diff --git a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp index d7f415dfb..8a2cf6f8c 100644 --- a/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp +++ b/soh/soh/Enhancements/accessible-actors/AccessibleActorList.cpp @@ -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) { diff --git a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp index 8bb031574..62631116e 100644 --- a/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp +++ b/soh/soh/Enhancements/accessible-actors/ActorAccessibility.cpp @@ -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; }