cues for scarecrow spawn & room loading zone

This commit is contained in:
Demur Rumed 2025-07-27 15:10:43 +00:00
commit ed7ffd42f2
2 changed files with 10 additions and 12 deletions

View file

@ -27,7 +27,6 @@ extern "C" {
#include "overlays/actors/ovl_En_G_Switch/z_en_g_switch.h"
#include "overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.h"
#include "overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.h"
#include "overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.h"
#include "overlays/actors/ovl_En_Wood02/z_en_wood02.h"
#include "overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
@ -380,9 +379,8 @@ void ActorAccessibility_InitActors() {
policy.englishName = "Gossip Stone";
policy.pitch = 0.75;
ActorAccessibility_AddSupportedActor(ACTOR_EN_GS, policy);
ActorAccessibility_InitPolicy(&policy, "Scarecrow", NA_SE_EV_KAKASHI_SWING);
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI, policy);
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI3, policy);
ActorAccessibility_InitPolicy(&policy, "Loading Zone", NA_SE_EV_DIG_UP);
ActorAccessibility_AddSupportedActor(ACTOR_EN_HOLL, policy);
ActorAccessibility_InitPolicy(&policy, "Dogs", [](AccessibleActor* actor) {
EnDog* dog = (EnDog*)actor->actor;
@ -441,15 +439,15 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI, policy);
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI3, policy);
ActorAccessibility_InitPolicy(&policy, "Scarecrow Spawn", [](AccessibleActor* actor) {
if ((actor->frameCount & 63) == 0) {
EnKakasi2* kakasi = (EnKakasi2*)actor->actor;
actor->policy.distance = kakasi->maxSpawnDistance.x;
actor->policy.ydist = kakasi->maxSpawnDistance.y;
EnKakasi2* kakasi = (EnKakasi2*)actor->actor;
actor->policy.ydist = kakasi->maxSpawnDistance.y;
if (actor->xzDistToPlayer < kakasi->maxSpawnDistance.x) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_KAKASHI_JUMP);
}
});
policy.distance = 2000;
policy.n = 1;
policy.ydist = 0x4000;
policy.distance = 0x4000;
policy.n = 40;
policy.aimAssist.isProvider = AIM_HOOK;
ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI2, policy);
ActorAccessibility_InitPolicy(&policy, "Chest", [](AccessibleActor* actor) {

View file

@ -350,7 +350,6 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
if (actor->actor != NULL && fabs(actor->actor->yDistToPlayer) > actor->policy.ydist) {
return;
}
// Send sound parameters to the new audio engine. Eventually remove the old stuff once all actors are carried over.
for (int i = 0; i < AAE_SLOTS_PER_HANDLE; i++) {
if (actor->managedSoundSlots & (1 << i)) {
ActorAccessibility_SetSoundPos(actor, i, &actor->projectedPos, actor->xyzDistToPlayer,
@ -365,7 +364,8 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
}
if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
return;
} else if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
} else if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_HOLL && actor->actor->id != ACTOR_EN_KAKASI2 &&
actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
!aa->glossary->GlossaryStarted) {
return;
}