||
gSaveContext.nextTransition = 3;
|
||||
gSaveContext.nextTransitionType = 3;
|
||||
play->nextEntranceIndex = 0x050F;
|
||||
gSaveContext.nextCutsceneIndex = 0;
|
||||
}
|
||||
|
|
|
@ -176,8 +176,8 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
|
|||
if (dmgFlags & 0x20820) {
|
||||
interactionType = 1;
|
||||
}
|
||||
} else if (player->heldItemActionParam == PLAYER_AP_STICK) {
|
||||
Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
|
||||
} else if (player->heldItemAction == PLAYER_IA_STICK) {
|
||||
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &this->actor.world.pos, &tipToFlame);
|
||||
tipToFlame.y -= 67.0f;
|
||||
if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
|
||||
interactionType = -1;
|
||||
|
|
|
@ -72,7 +72,7 @@ void OceffSpot_Destroy(Actor* thisx, PlayState* play) {
|
|||
LightContext_RemoveLight(play, &play->lightCtx, this->lightNode2);
|
||||
func_800876C8(play);
|
||||
if ((gSaveContext.nayrusLoveTimer != 0) && (play->actorCtx.actorLists[ACTORCAT_PLAYER].length != 0)) {
|
||||
player->stateFlags3 |= 0x40;
|
||||
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ void OceffStorm_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
func_800876C8(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= 0x40;
|
||||
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,7 +42,7 @@ void OceffWipe_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
func_800876C8(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= 0x40;
|
||||
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,7 +42,7 @@ void OceffWipe2_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
func_800876C8(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= 0x40;
|
||||
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -45,7 +45,7 @@ void OceffWipe3_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
func_800876C8(play);
|
||||
if (gSaveContext.nayrusLoveTimer != 0) {
|
||||
player->stateFlags3 |= 0x40;
|
||||
player->stateFlags3 |= PLAYER_STATE3_RESTORE_NAYRUS_LOVE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -2155,30 +2155,30 @@ void FileChoose_LoadGame(GameState* thisx) {
|
|||
gSaveContext.unk_13EE = 0x32;
|
||||
gSaveContext.nayrusLoveTimer = 0;
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
gSaveContext.magicState = 0;
|
||||
gSaveContext.prevMagicState = 0;
|
||||
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
|
||||
gSaveContext.skyboxTime = 0;
|
||||
gSaveContext.nextTransition = 0xFF;
|
||||
gSaveContext.nextTransitionType = 0xFF;
|
||||
gSaveContext.nextCutsceneIndex = 0xFFEF;
|
||||
gSaveContext.cutsceneTrigger = 0;
|
||||
gSaveContext.chamberCutsceneNum = 0;
|
||||
gSaveContext.nextDayTime = 0xFFFF;
|
||||
gSaveContext.unk_13C3 = 0;
|
||||
gSaveContext.retainWeatherMode = 0;
|
||||
|
||||
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
|
||||
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED;
|
||||
}
|
||||
|
||||
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.magicCapacity = 0;
|
||||
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic;
|
||||
|
||||
osSyncPrintf(VT_FGCOL(GREEN));
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.unk_13F6), gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.magicFillTarget), gSaveContext.magic);
|
||||
osSyncPrintf(VT_RST);
|
||||
|
||||
gSaveContext.naviTimer = 0;
|
||||
|
|
|
@ -22,9 +22,9 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
|
|||
osSyncPrintf(VT_RST);
|
||||
if (gSaveContext.fileNum == 0xFF) {
|
||||
Sram_InitDebugSave();
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.magicCapacity = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic;
|
||||
}
|
||||
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
|
||||
|
@ -63,9 +63,9 @@ void Select_Grotto_LoadGame(SelectContext* this, s32 grottoIndex) {
|
|||
osSyncPrintf(VT_RST);
|
||||
if (gSaveContext.fileNum == 0xFF) {
|
||||
Sram_InitDebugSave();
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
gSaveContext.magic = 0;
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.magicCapacity = 0;
|
||||
gSaveContext.magicLevel = gSaveContext.magic;
|
||||
}
|
||||
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
|
||||
|
|
|
@ -4218,20 +4218,20 @@ void KaleidoScope_Update(PlayState* play)
|
|||
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
|
||||
Grotto_ForceGrottoReturn();
|
||||
}
|
||||
gSaveContext.nextTransition = 2;
|
||||
gSaveContext.nextTransitionType = 2;
|
||||
gSaveContext.health = 0x30;
|
||||
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
|
||||
gSaveContext.healthAccumulator = 0;
|
||||
gSaveContext.unk_13F0 = 0;
|
||||
gSaveContext.unk_13F2 = 0;
|
||||
gSaveContext.magicState = 0;
|
||||
gSaveContext.prevMagicState = 0;
|
||||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||||
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.unk_13F6);
|
||||
gSaveContext.unk_13F4 = 0;
|
||||
gSaveContext.unk_13F6 = gSaveContext.magic;
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.magicFillTarget);
|
||||
gSaveContext.magicCapacity = 0;
|
||||
gSaveContext.magicFillTarget = gSaveContext.magic;
|
||||
gSaveContext.magicLevel = gSaveContext.magic = 0;
|
||||
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
|
||||
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
|
||||
osSyncPrintf(VT_RST);
|
||||
} else {
|
||||
play->state.running = 0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue