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cues for scarecrow spawn & room loading zone
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parent
6c94863924
commit
ed7ffd42f2
2 changed files with 10 additions and 12 deletions
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@ -27,7 +27,6 @@ extern "C" {
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#include "overlays/actors/ovl_En_G_Switch/z_en_g_switch.h"
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#include "overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.h"
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#include "overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.h"
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#include "overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.h"
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#include "overlays/actors/ovl_En_Wood02/z_en_wood02.h"
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#include "overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
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#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
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@ -380,9 +379,8 @@ void ActorAccessibility_InitActors() {
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policy.englishName = "Gossip Stone";
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policy.pitch = 0.75;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_GS, policy);
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ActorAccessibility_InitPolicy(&policy, "Scarecrow", NA_SE_EV_KAKASHI_SWING);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI3, policy);
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ActorAccessibility_InitPolicy(&policy, "Loading Zone", NA_SE_EV_DIG_UP);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_HOLL, policy);
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ActorAccessibility_InitPolicy(&policy, "Dogs", [](AccessibleActor* actor) {
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EnDog* dog = (EnDog*)actor->actor;
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@ -441,15 +439,15 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI, policy);
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI3, policy);
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ActorAccessibility_InitPolicy(&policy, "Scarecrow Spawn", [](AccessibleActor* actor) {
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if ((actor->frameCount & 63) == 0) {
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EnKakasi2* kakasi = (EnKakasi2*)actor->actor;
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actor->policy.distance = kakasi->maxSpawnDistance.x;
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actor->policy.ydist = kakasi->maxSpawnDistance.y;
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EnKakasi2* kakasi = (EnKakasi2*)actor->actor;
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actor->policy.ydist = kakasi->maxSpawnDistance.y;
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if (actor->xzDistToPlayer < kakasi->maxSpawnDistance.x) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_KAKASHI_JUMP);
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}
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});
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policy.distance = 2000;
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policy.n = 1;
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policy.ydist = 0x4000;
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policy.distance = 0x4000;
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policy.n = 40;
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policy.aimAssist.isProvider = AIM_HOOK;
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ActorAccessibility_AddSupportedActor(ACTOR_EN_KAKASI2, policy);
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ActorAccessibility_InitPolicy(&policy, "Chest", [](AccessibleActor* actor) {
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@ -350,7 +350,6 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
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if (actor->actor != NULL && fabs(actor->actor->yDistToPlayer) > actor->policy.ydist) {
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return;
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}
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// Send sound parameters to the new audio engine. Eventually remove the old stuff once all actors are carried over.
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for (int i = 0; i < AAE_SLOTS_PER_HANDLE; i++) {
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if (actor->managedSoundSlots & (1 << i)) {
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ActorAccessibility_SetSoundPos(actor, i, &actor->projectedPos, actor->xyzDistToPlayer,
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@ -365,7 +364,8 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
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}
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if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
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return;
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} else if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
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} else if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_HOLL && actor->actor->id != ACTOR_EN_KAKASI2 &&
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actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
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!aa->glossary->GlossaryStarted) {
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return;
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}
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