Enemy rando cleanup (#6327)

Change Actor_SpawnEntry to use VB
Move adult zelda collapse stalfos to a explicit hook
Move dark link to a explicit hook
Some more canRandomize that were not needed
Move bg_haka & bg_haka_tubo to explicit hooks
Move en_vali to an explicit hook
Move bg_mori_bigst to an explicit hook
Fix door opening before the enemies are killed
Remove `canRandomize` parameter
Move bg_haka_huta to explicit hooks
This commit is contained in:
Pepe20129
2026-03-17 05:53:33 +01:00
committed by GitHub
parent c93b6188c8
commit b35883e1f6
124 changed files with 808 additions and 406 deletions
+1 -1
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@@ -491,7 +491,7 @@ void func_80031A28(PlayState* play, ActorContext* actorCtx);
void func_80031B14(PlayState* play, ActorContext* actorCtx);
void func_80031C3C(ActorContext* actorCtx, PlayState* play);
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
s16 rotX, s16 rotY, s16 rotZ, s16 params, s16 canRandomize);
s16 rotX, s16 rotY, s16 rotZ, s16 params);
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX,
f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params);
void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx);
@@ -29,7 +29,7 @@ static void OnPlayerUpdateShadowTag() {
}
if (shouldSpawn && (delayTimer <= 0)) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_WALLMAS, 0, 0, 0, 0, 0, 0, 3, false);
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_WALLMAS, 0, 0, 0, 0, 0, 0, 3);
shouldSpawn = false;
} else {
delayTimer--;
+1 -2
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@@ -55,8 +55,7 @@ static void OnSpawnNighttimeGoldSkulltula() {
dayTimeGS.room == gPlayState->roomCtx.curRoom.num) {
for (const auto& actorEntry : dayTimeGS.actorEntries) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, actorEntry.id, actorEntry.pos.x, actorEntry.pos.y,
actorEntry.pos.z, actorEntry.rot.x, actorEntry.rot.y, actorEntry.rot.z, actorEntry.params,
false);
actorEntry.pos.z, actorEntry.rot.x, actorEntry.rot.y, actorEntry.rot.z, actorEntry.params);
}
}
}
+17 -17
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@@ -369,40 +369,40 @@ void BossRush_SpawnBlueWarps(PlayState* play) {
if (gSaveContext.linkAge == LINK_AGE_CHILD) {
// Forest Medallion (Gohma)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, -170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, -170, 0, 0, 0, -1);
}
// Fire Medallion (King Dodongo)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, -170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, -170, 0, 0, 0, -1);
}
// Water Medallion (Barinade)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 199, 6, 0, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 199, 6, 0, 0, 0, 0, -1);
}
} else {
// Light Medallion (Ganondorf)
if (CheckDungeonCount() == 8) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -199, 6, 0, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -199, 6, 0, 0, 0, 0, -1);
}
// Forest Medallion (Phantom Ganondorf)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, -170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, -170, 0, 0, 0, -1);
}
// Fire Medallion (Volvagia)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, -170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, -170, 0, 0, 0, -1);
}
// Water Medallion (Morpha)
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 199, 6, 0, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 199, 6, 0, 0, 0, 0, -1);
}
// Spirit Medallion (Twinrova)
if (!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, 170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, 100, 6, 170, 0, 0, 0, -1);
}
// Shadow Medallion (Bongo Bongo)
if (!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, 170, 0, 0, 0, -1, false);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -100, 6, 170, 0, 0, 0, -1);
}
}
}
@@ -775,12 +775,12 @@ void BossRush_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
}
}
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, childPos.x,
bossGoma->actor.world.pos.y, childPos.z, 0, 0, 0, WARP_DUNGEON_ADULT, false);
bossGoma->actor.world.pos.y, childPos.z, 0, 0, 0, WARP_DUNGEON_ADULT);
break;
}
case SCENE_DODONGOS_CAVERN_BOSS: {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, -890.0f, -1523.76f, -3304.0f, 0, 0,
0, WARP_DUNGEON_ADULT, false);
0, WARP_DUNGEON_ADULT);
break;
}
case SCENE_JABU_JABU_BOSS: {
@@ -799,33 +799,33 @@ void BossRush_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
}
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, sWarpPos[sp7C].x, sWarpPos[sp7C].y,
sWarpPos[sp7C].z, 0, 0, 0, WARP_DUNGEON_ADULT, false);
sWarpPos[sp7C].z, 0, 0, 0, WARP_DUNGEON_ADULT);
break;
}
case SCENE_FOREST_TEMPLE_BOSS: {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, 14.0f, -33.0f, -3315.0f, 0, 0, 0,
WARP_DUNGEON_ADULT, true);
WARP_DUNGEON_ADULT);
break;
}
case SCENE_FIRE_TEMPLE_BOSS: {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT, true);
WARP_DUNGEON_ADULT);
break;
}
case SCENE_WATER_TEMPLE_BOSS: {
BossMo* bossMo = va_arg(args, BossMo*);
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, bossMo->actor.world.pos.x, -280.0f,
bossMo->actor.world.pos.z, 0, 0, 0, WARP_DUNGEON_ADULT, true);
bossMo->actor.world.pos.z, 0, 0, 0, WARP_DUNGEON_ADULT);
break;
}
case SCENE_SPIRIT_TEMPLE_BOSS: {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, 600.0f, 230.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT, true);
WARP_DUNGEON_ADULT);
break;
}
case SCENE_SHADOW_TEMPLE_BOSS: {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_DOOR_WARP1, -50.0f, 0.0f, 400.0f, 0, 0, 0,
WARP_DUNGEON_ADULT, true);
WARP_DUNGEON_ADULT);
break;
}
default: {
+1 -1
View File
@@ -101,7 +101,7 @@ static bool ActorSpawnHandler(std::shared_ptr<Ship::Console> Console, const std:
}
if (Actor_Spawn(&gPlayState->actorCtx, gPlayState, actorId, spawnPoint.pos.x, spawnPoint.pos.y, spawnPoint.pos.z,
spawnPoint.rot.x, spawnPoint.rot.y, spawnPoint.rot.z, params, 0) == NULL) {
spawnPoint.rot.x, spawnPoint.rot.y, spawnPoint.rot.z, params) == NULL) {
ERROR_MESSAGE("Failed to spawn actor. Actor_Spawn returned NULL");
return 1;
}
@@ -1160,7 +1160,7 @@ void ActorViewerWindow::DrawElement() {
if (Button("Spawn", ButtonOptions().Color(THEME_COLOR))) {
if (ActorDB::Instance->RetrieveEntry(newActor.id).entry.valid) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, newActor.id, newActor.pos.x, newActor.pos.y,
newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params, 0);
newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params);
} else {
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
}
+346 -26
View File
@@ -4,6 +4,7 @@
#include "soh/Enhancements/randomizer/3drando/random.hpp"
#include "soh/Enhancements/randomizer/SeedContext.h"
#include "soh/Enhancements/enhancementTypes.h"
#include "soh/ObjectExtension/ObjectExtension.h"
#include "variables.h"
#include "soh/OTRGlobals.h"
#include "soh/cvar_prefixes.h"
@@ -11,8 +12,15 @@
extern "C" {
#include <z64.h>
#include "src/overlays/actors/ovl_En_Rr/z_en_rr.h"
#include "src/overlays/actors/ovl_Bg_Haka/z_bg_haka.h"
#include "src/overlays/actors/ovl_Bg_Haka_Huta/z_bg_haka_huta.h"
#include "src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.h"
#include "src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.h"
#include "src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.h"
#include "src/overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#include "src/overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#include "src/overlays/actors/ovl_En_Rr/z_en_rr.h"
#include "src/overlays/actors/ovl_En_Vali/z_en_vali.h"
extern PlayState* gPlayState;
}
@@ -20,6 +28,7 @@ extern PlayState* gPlayState;
#define CVAR_ENEMY_RANDOMIZER_NAME CVAR_ENHANCEMENT("RandomizedEnemies")
#define CVAR_ENEMY_RANDOMIZER_DEFAULT ENEMY_RANDOMIZER_OFF
#define CVAR_ENEMY_RANDOMIZER_VALUE CVarGetInteger(CVAR_ENEMY_RANDOMIZER_NAME, CVAR_ENEMY_RANDOMIZER_DEFAULT)
#define ENEMY_RANDOMIZER_ENABLED CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT
typedef struct EnemyEntry {
int16_t id;
@@ -30,7 +39,7 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy);
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed, PlayState* play);
const char* enemyCVarList[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
const char* enemyCVarList[] = {
CVAR_ENHANCEMENT("RandomizedEnemyList.Anubis"),
CVAR_ENHANCEMENT("RandomizedEnemyList.Armos"),
CVAR_ENHANCEMENT("RandomizedEnemyList.Arwing"),
@@ -94,7 +103,7 @@ const char* enemyCVarList[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
CVAR_ENHANCEMENT("RandomizedEnemyList.WitheredBaba"),
};
const char* enemyNameList[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
const char* enemyNameList[] = {
"Anubis",
"Armos",
"Arwing",
@@ -158,7 +167,7 @@ const char* enemyNameList[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
"Withered Deku Baba",
};
static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
static EnemyEntry randomizedEnemySpawnTable[] = {
{ ACTOR_EN_ANUBICE_TAG, 1 }, // Anubis
{ ACTOR_EN_AM, -1 }, // Armos
{ ACTOR_EN_CLEAR_TAG, 1 }, // Arwing
@@ -232,6 +241,11 @@ static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] =
{ ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba
};
// assert sizes without accidental 0 initialization
static_assert(ARRAY_COUNT(enemyCVarList) == ARRAY_COUNT(enemyNameList), "");
static_assert(ARRAY_COUNT(enemyCVarList) == ARRAY_COUNT(randomizedEnemySpawnTable), "");
static_assert(ARRAY_COUNT(enemyCVarList) == RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE, "");
static int enemiesToRandomize[] = {
ACTOR_EN_ANUBICE_TAG, // Anubis
ACTOR_EN_FIREFLY, // Keese (including fire/ice)
@@ -280,8 +294,8 @@ static int enemiesToRandomize[] = {
ACTOR_EN_SKJ, // Skull Kid
};
extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t* actorId, f32* posX, f32* posY, f32* posZ, int16_t* rotX,
int16_t* rotY, int16_t* rotZ, int16_t* params) {
uint8_t GetRandomizedEnemy(PlayState* play, int16_t* actorId, s16* posX, s16* posY, s16* posZ, int16_t* rotX,
int16_t* rotY, int16_t* rotZ, int16_t* params) {
uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(play->sceneNum);
@@ -436,9 +450,7 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum);
for (int i = 0; i < ARRAY_COUNT(enemiesToRandomize); i++) {
if (actorId == enemiesToRandomize[i]) {
switch (actorId) {
// Only randomize the main component of Electric Tailparasans, not the tail segments they spawn.
case ACTOR_EN_TP:
@@ -631,11 +643,31 @@ static void OnGerudoFighterDefeat(void* refActor) {
}
}
struct CustomStalfosPairFightData {
BgMoriBigst* moriBigst = nullptr;
ActorFunc originalDestroy = nullptr;
};
static ObjectExtension::Register<CustomStalfosPairFightData> CustomStalfosPairFightDataRegister;
void CustomStalfosPairFightDestroy(Actor* thisx, PlayState* play) {
assert(ObjectExtension::GetInstance().Has<CustomStalfosPairFightData>(thisx));
CustomStalfosPairFightData* customStalfosPairFightData =
ObjectExtension::GetInstance().Get<CustomStalfosPairFightData>(thisx);
customStalfosPairFightData->moriBigst->dyna.actor.home.rot.z -= 1;
customStalfosPairFightData->originalDestroy(thisx, play);
ObjectExtension::GetInstance().Remove<CustomStalfosPairFightData>(thisx);
}
void RegisterEnemyRandomizer() {
COND_ID_HOOK(OnActorInit, ACTOR_EN_MB, CVAR_ENEMY_RANDOMIZER_VALUE, FixClubMoblinScale);
COND_ID_HOOK(OnActorInit, ACTOR_EN_MB, ENEMY_RANDOMIZER_ENABLED, FixClubMoblinScale);
// prevent dark link from triggering a voidout
COND_VB_SHOULD(VB_TRIGGER_VOIDOUT, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_TRIGGER_VOIDOUT, ENEMY_RANDOMIZER_ENABLED, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
@@ -645,7 +677,7 @@ void RegisterEnemyRandomizer() {
});
// prevent dark link dealing fall damage to the player
COND_VB_SHOULD(VB_RECIEVE_FALL_DAMAGE, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_RECIEVE_FALL_DAMAGE, ENEMY_RANDOMIZER_ENABLED, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
@@ -654,7 +686,7 @@ void RegisterEnemyRandomizer() {
});
// prevent dark link from interfering with HESS/recoil/etc when at more than 100 away from him
COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, ENEMY_RANDOMIZER_ENABLED, {
Actor* darkLink = va_arg(args, Actor*);
if (darkLink->xzDistToPlayer > 100.0f) {
@@ -663,7 +695,7 @@ void RegisterEnemyRandomizer() {
});
// prevent dark link from interfering with ice floors
COND_VB_SHOULD(VB_SET_STATIC_PREV_FLOOR_TYPE, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_SET_STATIC_PREV_FLOOR_TYPE, ENEMY_RANDOMIZER_ENABLED, {
Player* playerOrDarkLink = va_arg(args, Player*);
if (playerOrDarkLink->actor.id != ACTOR_PLAYER) {
@@ -672,7 +704,7 @@ void RegisterEnemyRandomizer() {
});
// prevent dark link from interfering with ice floors
COND_VB_SHOULD(VB_SET_STATIC_FLOOR_TYPE, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_SET_STATIC_FLOOR_TYPE, ENEMY_RANDOMIZER_ENABLED, {
Player* playerOrDarkLink = va_arg(args, Player*);
if (playerOrDarkLink->actor.id != ACTOR_PLAYER) {
@@ -681,7 +713,7 @@ void RegisterEnemyRandomizer() {
});
// prevent dark link from being grabbed by like likes and therefore grabbing the player
COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, ENEMY_RANDOMIZER_ENABLED, {
EnRr* likeLike = va_arg(args, EnRr*);
if (!(likeLike->collider1.base.oc != NULL && likeLike->collider1.base.oc->category == ACTORCAT_PLAYER) &&
@@ -691,7 +723,7 @@ void RegisterEnemyRandomizer() {
});
// Allow Random Gerudo Fighters (contain no keys) to spawn without any switch flags
COND_VB_SHOULD(VB_GERUDO_FIGHTER_CONTINUE_WAITING, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_GERUDO_FIGHTER_CONTINUE_WAITING, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
@@ -702,17 +734,16 @@ void RegisterEnemyRandomizer() {
});
// Don't play Miniboss music for Random Gerudo Fighters
COND_VB_SHOULD(VB_GERUDO_FIGHTER_PLAY_MINIBOSS_MUSIC, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT,
{
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
COND_VB_SHOULD(VB_GERUDO_FIGHTER_PLAY_MINIBOSS_MUSIC, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
*should = false;
}
});
if (enGeldB->keyFlag == 0) {
*should = false;
}
});
// If Random Gerudo Fighters knock Link down, void him out like Wallmasters
COND_VB_SHOULD(VB_GERUDO_FIGHTER_THROW_LINK_TO_JAIL, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
COND_VB_SHOULD(VB_GERUDO_FIGHTER_THROW_LINK_TO_JAIL, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
@@ -723,8 +754,297 @@ void RegisterEnemyRandomizer() {
});
// If Random Gerudo Fighters are defeated, drop some items
COND_ID_HOOK(OnEnemyDefeat, ACTOR_EN_GELDB, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT,
OnGerudoFighterDefeat);
COND_ID_HOOK(OnEnemyDefeat, ACTOR_EN_GELDB, ENEMY_RANDOMIZER_ENABLED, OnGerudoFighterDefeat);
COND_VB_SHOULD(VB_SPAWN_ACTOR_ENTRY, ENEMY_RANDOMIZER_ENABLED, {
ActorContext* actorCtx = va_arg(args, ActorContext*);
ActorEntry* actorEntry = va_arg(args, ActorEntry*);
PlayState* play = va_arg(args, PlayState*);
Actor* actor = va_arg(args, Actor*);
if (!GetRandomizedEnemy(play, &actorEntry->id, &actorEntry->pos.x, &actorEntry->pos.y, &actorEntry->pos.z,
&actorEntry->rot.x, &actorEntry->rot.y, &actorEntry->rot.z, &actorEntry->params)) {
*should = false;
}
});
COND_VB_SHOULD(VB_ADULT_ZELDA_SPAWN_STALFOS_IN_COLLAPSE, ENEMY_RANDOMIZER_ENABLED, {
PlayState* play = va_arg(args, PlayState*);
Vec3f* playerPos = va_arg(args, Vec3f*);
double posX = va_arg(args, double);
double posY = va_arg(args, double);
double posZ = va_arg(args, double);
s16 actorId = ACTOR_EN_TEST;
s16 posX2 = posX;
s16 posY2 = posY;
s16 posZ2 = posZ;
s16 rotX = 0;
s16 rotY = Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI);
s16 rotZ = 0;
s16 params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX2, &posY2, &posZ2, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX2, posY2, posZ2, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_BLKOBJ_SPAWN_DARK_LINK, ENEMY_RANDOMIZER_ENABLED, {
if (!*should) {
return;
}
EnBlkobj* blkobj = va_arg(args, EnBlkobj*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_TORCH2;
s16 posX = blkobj->dyna.actor.world.pos.x;
s16 posY = blkobj->dyna.actor.world.pos.y;
s16 posZ = blkobj->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = blkobj->dyna.actor.yawTowardsPlayer;
s16 rotZ = 0;
s16 params = 0;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
EnBlkobj_SetupAction(blkobj, EnBlkobj_DarkLinkFight);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_TUBO_SPAWN_KEESE, ENEMY_RANDOMIZER_ENABLED, {
BgHakaTubo* hakaTubo = va_arg(args, BgHakaTubo*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_FIREFLY;
s16 posX = hakaTubo->dyna.actor.world.pos.x;
s16 posY = hakaTubo->dyna.actor.world.pos.y + 80.0f;
s16 posZ = hakaTubo->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = hakaTubo->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_SPAWN_POE, ENEMY_RANDOMIZER_ENABLED, {
if (!*should) {
return;
}
BgHaka* haka = va_arg(args, BgHaka*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_POH;
s16 posX = haka->dyna.actor.world.pos.x;
s16 posY = haka->dyna.actor.world.pos.y;
s16 posZ = haka->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = haka->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 1;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_BIRI_SPAWN_JELLYFISH_UPON_DEATH, ENEMY_RANDOMIZER_ENABLED, {
EnVali* vali = va_arg(args, EnVali*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_BILI;
s16 posX = vali->actor.world.pos.x;
s16 posY = vali->actor.world.pos.y;
s16 posZ = vali->actor.world.pos.z;
s16 rotX = 0;
s16 rotY = vali->actor.world.rot.y;
s16 rotZ = 0;
s16 params = 0;
for (s32 i = 0; i < 3; i++) {
// Offset small jellyfish with Enemy Randomizer, otherwise it gets
// stuck in a loop spawning more big jellyfish with seeded spawns.
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0)) {
rotY += rand() % 50;
}
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
rotY += 0x10000 / 3;
}
*should = false;
});
COND_VB_SHOULD(VB_ENCOUNT1_SPAWN_STALCHILD_OR_WOLFOS, ENEMY_RANDOMIZER_ENABLED, {
EnEncount1* encount1 = va_arg(args, EnEncount1*);
PlayState* play = va_arg(args, PlayState*);
// have to use int instead of s16 in the va_arg call due to integer promotion
s16 actorId = va_arg(args, int);
Vec3f spawnPos = va_arg(args, Vec3f);
s16 posX = spawnPos.x;
s16 posY = spawnPos.y;
s16 posZ = spawnPos.z;
s16 rotX = 0;
s16 rotY = 0;
s16 rotZ = 0;
// have to use int instead of s16 in the va_arg call due to integer promotion
s16 params = va_arg(args, int);
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
if (Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params)) {
encount1->curNumSpawn++;
if (encount1->curNumSpawn >= encount1->maxCurSpawns) {
encount1->fieldSpawnTimer = 100;
}
if (play->sceneNum != SCENE_HYRULE_FIELD) {
encount1->totalNumSpawn++;
}
}
*should = false;
});
COND_VB_SHOULD(VB_MORI_BIGST_SUMMON_STALFOS_PAIR, ENEMY_RANDOMIZER_ENABLED, {
BgMoriBigst* moriBigst = va_arg(args, BgMoriBigst*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_TEST;
s16 posX = 70.0f;
s16 posY = 827.0f;
s16 posZ = -3383.0f;
s16 rotX = 0;
s16 rotY = 0;
s16 rotZ = 0;
s16 params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor* enemy1 = Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
actorId = ACTOR_EN_TEST;
posX = 170.0f;
posY = 827.0f;
posZ = -3260.0f;
rotX = 0;
rotY = 0;
rotZ = 0;
params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor* enemy2 = Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
moriBigst->dyna.actor.home.rot.z = 2;
ObjectExtension::GetInstance().Set<CustomStalfosPairFightData>(
enemy1, CustomStalfosPairFightData{ .moriBigst = moriBigst, .originalDestroy = enemy1->destroy });
ObjectExtension::GetInstance().Set<CustomStalfosPairFightData>(
enemy2, CustomStalfosPairFightData{ .moriBigst = moriBigst, .originalDestroy = enemy2->destroy });
enemy1->destroy = CustomStalfosPairFightDestroy;
enemy2->destroy = CustomStalfosPairFightDestroy;
*should = false;
});
COND_VB_SHOULD(VB_HAKA_HUTA_SPAWN_KEESE, ENEMY_RANDOMIZER_ENABLED, {
BgHakaHuta* hakaHuta = va_arg(args, BgHakaHuta*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_FIREFLY;
s16 posX = hakaHuta->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
40.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
s16 posY = hakaHuta->dyna.actor.world.pos.y - 10.0f;
s16 posZ = hakaHuta->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
40.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
s16 rotX = 0;
s16 rotY = hakaHuta->dyna.actor.shape.rot.y + 0x8000;
s16 rotZ = 0;
s16 params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
actorId = ACTOR_EN_FIREFLY;
posX = hakaHuta->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
80.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
posY = hakaHuta->dyna.actor.world.pos.y - 10.0f;
posZ = hakaHuta->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
80.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
rotX = 0;
rotY = hakaHuta->dyna.actor.shape.rot.y;
rotZ = 0;
params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_HUTA_SPAWN_REDEAD, ENEMY_RANDOMIZER_ENABLED, {
BgHakaHuta* hakaHuta = va_arg(args, BgHakaHuta*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_RD;
s16 posX = hakaHuta->dyna.actor.home.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
100.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
s16 posY = hakaHuta->dyna.actor.home.pos.y - 40.0f;
s16 posZ = hakaHuta->dyna.actor.home.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
100.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
s16 rotX = 0;
s16 rotY = hakaHuta->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 0xFD;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
}
static RegisterShipInitFunc initFunc(RegisterEnemyRandomizer, { CVAR_ENEMY_RANDOMIZER_NAME });
-7
View File
@@ -8,10 +8,3 @@
extern const char* enemyCVarList[];
extern const char* enemyNameList[];
extern void GetSelectedEnemies();
#ifndef __cplusplus
struct PlayState;
uint8_t GetRandomizedEnemy(struct PlayState* play, int16_t* actorId, f32* posX, f32* posY, f32* posZ, int16_t* rotX,
int16_t* rotY, int16_t* rotZ, int16_t* params);
#endif
@@ -19,8 +19,6 @@ extern "C" {
extern PlayState* gPlayState;
}
#include "overlays/actors/ovl_En_Niw/z_en_niw.h"
// MARK: - Effects
GameInteractionEffectQueryResult GameInteractor::CanApplyEffect(GameInteractionEffectBase* effect) {
@@ -5,8 +5,6 @@
#include "libultraship/libultraship.h"
#include "vanilla-behavior/GIVanillaBehavior.h"
#include "GameInteractionEffect.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
#include <z64.h>
typedef enum {
@@ -94,12 +92,11 @@ void GameInteractor_SetTriforceHuntCreditsWarpActive(uint8_t state);
#ifdef __cplusplus
#include <stdarg.h>
#include <thread>
#include <map>
#include <unordered_map>
#include <vector>
#include <functional>
#include <string>
#include <cstring>
#include <version>
#ifdef __cpp_lib_source_location
@@ -108,6 +105,8 @@ void GameInteractor_SetTriforceHuntCreditsWarpActive(uint8_t state);
#pragma message("Compiling without <source_location> support, the Hook Debugger will not be available")
#endif
#include "GameInteractionEffect.h"
typedef uint32_t HOOK_ID;
enum HookType {
@@ -50,7 +50,7 @@ DEFINE_HOOK(OnPlayerBottleUpdate, (int16_t contents));
DEFINE_HOOK(OnPlayerHoldUpShield, ());
DEFINE_HOOK(OnPlayerFirstPersonControl, (Player * player));
DEFINE_HOOK(OnPlayerProcessStick, ());
DEFINE_HOOK(OnPlayerShieldControl, (float_t * sp50, float_t* sp54));
DEFINE_HOOK(OnPlayerShieldControl, (float* sp50, float* sp54));
DEFINE_HOOK(OnPlayDestroy, ());
DEFINE_HOOK(OnPlayDrawBegin, ());
DEFINE_HOOK(OnPlayDrawEnd, ());
@@ -225,7 +225,7 @@ void GameInteractor_ExecuteOnPlayerFirstPersonControl(Player* player) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerFirstPersonControl>(player);
}
void GameInteractor_ExecuteOnPlayerShieldControl(float_t* sp50, float_t* sp54) {
void GameInteractor_ExecuteOnPlayerShieldControl(float* sp50, float* sp54) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerShieldControl>(sp50, sp54);
}
@@ -50,7 +50,7 @@ void GameInteractor_ExecuteOnPlayerHealthChange(int16_t amount);
void GameInteractor_ExecuteOnPlayerBottleUpdate(int16_t contents);
void GameInteractor_ExecuteOnPlayerHoldUpShield();
void GameInteractor_ExecuteOnPlayerFirstPersonControl(Player* player);
void GameInteractor_ExecuteOnPlayerShieldControl(float_t* sp50, float_t* sp54);
void GameInteractor_ExecuteOnPlayerShieldControl(float* sp50, float* sp54);
void GameInteractor_ExecuteOnPlayerProcessStick();
void GameInteractor_ExecuteOnShopSlotChangeHooks(uint8_t cursorIndex, int16_t price);
void GameInteractor_ExecuteOnDungeonKeyUsedHooks(uint16_t mapIndex);
@@ -533,7 +533,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnEnemyWithOffset
pos.y += 10;
pos.z += 10;
Actor* actor =
Actor_Spawn(&gPlayState->actorCtx, gPlayState, enemyId, pos.x, pos.y, pos.z, 0, 0, 0, enemyParams, 0);
Actor_Spawn(&gPlayState->actorCtx, gPlayState, enemyId, pos.x, pos.y, pos.z, 0, 0, 0, enemyParams);
if (actor == NULL) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
@@ -547,7 +547,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnEnemyWithOffset
return GameInteractionEffectQueryResult::Possible;
} else {
Actor* actor =
Actor_Spawn(&gPlayState->actorCtx, gPlayState, enemyId, pos.x, pos.y, pos.z, 0, 0, 0, enemyParams, 0);
Actor_Spawn(&gPlayState->actorCtx, gPlayState, enemyId, pos.x, pos.y, pos.z, 0, 0, 0, enemyParams);
if (actor != NULL) {
if (nameTag != "" && CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("EnemyNameTags"), 0)) {
NameTag_RegisterForActor(actor, nameTag.c_str());
@@ -575,7 +575,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnActor(uint32_t
// Spawn Cucco and make it angry
EnNiw* cucco =
(EnNiw*)Actor_Spawn(&gPlayState->actorCtx, gPlayState, actorId, player->actor.world.pos.x,
player->actor.world.pos.y + 2200, player->actor.world.pos.z, 0, 0, 0, actorParams, 0);
player->actor.world.pos.y + 2200, player->actor.world.pos.z, 0, 0, 0, actorParams);
if (cucco == NULL) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
@@ -589,7 +589,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnActor(uint32_t
// Spawn a bomb, make it explode instantly when params is set to 1 to emulate spawning an explosion
EnBom* bomb =
(EnBom*)Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_BOM, player->actor.world.pos.x,
player->actor.world.pos.y + 30, player->actor.world.pos.z, 0, 0, 0, BOMB_BODY, true);
player->actor.world.pos.y + 30, player->actor.world.pos.z, 0, 0, 0, BOMB_BODY);
if (bomb == NULL) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
@@ -603,7 +603,7 @@ GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnActor(uint32_t
} else {
// Generic spawn an actor at Link's position
Actor* actor = Actor_Spawn(&gPlayState->actorCtx, gPlayState, actorId, player->actor.world.pos.x,
player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actorParams, 0);
player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, actorParams);
if (actor != NULL) {
if (nameTag != "" && CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("EnemyNameTags"), 0)) {
NameTag_RegisterForActor((Actor*)actor, nameTag.c_str());
@@ -2597,8 +2597,105 @@ typedef enum {
// #### `args`
// - `*Player`
// - `double` (temp - promoted from `f32`)
VB_RUMBLE_FOR_SECRET
VB_RUMBLE_FOR_SECRET,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*ActorContext`
// - `*ActorEntry`
// - `*PlayState`
// - `*Actor`
VB_SPAWN_ACTOR_ENTRY,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*PlayState`
// - `*Vec3f`
// - `double` (promoted from `f32`)
// - `double` (promoted from `f32`)
// - `double` (promoted from `f32`)
VB_ADULT_ZELDA_SPAWN_STALFOS_IN_COLLAPSE,
// #### `result`
// ```c
// !(this->dyna.actor.flags & ACTOR_FLAG_INSIDE_CULLING_VOLUME)
// ```
// #### `args`
// - `*EnBlkobj`
// - `*PlayState`
VB_BLKOBJ_SPAWN_DARK_LINK,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*BgHakaTubo`
// - `*PlayState`
VB_HAKA_TUBO_SPAWN_KEESE,
// #### `result`
// ```c
// !IS_DAY && play->sceneNum == SCENE_GRAVEYARD
// ```
// #### `args`
// - `*BgHaka`
// - `*PlayState`
VB_HAKA_SPAWN_POE,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*EnVali`
// - `*PlayState`
VB_BIRI_SPAWN_JELLYFISH_UPON_DEATH,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*EnEncount1`
// - `*PlayState`
// - `s16`
// - `Vec3f`
// - `s16`
VB_ENCOUNT1_SPAWN_STALCHILD_OR_WOLFOS,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*BgMoriBigst`
// - `*PlayState`
VB_MORI_BIGST_SUMMON_STALFOS_PAIR,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*BgHakaHuta`
// - `*PlayState`
VB_HAKA_HUTA_SPAWN_KEESE,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*BgHakaHuta`
// - `*PlayState`
VB_HAKA_HUTA_SPAWN_REDEAD,
} GIVanillaBehavior;
#endif
@@ -79,8 +79,8 @@ CheckIdentity ShuffleFairies_GetFairyIdentity(int32_t params) {
static bool SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params, FairyType fairyType) {
CheckIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
if (!Flags_GetRandomizerInf(fairyIdentity.randomizerInf)) {
Actor* fairy = Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_ELF, posX, posY - 30.0f, posZ, 0, 0, 0,
fairyType, true);
Actor* fairy =
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_ELF, posX, posY - 30.0f, posZ, 0, 0, 0, fairyType);
ObjectExtension::GetInstance().Set<CheckIdentity>(fairy, std::move(fairyIdentity));
fairy->draw = (ActorFunc)ShuffleFairies_DrawRandomizedItem;
return true;
@@ -179,7 +179,7 @@ void RegisterShuffleTrees() {
treeActor->actor.home.rot.z &= 0x1FFF;
treeActor->actor.home.rot.z |= 0xE000;
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_SW, dropsSpawnPt.x, dropsSpawnPt.y,
dropsSpawnPt.z, 0, treeActor->actor.world.rot.y, 0, treeActor->actor.home.rot.z, true);
dropsSpawnPt.z, 0, treeActor->actor.world.rot.y, 0, treeActor->actor.home.rot.z);
treeActor->actor.home.rot.z = 0;
}
*should = false;
@@ -2216,7 +2216,7 @@ void RandomizerOnActorInitHandler(void* actorRef) {
} else if (ge1Type == GE1_TYPE_GATE_OPERATOR && enGe1->actor.world.pos.x != -1358.0f) {
// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
0x0300 | GE1_TYPE_GATE_OPERATOR, true);
0x0300 | GE1_TYPE_GATE_OPERATOR);
}
}
@@ -2603,13 +2603,13 @@ void RandomizerOnSceneSpawnActorsHandler() {
case SCENE_TEMPLE_OF_TIME:
if (gPlayState->roomCtx.curRoom.num == 1) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_XC, -104, -40, 2382, 0,
static_cast<int16_t>(0x8000), 0, SHEIK_TYPE_RANDO, false);
static_cast<int16_t>(0x8000), 0, SHEIK_TYPE_RANDO);
}
break;
case SCENE_INSIDE_GANONS_CASTLE:
if (gPlayState->roomCtx.curRoom.num == 1) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_XC, 101, 150, 137, 0, 0, 0,
SHEIK_TYPE_RANDO, false);
SHEIK_TYPE_RANDO);
}
break;
default:
+1 -1
View File
@@ -222,7 +222,7 @@ void Anchor::RefreshClientActors() {
// clientId and store it on player->zTargetActiveTimer (unused s32 for the dummy) for convenience
auto dummy =
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_PLAYER, client.posRot.pos.x, client.posRot.pos.y,
client.posRot.pos.z, client.posRot.rot.x, client.posRot.rot.y, client.posRot.rot.z, 0, false);
client.posRot.pos.z, client.posRot.rot.x, client.posRot.rot.y, client.posRot.rot.z, 0);
client.player = (Player*)dummy;
}
spawningDummyPlayerForClientId = 0;
+12 -18
View File
@@ -2607,7 +2607,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
refActor = &GET_PLAYER(play)->actor;
KREG(0) = 0;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x, refActor->world.pos.y + 100.0f,
refActor->world.pos.z, 0, 0, 0, 1, true);
refActor->world.pos.z, 0, 0, 0, 1);
}
sp80 = &D_80116068[0];
@@ -3319,18 +3319,7 @@ void Actor_FreeOverlay(ActorDBEntry* dbEntry) {
int gMapLoading = 0;
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
s16 rotY, s16 rotZ, s16 params, s16 canRandomize) {
uint8_t tryRandomizeEnemy = canRandomize && CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) &&
((gSaveContext.fileNum >= 0 && gSaveContext.fileNum <= 2) ||
(gSaveContext.fileNum == 0xFF && gSaveContext.gameMode == GAMEMODE_NORMAL));
if (tryRandomizeEnemy) {
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
return NULL;
}
}
s16 rotY, s16 rotZ, s16 params) {
Actor* actor;
s32 objBankIndex;
u32 temp;
@@ -3425,7 +3414,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
Actor* spawnedActor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, true);
Actor* spawnedActor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
if (spawnedActor == NULL) {
return NULL;
@@ -3433,7 +3422,7 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
// The following enemies break when the parent actor isn't the same as what would happen in authentic gameplay.
// As such, don't assign a parent to them at all when spawned with Enemy Randomizer.
// Gohma (z_boss_goma.c), the Stalchildren spawner (z_en_encount1.c) and the falling platform spawning Stalfos in
// Gohma (z_boss_goma.c) and the falling platform spawning Stalfos in
// Forest Temple (z_bg_mori_bigst.c) that normally rely on this behaviour are changed when
// Enemy Rando is on so they still work properly even without assigning a parent.
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) &&
@@ -3469,7 +3458,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
(transitionActor->sides[1].room == play->roomCtx.prevRoom.num)))) {
Actor_Spawn(actorCtx, play, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x,
transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0,
(i << 0xA) + transitionActor->params, true);
(i << 0xA) + transitionActor->params);
transitionActor->id = -transitionActor->id;
numActors = play->transiActorCtx.numActors;
@@ -3481,8 +3470,13 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play) {
gMapLoading = 1;
Actor* ret = Actor_Spawn(actorCtx, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params, true);
Actor* ret;
if (GameInteractor_Should(VB_SPAWN_ACTOR_ENTRY, true, actorCtx, actorEntry, play, ret)) {
ret = Actor_Spawn(actorCtx, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params);
}
gMapLoading = 0;
return ret;
+6 -6
View File
@@ -1589,7 +1589,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
if (((params & 0x00FF) == ITEM00_FLEXIBLE) && !param4000) {
// TODO: Prevent the cast to EnItem00 here since this is a different actor (En_Elf)
spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED);
EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true, DEADSOUND_REPEAT_MODE_OFF,
40);
} else {
@@ -1599,7 +1599,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
if (params != -1) {
spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
spawnPos->z, 0, 0, 0, params | param8000 | param3F00, true);
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = !param4000 ? 8.0f : -2.0f;
spawnedActor->actor.speedXZ = 2.0f;
@@ -1636,14 +1636,14 @@ EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params) {
if (((params & 0x00FF) == ITEM00_FLEXIBLE) && !param4000) {
// TODO: Prevent the cast to EnItem00 here since this is a different actor (En_Elf)
spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED);
EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true, DEADSOUND_REPEAT_MODE_OFF,
40);
} else {
params = func_8001F404(params & 0x00FF);
if (params != -1) {
spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
spawnPos->z, 0, 0, 0, params | param8000 | param3F00, true);
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = 0.0f;
spawnedActor->actor.speedXZ = 0.0f;
@@ -1709,7 +1709,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
if (dropId == ITEM00_FLEXIBLE) {
if (gSaveContext.health <= FULL_HEART_HEALTH) { // 1 heart or less
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f, spawnPos->z, 0, 0, 0,
FAIRY_HEAL_TIMED, true);
FAIRY_HEAL_TIMED);
EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true,
DEADSOUND_REPEAT_MODE_OFF, 40);
return;
@@ -1759,7 +1759,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
dropId = func_8001F404(dropId);
if (dropId != 0xFF) {
spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x,
spawnPos->y, spawnPos->z, 0, 0, 0, dropId, true);
spawnPos->y, spawnPos->z, 0, 0, 0, dropId);
if ((spawnedActor != NULL) && (dropId != 0xFF)) {
spawnedActor->actor.velocity.y = 8.0f;
spawnedActor->actor.speedXZ = 2.0f;
+12 -13
View File
@@ -54,7 +54,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
if ((AREG(6) != 0) && (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) || (DREG(1) != 0))) {
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x,
player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
player->actor.shape.rot.y, player->actor.shape.rot.z, 9, true);
player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
assert(player->rideActor != NULL);
@@ -68,13 +68,12 @@ void func_8006D0EC(PlayState* play, Player* player) {
} else if ((play->sceneNum == SCENE_GERUDOS_FORTRESS) && (gSaveContext.minigameState == 3)) {
Actor* horseActor;
gSaveContext.minigameState = 0;
horseActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1, true);
horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1);
horseActor->room = -1;
} else if ((gSaveContext.entranceIndex == ENTR_LON_LON_RANCH_7) &&
(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED))) {
Actor* horseActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
assert(horseActor != NULL);
} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
(((Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) != 0) &&
@@ -91,7 +90,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
if (func_8006CFC0(gSaveContext.horseData.scene)) {
Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x,
gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0,
gSaveContext.horseData.angle, 0, 1, true);
gSaveContext.horseData.angle, 0, 1);
assert(horseActor != NULL);
if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
horseActor->room = -1;
@@ -105,7 +104,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
}
} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) &&
(DREG(1) == 0)) {
Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1, true);
Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
assert(horseActor != NULL);
} else if (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) || (DREG(1) != 0)) {
for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
@@ -113,7 +112,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
if (horseSpawn->scene == play->sceneNum) {
Actor* horseActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type, true);
horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
assert(horseActor != NULL);
if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
horseActor->room = -1;
@@ -124,7 +123,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
}
} else if (!Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED)) {
if ((DREG(1) == 0) && (play->sceneNum == SCENE_LON_LON_BUILDINGS) && !IS_DAY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1);
}
}
}
@@ -163,7 +162,7 @@ void func_8006D684(PlayState* play, Player* player) {
}
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y, spawnPos.z, 0,
player->actor.world.rot.y, 0, 7, true);
player->actor.world.rot.y, 0, 7);
assert(player->rideActor != NULL);
Actor_MountHorse(play, player, player->rideActor);
@@ -172,7 +171,7 @@ void func_8006D684(PlayState* play, Player* player) {
} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) == 0) && (DREG(1) == 0)) {
player->rideActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
assert(player->rideActor != NULL);
Actor_MountHorse(play, player, player->rideActor);
@@ -206,7 +205,7 @@ void func_8006D684(PlayState* play, Player* player) {
player->rideActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type, true);
D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type);
assert(player->rideActor != NULL);
Actor_MountHorse(play, player, player->rideActor);
@@ -221,7 +220,7 @@ void func_8006D684(PlayState* play, Player* player) {
player->rideActor =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp, true);
D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp);
assert(player->rideActor != NULL);
player->actor.world.pos.x = D_8011F9B8[i].pos.x;
@@ -240,7 +239,7 @@ void func_8006D684(PlayState* play, Player* player) {
Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54);
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type, true);
D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type);
}
break;
}
+4 -4
View File
@@ -3653,10 +3653,10 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
Message_ResetOcarinaNoteState();
if (msgCtx->lastPlayedSong >= OCARINA_SONG_SARIAS &&
msgCtx->lastPlayedSong < OCARINA_SONG_MEMORY_GAME) {
Actor_Spawn(
&play->actorCtx, play, sOcarinaEffectActorIds[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS],
player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0,
sOcarinaEffectActorParams[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS], true);
Actor_Spawn(&play->actorCtx, play,
sOcarinaEffectActorIds[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS],
player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, 0,
0, 0, sOcarinaEffectActorParams[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS]);
}
}
break;
+2 -2
View File
@@ -686,7 +686,7 @@ void Play_Init(GameState* thisx) {
if (CVarGetInteger(CVAR_ENHANCEMENT("IvanCoopModeEnabled"), 0)) {
Actor_Spawn(&play->actorCtx, play, gEnPartnerId, GET_PLAYER(play)->actor.world.pos.x,
GET_PLAYER(play)->actor.world.pos.y + Player_GetHeight(GET_PLAYER(play)) + 5.0f,
GET_PLAYER(play)->actor.world.pos.z, 0, 0, 0, 1, true);
GET_PLAYER(play)->actor.world.pos.z, 0, 0, 0, 1);
}
// nextEntranceIndex was not initialized, so the previous value was carried over during soft resets.
@@ -1700,7 +1700,7 @@ void Play_Main(GameState* thisx) {
if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
play->envCtx.unk_EE[3] = 64;
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3);
}
D_8012D1F8 = &play->state.input[0];
@@ -211,7 +211,7 @@ Actor* BgBreakwall_SpawnFragments(PlayState* play, BgBreakwall* this, Vec3f* pos
Matrix_MultVec3f(&actorPosList[j][k], &actorPos);
actor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, Rand_CenteredFloat(20.0f) + actorPos.x,
Rand_CenteredFloat(20.0f) + actorPos.y, Rand_CenteredFloat(20.0f) + actorPos.z,
actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B, true);
actorRotList[k].x, actorRotList[k].y + angle1, actorRotList[k].z, 0x000B);
if ((j & 1) == 0) {
func_80033480(play, &actorPos, velocity * 200.0f, 1, 650, 150, 1);
@@ -709,7 +709,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
} else if (!this->lightBallSpawned) {
demoEffectParams = ((s16)(sDemoEffectLightColors[actionIndex] << 0xC) | DEMO_EFFECT_LIGHT);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams, true);
this->actor.world.pos.z, 0, 0, 0, (s32)demoEffectParams);
this->lightBallSpawned = true;
}
} else {
@@ -804,7 +804,7 @@ void BgDyYoseizo_Give_Reward(BgDyYoseizo* this, PlayState* play) {
!this->warpEffectSpawned) {
actionIndex = play->csCtx.npcActions[0]->action - 11;
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, player->actor.world.pos.x, player->actor.world.pos.y,
player->actor.world.pos.z, 0, 0, 0, actionIndex, true);
player->actor.world.pos.z, 0, 0, 0, actionIndex);
this->warpEffectSpawned = true;
}
BgDyYoseizo_Bob(this, play);
@@ -74,7 +74,7 @@ void BgGndSoulmeiro_Init(Actor* thisx, PlayState* play) {
if (Flags_GetSwitch(play, (this->actor.params >> 8) & 0x3F)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 9, true);
this->actor.world.pos.z, 0, 0, 0, 9);
this->actor.draw = NULL;
Actor_Kill(&this->actor);
return;
@@ -122,7 +122,7 @@ void func_8087AF38(BgGndSoulmeiro* this, PlayState* play) {
Flags_SetSwitch(play, (thisx->params >> 8) & 0x3F);
Actor_Kill(&this->actor);
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, thisx->world.pos.x, thisx->world.pos.y, thisx->world.pos.z, 0,
0, 0, 9, true);
0, 0, 9);
} else if ((this->unk_198 % 6) == 0) {
s32 i;
s16 temp_2 = Rand_ZeroOne() * (10922.0f); // This should be: 0x10000 / 6.0f
@@ -6,6 +6,7 @@
#include "z_bg_haka.h"
#include "objects/object_haka/object_haka.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS 0
@@ -117,9 +118,9 @@ void func_8087B938(BgHaka* this, PlayState* play) {
if (this->dyna.actor.params == 1) {
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
} else if (!IS_DAY && play->sceneNum == SCENE_GRAVEYARD) {
} else if (GameInteractor_Should(VB_HAKA_SPAWN_POE, !IS_DAY && play->sceneNum == SCENE_GRAVEYARD, this, play)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, 1, true);
this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, 1);
}
// un tss un tss
@@ -6,6 +6,7 @@
#include "z_bg_haka_huta.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@@ -110,30 +111,33 @@ void BgHakaHuta_SpawnEnemies(BgHakaHuta* this, PlayState* play) {
this->actionFunc = BgHakaHuta_Open;
OnePointCutscene_Init(play, 6001, 999, &this->dyna.actor, MAIN_CAM);
if (this->unk_16A == 2) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
(this->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(this->dyna.actor.shape.rot.y) +
40.0f * Math_SinS(this->dyna.actor.shape.rot.y)),
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(this->dyna.actor.shape.rot.y) +
Math_CosS(this->dyna.actor.shape.rot.y) * 40.0f),
0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
(this->dyna.actor.world.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
Math_SinS(this->dyna.actor.shape.rot.y) * 80.0f),
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 80.0f),
0, this->dyna.actor.shape.rot.y, 0, 2, true);
if (GameInteractor_Should(VB_HAKA_HUTA_SPAWN_KEESE, true, this, play)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
(this->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(this->dyna.actor.shape.rot.y) +
40.0f * Math_SinS(this->dyna.actor.shape.rot.y)),
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(this->dyna.actor.shape.rot.y) +
Math_CosS(this->dyna.actor.shape.rot.y) * 40.0f),
0, this->dyna.actor.shape.rot.y + 0x8000, 0, 2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY,
(this->dyna.actor.world.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
Math_SinS(this->dyna.actor.shape.rot.y) * 80.0f),
this->dyna.actor.world.pos.y - 10.0f,
(this->dyna.actor.world.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 80.0f),
0, this->dyna.actor.shape.rot.y, 0, 2);
}
} else if (this->unk_16A == 1) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RD,
(this->dyna.actor.home.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
Math_SinS(this->dyna.actor.shape.rot.y) * 100.0f),
this->dyna.actor.home.pos.y - 40.0f,
(this->dyna.actor.home.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 100.0f),
0, this->dyna.actor.shape.rot.y, 0, 0xFD, true);
if (GameInteractor_Should(VB_HAKA_HUTA_SPAWN_REDEAD, true, this, play)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RD,
(this->dyna.actor.home.pos.x + (-25.0f) * (Math_CosS(this->dyna.actor.shape.rot.y)) +
Math_SinS(this->dyna.actor.shape.rot.y) * 100.0f),
this->dyna.actor.home.pos.y - 40.0f,
(this->dyna.actor.home.pos.z - (-25.0f) * (Math_SinS(this->dyna.actor.shape.rot.y)) +
Math_CosS(this->dyna.actor.shape.rot.y) * 100.0f),
0, this->dyna.actor.shape.rot.y, 0, 0xFD);
}
}
}
}
@@ -7,6 +7,7 @@
#include "z_bg_haka_tubo.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@@ -174,9 +175,11 @@ void BgHakaTubo_DropCollectible(BgHakaTubo* this, PlayState* play) {
} else if (rnd < 0.2f) {
// Unlucky, no reward and spawn keese
collectibleParams = -1;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 80.0f, this->dyna.actor.world.pos.z, 0,
this->dyna.actor.shape.rot.y, 0, 2, true);
if (GameInteractor_Should(VB_HAKA_TUBO_SPAWN_KEESE, true, this, play)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FIREFLY, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 80.0f, this->dyna.actor.world.pos.z, 0,
this->dyna.actor.shape.rot.y, 0, 2);
}
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
} else {
// Random rewards
@@ -239,7 +239,7 @@ void func_80882CC4(BgHakaZou* this, PlayState* play) {
actorSpawnPos.y = this->dyna.actor.world.pos.y + (i - 1) * 55;
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HAKA_ZOU, actorSpawnPos.x, actorSpawnPos.y, actorSpawnPos.z, 0,
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2, true);
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 2);
func_800286CC(play, &actorSpawnPos, &sZeroVec, &sZeroVec, 1000, 50);
}
}
@@ -307,9 +307,9 @@ void BgHeavyBlock_SpawnPieces(BgHeavyBlock* this, PlayState* play) {
pos.z = this->dyna.actor.world.pos.z + (spA4[i].x * -sinYaw) + (cosYaw * pos.z);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z, this->dyna.actor.shape.rot.x,
this->dyna.actor.shape.rot.y, 0, 2, true);
this->dyna.actor.shape.rot.y, 0, 2);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_HEAVY_BLOCK, pos.x, pos.y, pos.z, this->dyna.actor.shape.rot.x,
this->dyna.actor.shape.rot.y, 0, 3, true);
this->dyna.actor.shape.rot.y, 0, 3);
BgHeavyBlock_SpawnDust(play, pos.x, pos.y, pos.z, 0.0f, 0.0f, 0.0f, 0);
}
@@ -153,9 +153,8 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
for (i = 0; i < 3; i++) {
if (lightBeamToggles[i]) {
if ((this->lightBeams[i] == NULL) && Object_IsLoaded(&play->objectCtx, objBankIndex)) {
this->lightBeams[i] =
Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPoss[i].x, sMirRayPoss[i].y,
sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i], true);
this->lightBeams[i] = Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, sMirRayPoss[i].x,
sMirRayPoss[i].y, sMirRayPoss[i].z, 0, 0, 0, sMirRayParamss[i]);
if (this->lightBeams[i] == NULL) {
// "Mir Ray generation failed"
@@ -181,7 +181,7 @@ void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play) {
this->lightRayIntensity = 153.0f;
BgJyaBombchuiwa_SetDrawFlags(this, 4);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0, true) == NULL) {
this->actor.world.pos.z, 0, 0, 0, 0) == NULL) {
// "Occurrence failure"
osSyncPrintf("Error : Mir_Ray 発生失敗(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__, this->actor.params);
}
@@ -118,16 +118,16 @@ void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
Rand_ZeroOne() * 80.0f + this->dyna.actor.world.pos.y + 20.0f, this->dyna.actor.world.pos.z, 0,
(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0, true);
(s16)(Rand_ZeroOne() * 0x4000) + rotY - 0x2000, 0, 0);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
}
}
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1, true);
this->dyna.actor.world.pos.y + 150.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 1);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2, true);
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, 2);
sins = Math_SinS(rotY);
coss = Math_CosS(rotY);
for (j = 0; j < 32; j++) {
@@ -180,7 +180,7 @@ void BgJyaIronobj_SpawnThoneParticles(BgJyaIronobj* this, PlayState* play, EnIk*
Actor* actor =
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_JYA_HAHENIRON, this->dyna.actor.world.pos.x,
(Rand_ZeroOne() * 80.0f) + this->dyna.actor.world.pos.y + 10.0f, this->dyna.actor.world.pos.z,
0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0, true);
0, ((s16)(s32)(Rand_ZeroOne() * 0x4000) + rotY) - 0x2000, 0, 0);
if (actor != NULL) {
actor->speedXZ = Rand_ZeroOne() * 8.0f + 9.0f;
actor->velocity.y = Rand_ZeroOne() * 10.0f + 6.0f;
@@ -458,7 +458,7 @@ void BgMizuBwall_SpawnDebris(BgMizuBwall* this, PlayState* play) {
rand1 = (s16)(Rand_ZeroOne() * 120.0f) + 20;
rand2 = (s16)(Rand_ZeroOne() * 240.0f) + 20;
func_80033480(play, &debrisPos, 50.0f, 2, rand1, rand2, 0);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0, 0xB, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0, 0xB);
}
}
@@ -198,34 +198,35 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) {
BgMoriBigst_SetupAction(this, BgMoriBigst_StalfosPairFight);
Flags_UnsetClear(play, this->dyna.actor.room);
stalfos1 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 70.0f, 827.0f, -3383.0f, 0,
0, 0, 5);
if (stalfos1 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-1 Stalfos failure"
osSyncPrintf("Warning : 第3-1スタルフォス発生失敗\n");
}
stalfos2 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 170.0f, 827.0f, -3260.0f, 0,
0, 0, 5);
if (stalfos2 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-2 Stalfos failure"
osSyncPrintf("Warning : 第3-2スタルフォス発生失敗\n");
if (GameInteractor_Should(VB_MORI_BIGST_SUMMON_STALFOS_PAIR, true, this, play)) {
stalfos1 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 70.0f, 827.0f, -3383.0f,
0, 0, 0, 5);
if (stalfos1 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-1 Stalfos failure"
osSyncPrintf("Warning : 第3-1スタルフォス発生失敗\n");
}
stalfos2 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 170.0f, 827.0f, -3260.0f,
0, 0, 0, 5);
if (stalfos2 != NULL) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
// "Warning: 3-2 Stalfos failure"
osSyncPrintf("Warning : 第3-2スタルフォス発生失敗\n");
}
}
Flags_SetClear(play, this->dyna.actor.room);
}
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, PlayState* play) {
if ((this->dyna.actor.home.rot.z == 0 ||
// Check if all enemies are defeated instead of the regular stalfos when enemy randomizer or crowd control is
// on.
(Flags_GetTempClear(play, this->dyna.actor.room) &&
(CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) ||
((CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("Enabled"), 0)))))) &&
if (
// Check if all enemies are defeated instead of the regular stalfos when crowd control is on. TODO: move to the
// way that enemy randomizer does this
(CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("Enabled"), 0) ? Flags_GetTempClear(play, this->dyna.actor.room)
: this->dyna.actor.home.rot.z == 0) &&
!Player_InCsMode(play)) {
Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
BgMoriBigst_SetupDone(this, play);
@@ -167,12 +167,12 @@ void BgMoriHineri_DoNothing(BgMoriHineri* this, PlayState* play) {
void BgMoriHineri_SpawnBossKeyChest(BgMoriHineri* this, PlayState* play) {
if (this->dyna.actor.params == 0) {
Object_Spawn(&play->objectCtx, OBJECT_BOX);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, -1515.0f, 1440.0f, -3475.0f, -0x4000, 0x4000, 0, 0x27EE);
this->actionFunc = func_808A3C8C;
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, this->dyna.actor.world.pos.x + 147.0f,
this->dyna.actor.world.pos.y + -245.0f, this->dyna.actor.world.pos.z + -453.0f, 0, 0x4000, 0,
0x27EE, true);
0x27EE);
this->actionFunc = BgMoriHineri_DoNothing;
}
}
@@ -340,7 +340,7 @@ void BgPoEvent_BlockIdle(BgPoEvent* this, PlayState* play) {
if ((this->type == 0) && (this->index == 0)) {
amy = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->dyna.actor.world.pos.x + 30.0f,
this->dyna.actor.world.pos.y - 30.0f, this->dyna.actor.world.pos.z + 30.0f, 0,
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300, true);
this->dyna.actor.shape.rot.y, 0, this->dyna.actor.params + 0x300);
if (amy != NULL) {
OnePointCutscene_Init(play, 3170, 30, amy, MAIN_CAM);
}
@@ -538,7 +538,7 @@ void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play) {
} else if (this->collider.base.acFlags & AC_HIT) {
if (!BgPoEvent_NextPainting(this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x, thisx->world.pos.y - 40.0f,
thisx->world.pos.z, 0, thisx->shape.rot.y, 0, thisx->params + ((this->type - 1) << 8), true);
thisx->world.pos.z, 0, thisx->shape.rot.y, 0, thisx->params + ((this->type - 1) << 8));
OnePointCutscene_Init(play, 3160, 80, thisx, MAIN_CAM);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
@@ -101,13 +101,13 @@ void BgPoSyokudai_Init(Actor* thisx, PlayState* play) {
Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_BLUE) &&
Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_RED) && !Flags_GetSwitch(play, thisx->params)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, 119.0f, 225.0f, -1566.0f, 0, 0, 0, thisx->params, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, 119.0f, 225.0f, -1566.0f, 0, 0, 0, thisx->params);
play->envCtx.unk_BF = 0x4;
} else if (!Flags_GetSwitch(play, POE_TORCH_FLAG + POE_FLAME_PURPLE) && !Flags_GetSwitch(play, 0x1B)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, thisx->world.pos.x, thisx->world.pos.y + 52.0f,
thisx->world.pos.z, 0, 0, 0, (this->flameColor << 8) + thisx->params + 0x1000, true);
thisx->world.pos.z, 0, 0, 0, (this->flameColor << 8) + thisx->params + 0x1000);
} else if (!Flags_GetSwitch(play, thisx->params)) {
if (play->envCtx.unk_BF == 0xFF) {
@@ -471,16 +471,16 @@ void BgSpot06Objects_Update(Actor* thisx, PlayState* play) {
}
// Spawn a floor switch
lakeControlFloorSwitch = Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_SWITCH, -896.0f, -1243.0f, 6953.0f, 0, 0,
0, switchParams, false);
lakeControlFloorSwitch =
Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_SWITCH, -896.0f, -1243.0f, 6953.0f, 0, 0, 0, switchParams);
// Spawn a sign
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, -970.0f, -1242.0f, 6954.0f, 0, 0, 0,
0x0000 | (TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN & 0xFF), false);
0x0000 | (TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN & 0xFF));
// Spawn a Navi check spot when Water Temple isn't cleared
if (!Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, -896.0f, -1243.0f, 6953.0f, 0, 0, 0,
0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF), false);
0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF));
}
actionCounter++;
@@ -109,7 +109,7 @@ void func_808B29F0(BgSpot11Oasis* this, PlayState* play) {
if (Math_StepToF(&this->actor.world.pos.y, 0.0f, 0.7f)) {
func_808B2AA8(this);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x, this->actor.world.pos.y + 40.0f,
this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER, true);
this->actor.world.pos.z, 0, 0, 0, FAIRY_SPAWNER);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
}
func_808B27F0(play, this->actor.world.pos.y);
@@ -322,7 +322,7 @@ void BgSpot16Bombstone_SpawnFragments(BgSpot16Bombstone* this, PlayState* play)
if (this->actor.params == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 5, true);
this->actor.world.pos.z, 0, 0, 0, 5);
index = 3;
} else {
index = 0;
@@ -354,7 +354,7 @@ void func_808B561C(BgSpot16Bombstone* this, PlayState* play) {
world = &this->actor.world;
for (index = 0; index < ARRAY_COUNT(D_808B6088); index++) {
if (Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_BOMBSTONE, world->pos.x, world->pos.y, world->pos.z, 0,
0, 0, D_808B6088[index], true) == NULL) {
0, 0, D_808B6088[index]) == NULL) {
break;
}
}
@@ -346,9 +346,9 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f, -3304.0f, 0, 0, 0,
WARP_DUNGEON_CHILD);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000);
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -690.0f, -1523.76f, -3304.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -690.0f, -1523.76f, -3304.0f, 0, 0, 0, 0);
}
}
@@ -1584,8 +1584,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_003CF8, 1.0f, 0.0f,
Animation_GetLastFrame(&object_kingdodongo_Anim_003CF8), ANIMMODE_ONCE, -1.0f);
this->csState = 6;
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000,
true);
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000);
}
break;
case 6:
@@ -1850,10 +1849,10 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
if (this->unk_1DA == 820) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(
&play->actorCtx, play, ACTOR_ITEM_B_HEART,
Math_SinS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.x, this->actor.world.pos.y,
Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART,
Math_SinS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.x,
this->actor.world.pos.y,
Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0);
}
}
if (this->unk_1DA == 600) {
@@ -229,7 +229,7 @@ void BossFd_Init(Actor* thisx, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 100.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 100.0f, 200.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 100.0f, 200.0f, 0, 0, 0, 0);
}
} else {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_BOSS_FD2, this->actor.world.pos.x,
@@ -923,7 +923,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, this->timers[0] == 7)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.z, 0, 0, 0, 0);
}
break;
case BOSSFD_WAIT_INTRO:
@@ -238,11 +238,11 @@ void BossGanondrof_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT, true);
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 200.0f + GND_BOSSROOM_CENTER_X,
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, 0, true);
GND_BOSSROOM_CENTER_Y, GND_BOSSROOM_CENTER_Z, 0, 0, 0, 0);
}
} else {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG, this->actor.world.pos.x,
@@ -1067,7 +1067,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT, true);
GND_BOSSROOM_CENTER_Z, 0, 0, 0, WARP_DUNGEON_ADULT);
}
}
@@ -1086,7 +1086,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, GND_BOSSROOM_CENTER_X, GND_BOSSROOM_CENTER_Y,
GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0, true);
GND_BOSSROOM_CENTER_Z + 200.0f, 0, 0, 0, 0);
}
this->actor.child = &horse->actor;
this->killActor = true;
@@ -348,7 +348,7 @@ void BossGoma_Init(Actor* thisx, PlayState* play) {
WARP_DUNGEON_CHILD);
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 141.0f, -640.0f, -84.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 141.0f, -640.0f, -84.0f, 0, 0, 0, 0);
}
}
@@ -1126,7 +1126,7 @@ void BossGoma_Defeated(BossGoma* this, PlayState* play) {
this->subCameraFollowSpeed = 0.0f;
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
}
}
break;
@@ -378,7 +378,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
WARP_DUNGEON_ADULT);
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
}
play->roomCtx.unk_74[0] = 0xFF;
MO_WATER_LEVEL(play) = -500;
@@ -970,9 +970,9 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
}
}
if ((this == sMorphaTent1) && (sMorphaCore->hitCount >= 3) && (sMorphaTent2 == NULL)) {
sMorphaTent2 = (BossMo*)Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_MO, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
BOSSMO_TENTACLE, true);
sMorphaTent2 =
(BossMo*)Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_MO, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOSSMO_TENTACLE);
sMorphaTent2->tentSpawnPos = this->tentSpawnPos;
if (sMorphaTent2->tentSpawnPos > 10) {
@@ -1132,7 +1132,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f,
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0, true);
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0);
}
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_BOSS_CLEAR);
@@ -283,7 +283,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
Flags_SetSwitch(play, 0x14);
if (this->actor.params == BONGO_HEAD) {
sFloor = (BgSstFloor*)Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SST_FLOOR, sRoomCenter.x, sRoomCenter.y,
sRoomCenter.z, 0, 0, 0, BONGOFLOOR_REST, true);
sRoomCenter.z, 0, 0, 0, BONGOFLOOR_REST);
SkelAnime_InitFlex(play, &this->skelAnime, &gBongoHeadSkel, &gBongoHeadEyeOpenIdleAnim, this->jointTable,
this->morphTable, 45);
ActorShape_Init(&this->actor.shape, 70000.0f, ActorShadow_DrawCircle, 95.0f);
@@ -298,20 +298,20 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT, true);
ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT);
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, ROOM_CENTER_X, ROOM_CENTER_Y,
ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0, true);
ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0);
}
Actor_Kill(&this->actor);
} else {
sHands[LEFT] = (BossSst*)Actor_Spawn(
&play->actorCtx, play, ACTOR_BOSS_SST, this->actor.world.pos.x + 200.0f, this->actor.world.pos.y,
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0, BONGO_LEFT_HAND, true);
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0, BONGO_LEFT_HAND);
sHands[RIGHT] = (BossSst*)Actor_Spawn(
&play->actorCtx, play, ACTOR_BOSS_SST, this->actor.world.pos.x + (-200.0f), this->actor.world.pos.y,
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0, BONGO_RIGHT_HAND, true);
this->actor.world.pos.z + 400.0f, 0, this->actor.shape.rot.y, 0, BONGO_RIGHT_HAND);
sHands[LEFT]->actor.child = &sHands[RIGHT]->actor;
sHands[RIGHT]->actor.child = &sHands[LEFT]->actor;
@@ -1211,12 +1211,12 @@ void BossSst_HeadFinish(BossSst* this, PlayState* play) {
} else if (this->effects[0].alpha == 0) {
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y, ROOM_CENTER_Z, 0, 0, 0,
WARP_DUNGEON_ADULT, true);
WARP_DUNGEON_ADULT);
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART,
(Math_SinS(this->actor.shape.rot.y) * 200.0f) + ROOM_CENTER_X, ROOM_CENTER_Y,
Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0, true);
Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0);
}
BossSst_SetCameraTargets(1.0f, 7);
this->effectMode = BONGO_NULL;
@@ -543,7 +543,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.0f, 0.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.0f, 0.0f, 0, 0, 0, 0);
}
} else {
sKotakePtr =
@@ -2810,7 +2810,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, PlayState* play) {
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.f, 0.0f, 0, 0, 0, 0, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -600.0f, 230.f, 0.0f, 0, 0, 0, 0);
}
this->actor.world.pos.y = -2000.0f;
@@ -644,13 +644,13 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
}
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, warpId, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0,
true); //! params could be WARP_DUNGEON_CHILD however this can also spawn Ru1
this->actor.world.pos.z, 0, 0, 0,
0); //! params could be WARP_DUNGEON_CHILD however this can also spawn Ru1
}
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 160.0f,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
}
sDoorState = 100;
Actor_Kill(&this->actor);
@@ -1663,7 +1663,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
if (GameInteractor_Should(VB_SPAWN_HEART_CONTAINER, true)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
}
for (i = 2, sp7C = 2; i > 0; i--) {
@@ -1675,7 +1675,7 @@ void BossVa_BodyDeath(BossVa* this, PlayState* play) {
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RU1, sWarpPos[sp7C].x, sWarpPos[sp7C].y,
sWarpPos[sp7C].z, 0, 0, 0, 0, true);
sWarpPos[sp7C].z, 0, 0, 0, 0);
}
}
case DEATH_FINISH:
@@ -1785,7 +1785,7 @@ void BossVa_SetupSupportCut(BossVa* this, PlayState* play) {
sBodyState++;
sFightPhase++;
Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_VA, this->armTip.x, this->armTip.y + 20.0f, this->armTip.z, 0,
this->actor.shape.rot.y, 0, stumpParams, true);
this->actor.shape.rot.y, 0, stumpParams);
Camera_AddQuake(&play->mainCamera, 2, 11, 8);
this->burst = false;
this->timer2 = 0;
@@ -238,7 +238,7 @@ void func_80966E98(Demo6K* this, PlayState* play) {
if (this->timer1 == 39) {
Sfx_PlaySfxCentered2(NA_SE_EV_CONSENTRATION);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x, this->actor.world.pos.y + 10.0f,
this->actor.world.pos.z, 0, 0, 0, 2, true);
this->actor.world.pos.z, 0, 0, 0, 2);
}
if (this->timer1 == 64) {
@@ -543,7 +543,7 @@ void func_80967DBC(Demo6K* this, PlayState* play) {
void func_80967F10(Demo6K* this, PlayState* play) {
if (this->timer2 == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 13, true);
this->actor.world.pos.z, 0, 0, 0, 13);
}
this->timer2++;
@@ -928,7 +928,7 @@ void DemoEffect_UpdateLightRingTriforce(DemoEffect* this, PlayState* play) {
if (play->csCtx.npcActions[this->csActionId] != NULL && play->csCtx.npcActions[this->csActionId]->action == 2) {
blueOrb = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
DEMO_EFFECT_BLUE_ORB, true);
DEMO_EFFECT_BLUE_ORB);
if (blueOrb != NULL) {
Actor_SetScale(&blueOrb->actor, 0.0f);
@@ -957,23 +957,22 @@ void DemoEffect_UpdateCreationFireball(DemoEffect* this, PlayState* play) {
return;
}
effect =
(DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB, true);
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, DEMO_EFFECT_BLUE_ORB);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.0f);
}
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
DEMO_EFFECT_LIGHTRING_EXPANDING, true);
DEMO_EFFECT_LIGHTRING_EXPANDING);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.1f);
}
effect = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
DEMO_EFFECT_LIGHTRING_SHRINKING, true);
DEMO_EFFECT_LIGHTRING_SHRINKING);
if (effect != NULL) {
Actor_SetScale(&effect->actor, 0.2f);
}
@@ -1205,7 +1204,7 @@ void DemoEffect_UpdateGodLgtNayru(DemoEffect* this, PlayState* play) {
lightRing = (DemoEffect*)Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z,
this->actor.world.rot.x + 0x4000, this->actor.world.rot.y,
this->actor.world.rot.z, DEMO_EFFECT_LIGHTRING_EXPANDING, true);
this->actor.world.rot.z, DEMO_EFFECT_LIGHTRING_EXPANDING);
if (lightRing != NULL) {
Actor_SetScale(&lightRing->actor, 1.0f);
@@ -72,7 +72,7 @@ void func_8097D7D8(PlayState* play, Vec3f* pos, Vec3f* velOffset, f32 scale, s32
}
Actor* DemoGt_SpawnCloudRing(PlayState* play, Vec3f* pos, s16 params) {
return Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_DOUGHNUT, pos->x, pos->y, pos->z, 0, 0, 0, params, true);
return Actor_Spawn(&play->actorCtx, play, ACTOR_BG_SPOT16_DOUGHNUT, pos->x, pos->y, pos->z, 0, 0, 0, params);
}
void DemoGt_SpawnExplosionWithSound(PlayState* play, Vec3f* pos, f32 scale) {
@@ -748,7 +748,7 @@ void func_809865F8(DemoIm* this, PlayState* play, s32 arg2) {
f32 spawnPosZ = thisPos->z + (Math_CosS(shapeRotY) * 30.0f);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, spawnPosX, spawnPosY, spawnPosZ, 0xFA0,
this->actor.shape.rot.y, 0, ARROW_CS_NUT, true);
this->actor.shape.rot.y, 0, ARROW_CS_NUT);
this->unk_27C = 1;
}
} else {
@@ -213,16 +213,16 @@ void DoorKiller_Destroy(Actor* thisx, PlayState* play) {
void DoorKiller_SpawnRubble(Actor* thisx, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x, thisx->world.pos.y + 9.0f,
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z,
DOOR_KILLER_RUBBLE_PIECE_1, true);
DOOR_KILLER_RUBBLE_PIECE_1);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x + 7.88f, thisx->world.pos.y + 39.8f,
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z,
DOOR_KILLER_RUBBLE_PIECE_2, true);
DOOR_KILLER_RUBBLE_PIECE_2);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x - 15.86f, thisx->world.pos.y + 61.98f,
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z,
DOOR_KILLER_RUBBLE_PIECE_3, true);
DOOR_KILLER_RUBBLE_PIECE_3);
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_KILLER, thisx->world.pos.x + 3.72f, thisx->world.pos.y + 85.1f,
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z,
DOOR_KILLER_RUBBLE_PIECE_4, true);
DOOR_KILLER_RUBBLE_PIECE_4);
}
/**
+3 -3
View File
@@ -875,9 +875,9 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
dustPosScale = play->gameplayFrames * 10;
EnAm_SpawnEffects(this, play);
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 2,
BOMB_BODY, true);
bomb =
(EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 2, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
}
@@ -290,7 +290,7 @@ void EnAnubice_ShootFireball(EnAnubice* this, PlayState* play) {
if (curFrame == 12.0f) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ANUBICE_FIRE, this->fireballPos.x, this->fireballPos.y + 15.0f,
this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0, true);
this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0);
}
if (this->animLastFrame <= curFrame) {
@@ -46,7 +46,7 @@ void EnArowTrap_Update(Actor* thisx, PlayState* play) {
if (this->attackTimer == 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y,
this->actor.shape.rot.z, ARROW_NORMAL_SILENT, true);
this->actor.shape.rot.z, ARROW_NORMAL_SILENT);
this->attackTimer = 80;
}
}
@@ -327,7 +327,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
if (this->actor.params == ARROW_NUT) {
iREG(50) = -1;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_M_FIRE1, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.z, 0, 0, 0, 0);
sfxId = NA_SE_IT_DEKU;
} else {
sfxId = NA_SE_IT_SLING_REFLECT;
+1 -1
View File
@@ -391,7 +391,7 @@ void func_809B75A0(EnBa* this, PlayState* play2) {
for (i = 7; i < 14; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BA, this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, 0,
0, 0, EN_BA_DEAD_BLOB, true);
0, 0, EN_BA_DEAD_BLOB);
}
unk_temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0);
+1 -1
View File
@@ -272,7 +272,7 @@ void EnBb_SpawnFlameTrail(PlayState* play, EnBb* this, s16 startAtZero) {
for (i = 0; i < 5; i++) {
next = (EnBb*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BB, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.z, 0, 0, 0, 0);
if (next != NULL) {
now->actor.child = &next->actor;
next->actor.parent = &now->actor;
@@ -6,7 +6,7 @@
#include "z_en_blkobj.h"
#include "objects/object_blkobj/object_blkobj.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
@@ -89,9 +89,10 @@ void EnBlkobj_Wait(EnBlkobj* this, PlayState* play) {
}
void EnBlkobj_SpawnDarkLink(EnBlkobj* this, PlayState* play) {
if (!(this->dyna.actor.flags & ACTOR_FLAG_INSIDE_CULLING_VOLUME)) {
if (GameInteractor_Should(VB_BLKOBJ_SPAWN_DARK_LINK, !(this->dyna.actor.flags & ACTOR_FLAG_INSIDE_CULLING_VOLUME),
this, play)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TORCH2, this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
this->dyna.actor.world.pos.z, 0, this->dyna.actor.yawTowardsPlayer, 0, 0, true);
this->dyna.actor.world.pos.z, 0, this->dyna.actor.yawTowardsPlayer, 0, 0);
EnBlkobj_SetupAction(this, EnBlkobj_DarkLinkFight);
}
}
@@ -15,4 +15,7 @@ typedef struct EnBlkobj {
/* 0x0168 */ EnBlkobjActionFunc actionFunc;
} EnBlkobj; // size = 0x016C
void EnBlkobj_SetupAction(EnBlkobj* thisx, EnBlkobjActionFunc actionFunc);
void EnBlkobj_DarkLinkFight(EnBlkobj* thisx, PlayState* play);
#endif
@@ -83,7 +83,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
}
cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1, true);
cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1);
if (cucco != NULL) {
cucco->unk_2F4 = cuccoScales[i];
@@ -108,7 +108,7 @@ void EnBomChu_Explode(EnBomChu* this, PlayState* play) {
s32 i;
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, BOMB_BODY, true);
this->actor.world.pos.z, 0, 0, 0, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
}
@@ -152,7 +152,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
if (this->flowerBombScale >= 1.0f) {
if (Actor_HasParent(&this->actor, play)) {
bombFlower = (EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bombFlower != NULL) {
func_8002F5C4(&this->actor, &bombFlower->actor, play);
this->timer = 180;
@@ -171,7 +171,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
if (this->bombCollider.base.ac->category != ACTORCAT_BOSS) {
bombFlower = (EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bombFlower != NULL) {
bombFlower->isFuseEnabled = 1;
bombFlower->timer = 0;
@@ -183,7 +183,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
} else {
if (Player_IsBurningStickInRange(play, &this->actor.world.pos, 30.0f, 50.0f)) {
bombFlower = (EnBombf*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOMBF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bombFlower != NULL) {
bombFlower->timer = 100;
this->timer = 180;
@@ -382,7 +382,7 @@ void EnBox_AppearInit(EnBox* this, PlayState* play) {
EnBox_SetupAction(this, EnBox_AppearAnimation);
this->unk_1A8 = 0;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
this->dyna.actor.home.pos.z, 0, 0, 0, 0x0011, true);
this->dyna.actor.home.pos.z, 0, 0, 0, 0x0011);
Audio_PlaySoundGeneral(NA_SE_EV_TRE_BOX_APPEAR, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
@@ -365,7 +365,7 @@ void EnButte_TransformIntoFairy(EnButte* this, PlayState* play) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 60, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (this->timer == 4) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.focus.pos.x, this->actor.focus.pos.y,
this->actor.focus.pos.z, 0, this->actor.shape.rot.y, 0, FAIRY_HEAL_TIMED, true);
this->actor.focus.pos.z, 0, this->actor.shape.rot.y, 0, FAIRY_HEAL_TIMED);
this->drawSkelAnime = false;
} else if (this->timer <= 0) {
EnButte_SetupWaitToDie(this);
@@ -114,7 +114,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
: (ITEM_ETC_HEART_PIECE_CHEST_GAME)) &
0xFF;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams, true);
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
// "Central treasure instance/occurrence (GREAT)"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams);
this->actionFunc = EnChanger_SetHeartPieceFlag;
@@ -168,7 +168,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, sLeftChestPos[play->roomCtx.curRoom.num].x,
sLeftChestPos[play->roomCtx.curRoom.num].y, sLeftChestPos[play->roomCtx.curRoom.num].z, 0, 0, 0,
((this->leftChestNum & 0x1F) << 8) + (leftChestItem & 0xFF), true);
((this->leftChestNum & 0x1F) << 8) + (leftChestItem & 0xFF));
}
}
@@ -196,7 +196,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, sRightChestPos[play->roomCtx.curRoom.num].x,
sRightChestPos[play->roomCtx.curRoom.num].y, sRightChestPos[play->roomCtx.curRoom.num].z, 0, 0, 0,
((this->rightChestNum & 0x1F) << 8) + (rightChestItem & 0xFF), true);
((this->rightChestNum & 0x1F) << 8) + (rightChestItem & 0xFF));
}
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
@@ -239,13 +239,13 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
zPos = right->dyna.actor.world.pos.z;
if (this->rightChestGetItemId == GI_DOOR_KEY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
Flags_SetSwitch(play, 0x32);
} else {
temp_s0_2 = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_CHEST;
// "Open right treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2);
}
break;
case CHEST_RIGHT:
@@ -254,13 +254,13 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
zPos = left->dyna.actor.world.pos.z;
if (this->leftChestGetItemId == GI_DOOR_KEY) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
Flags_SetSwitch(play, 0x32);
} else {
temp_s0_2 = (s16)(this->leftChestGetItemId - 0x72) + 0xA;
// "Open left treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, temp_s0_2);
}
break;
}
@@ -510,7 +510,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
this->shouldShootLaser = false;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, this->actor.world.rot.x,
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER, true);
this->actor.world.rot.y, this->actor.world.rot.z, CLEAR_TAG_STATE_LASER);
}
}
case CLEAR_TAG_STATE_CRASHING:
@@ -513,9 +513,8 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, PlayState* play) {
if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
Matrix_RotateY(this->initRot.y * (M_PI / 0x8000), MTXMODE_NEW);
Matrix_MultVec3f(&D_809E4148, &vec);
gerudoGuard =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2, true);
gerudoGuard = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_GE3, this->initPos.x + vec.x, this->initPos.y + vec.y,
this->initPos.z + vec.z, 0, Math_FAtan2F(-vec.x, -vec.z) * (0x8000 / M_PI), 0, 2);
if (gerudoGuard == NULL) {
Actor_Kill(&this->actor);
@@ -314,7 +314,7 @@ void EnDekunuts_ThrowNut(EnDekunuts* this, PlayState* play) {
spawnPos.y = this->actor.world.pos.y + 12.0f;
spawnPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, spawnPos.x, spawnPos.y, spawnPos.z,
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0, true) != NULL) {
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
} else if ((this->animFlagAndTimer > 1) && Animation_OnFrame(&this->skelAnime, 12.0f)) {
@@ -624,9 +624,8 @@ void EnDntNomal_StageHide(EnDntNomal* this, PlayState* play) {
break;
case DNT_ACTION_LOW_RUPEES:
case DNT_ACTION_HIGH_RUPEES:
rupee =
(EnExRuppy*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_RUPPY, this->actor.world.pos.x,
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0, 3, true);
rupee = (EnExRuppy*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_RUPPY, this->actor.world.pos.x,
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0, 3);
if (rupee != NULL) {
rupeeColor = this->action - DNT_ACTION_LOW_RUPEES;
rupee->colorIdx = rupeeColor;
@@ -706,7 +705,7 @@ void EnDntNomal_StageAttack(EnDntNomal* this, PlayState* play) {
spawnZ = this->mouthPos.z + spawnOffset.z;
nut = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, spawnX, spawnY, spawnZ, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, 4, true);
this->actor.shape.rot.y, this->actor.shape.rot.z, 4);
if (nut != NULL) {
nut->velocity.y = spawnOffset.y * 0.5f;
}
@@ -585,7 +585,7 @@ void func_809F7B3C(EnDodojr* this, PlayState* play) {
}
} else {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
@@ -685,7 +685,7 @@ void EnDodongo_Death(EnDodongo* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);
if (bomb != NULL) {
bomb->timer = 0;
this->timer = 8;
@@ -404,7 +404,7 @@ void EnElf_Init(Actor* thisx, PlayState* play) {
if (GameInteractor_Should(VB_SPAWN_FOUNTAIN_FAIRIES, true, this)) {
for (i = 0; i < 8; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, thisx->world.pos.x, thisx->world.pos.y - 30.0f,
thisx->world.pos.z, 0, 0, 0, FAIRY_HEAL, true);
thisx->world.pos.z, 0, 0, 0, FAIRY_HEAL);
}
}
break;
@@ -1,6 +1,7 @@
#include "z_en_encount1.h"
#include "vt.h"
#include "overlays/actors/ovl_En_Tite/z_en_tite.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_LOCK_ON_DISABLED)
@@ -305,6 +306,12 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
}
this->killCount++;
}
if (!GameInteractor_Should(VB_ENCOUNT1_SPAWN_STALCHILD_OR_WOLFOS, true, this, play, spawnId, spawnPos,
spawnParams)) {
continue;
}
if (Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, spawnId, spawnPos.x, spawnPos.y, spawnPos.z, 0,
0, 0, spawnParams) != NULL) {
this->curNumSpawn++;
@@ -244,7 +244,7 @@ void EnFireRock_SpawnMoreBrokenPieces(EnFireRock* this, PlayState* play) {
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
Rand_CenteredFloat(3.0f) + (this->actor.world.pos.y + 10.0f),
Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0, nextRockType, true);
Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0, nextRockType);
if (spawnedFireRock != NULL) {
spawnedFireRock->actor.world.rot.y = this->actor.world.rot.y;
if (i == 0) {
@@ -269,7 +269,7 @@ void FireRock_WaitSpawnRocksFromCeiling(EnFireRock* this, PlayState* play) {
spawnedFireRock = (EnFireRock*)Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_FIRE_ROCK, Rand_CenteredFloat(3.0f) + this->actor.world.pos.x,
this->actor.world.pos.y + 10.0f, Rand_CenteredFloat(3.0f) + this->actor.world.pos.z, 0, 0, 0,
FIRE_ROCK_SPAWNED_FALLING2, true);
FIRE_ROCK_SPAWNED_FALLING2);
if (spawnedFireRock != NULL) {
spawnedFireRock->timer = 10;
} else {
@@ -153,7 +153,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) {
// spawn first small floormaster
this->actor.parent =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FLOORMAS, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL, true);
this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL);
if (this->actor.parent == NULL) {
Actor_Kill(&this->actor);
return;
@@ -161,7 +161,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) {
// spawn 2nd small floormaster
this->actor.child =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_FLOORMAS, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL, true);
this->actor.world.pos.z, 0, 0, 0, invisble + SPAWN_SMALL);
if (this->actor.child == NULL) {
Actor_Kill(this->actor.parent);
Actor_Kill(&this->actor);
+1 -1
View File
@@ -262,7 +262,7 @@ void EnFw_Run(EnFw* this, PlayState* play) {
if (this->explosionTimer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->bompPos.x, this->bompPos.y,
this->bompPos.z, 0, 0, 0x600, 0, true);
this->bompPos.z, 0, 0, 0x600, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
+1 -1
View File
@@ -724,7 +724,7 @@ void EnGo_StopRolling(EnGo* this, PlayState* play) {
this->actor.speedXZ = 3.0f;
if ((EnGo_FollowPath(this, play) == true) && (this->unk_218 == 0)) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
@@ -1376,7 +1376,7 @@ void EnGo2_StopRolling(EnGo2* this, PlayState* play) {
if (((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG) && ((this->actor.params & 0x1F) != GORON_CITY_LINK)) {
if ((this->actor.params & 0x1F) == GORON_DMT_ROLLING_SMALL) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
+2 -4
View File
@@ -156,13 +156,11 @@ void func_80A4E470(EnGs* this, PlayState* play) {
(play->msgCtx.unk_E3F2 == OCARINA_SONG_LULLABY) || (play->msgCtx.unk_E3F2 == OCARINA_SONG_SUNS) ||
(play->msgCtx.unk_E3F2 == OCARINA_SONG_TIME)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED,
true);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (play->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG,
true);
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
this->unk_19D = 0;
@@ -679,7 +679,7 @@ void func_80A5455C(EnHeishi2* this, PlayState* play) {
pos.y = Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
pos.z = Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
rotY = Rand_CenteredFloat(7000.0f) + this->actor.yawTowardsPlayer;
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0, true);
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0);
if (bomb != NULL) {
bomb->actor.speedXZ = Rand_CenteredFloat(5.0f) + 10.0f;
bomb->actor.velocity.y = Rand_CenteredFloat(5.0f) + 10.0f;
@@ -203,7 +203,7 @@ void EnHintnuts_SetupLeave(EnHintnuts* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_DAMAGE);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0x0, 0x0, 0x0, 0x3, true); // recovery heart
this->actor.world.pos.z, 0x0, 0x0, 0x0, 0x3); // recovery heart
this->actionFunc = EnHintnuts_Leave;
}
@@ -292,7 +292,7 @@ void EnHintnuts_ThrowNut(EnHintnuts* this, PlayState* play) {
nutPos.y = this->actor.world.pos.y + 12.0f;
nutPos.z = this->actor.world.pos.z + (Math_CosS(this->actor.shape.rot.y) * 23.0f);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, nutPos.x, nutPos.y, nutPos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, 1, true) != NULL) {
this->actor.shape.rot.y, this->actor.shape.rot.z, 1) != NULL) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
}
}
@@ -869,9 +869,8 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
EnHorse_InitInactive(this);
} else if (this->actor.params == 3) {
EnHorse_InitIngoHorse(this);
this->rider =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_IN, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, 1, 1, true);
this->rider = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_IN, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, 1, 1);
if (this->rider == NULL) {
assert(this->rider == NULL);
}
@@ -88,8 +88,7 @@ s32 EnHorseGameCheck_InitIngoRace(EnHorseGameCheckBase* base, PlayState* play) {
for (i = 0; i < 3; i++) {
this->playerCheck[i] = 0;
}
this->ingoHorse =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -250.0f, 1.0f, -1650.0f, 0, 0x4000, 0, 0x8003, true);
this->ingoHorse = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -250.0f, 1.0f, -1650.0f, 0, 0x4000, 0, 0x8003);
if (this->ingoHorse == NULL) {
LOG_HUNGUP_THREAD();
@@ -242,7 +242,7 @@ void EnIceHono_DropFlame(EnIceHono* this, PlayState* play) {
s32 i;
for (i = 0; i < 8; i++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ICE_HONO, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, ((s32)(Rand_ZeroOne() * 1000.0f) + i * 0x2000) - 0x1F4, 0, 1, true);
this->actor.world.pos.z, 0, ((s32)(Rand_ZeroOne() * 1000.0f) + i * 0x2000) - 0x1F4, 0, 1);
}
EnIceHono_SetupActionSpreadFlames(this);
}
@@ -292,7 +292,7 @@ void EnIceHono_SpreadFlames(EnIceHono* this, PlayState* play) {
for (i = 0; i < 10; i++) {
s32 rot = i * 0x1999;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ICE_HONO, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, ((s32)(Rand_ZeroOne() * 1000.0f) + rot) - 0x1F4, 0, 2, true);
this->actor.world.pos.z, 0, ((s32)(Rand_ZeroOne() * 1000.0f) + rot) - 0x1F4, 0, 2);
}
}
@@ -206,7 +206,7 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) {
for (count = 0; count < 2; count++) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y,
this->actor.shape.rot.z, 3, true);
this->actor.shape.rot.z, 3);
}
}
@@ -281,9 +281,8 @@ void EnIshi_SpawnBugs(EnIshi* this, PlayState* play) {
s32 i;
for (i = 0; i < 3; i++) {
Actor* bug =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1, true);
Actor* bug = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
if (bug == NULL) {
break;
@@ -218,9 +218,8 @@ void EnKusa_SpawnBugs(EnKusa* this, PlayState* play) {
s32 i;
for (i = 0; i < 3; i++) {
Actor* bug =
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1, true);
Actor* bug = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, 1);
if (bug == NULL) {
break;
+1 -1
View File
@@ -739,7 +739,7 @@ void EnNb_PlayLookLeftSFX(EnNb* this) {
void EnNb_InitDemo6KInConfrontation(EnNb* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_6K, this->actor.world.pos.x,
kREG(21) + 22.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xB, true);
kREG(21) + 22.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xB);
}
void func_80AB2688(EnNb* this, PlayState* play) {
@@ -278,7 +278,7 @@ void EnOkuta_SpawnProjectile(EnOkuta* this, PlayState* play) {
pos.y = this->actor.world.pos.y - 6.0f;
pos.z = this->actor.world.pos.z + (25.0f * cos);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_OKUTA, pos.x, pos.y, pos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10, true) != NULL) {
this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10) != NULL) {
pos.x = this->actor.world.pos.x + (40.0f * sin);
pos.z = this->actor.world.pos.z + (40.0f * cos);
pos.y = this->actor.world.pos.y;
@@ -451,7 +451,7 @@ void EnOssan_SpawnItemsOnShelves(EnOssan* this, PlayState* play, ShopItem* shopI
&play->actorCtx, play, ACTOR_EN_GIRLA, shelves->actor.world.pos.x + shopItems->xOffset,
shelves->actor.world.pos.y + shopItems->yOffset, shelves->actor.world.pos.z + shopItems->zOffset,
shelves->actor.shape.rot.x, shelves->actor.shape.rot.y + sItemShelfRot[i],
shelves->actor.shape.rot.z, itemParams, true);
shelves->actor.shape.rot.z, itemParams);
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHOPSANITY) != RO_SHOPSANITY_OFF) {
this->shelfSlots[i]->randoSlotIndex = i + 1;
}
@@ -477,8 +477,7 @@ void EnOssan_UpdateShopOfferings(EnOssan* this, PlayState* play) {
&play->actorCtx, play, ACTOR_EN_GIRLA, this->shelves->actor.world.pos.x + shopItem->xOffset,
this->shelves->actor.world.pos.y + shopItem->yOffset,
this->shelves->actor.world.pos.z + shopItem->zOffset, this->shelves->actor.shape.rot.x,
this->shelves->actor.shape.rot.y + sItemShelfRot[i], this->shelves->actor.shape.rot.z, params,
true);
this->shelves->actor.shape.rot.y + sItemShelfRot[i], this->shelves->actor.shape.rot.z, params);
}
}
}
@@ -261,7 +261,7 @@ void UseBombs(Actor* thisx, PlayState* play, u8 started) {
if (AMMO(ITEM_BOMB) > 0 && play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length < 3) {
this->itemTimer = 10;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x, this->actor.world.pos.y + 7,
this->actor.world.pos.z, 0, 0, 0, 0, false);
this->actor.world.pos.z, 0, 0, 0, 0);
Inventory_ChangeAmmo(ITEM_BOMB, -1);
} else {
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
@@ -301,7 +301,7 @@ void UseBombchus(Actor* thisx, PlayState* play, u8 started) {
if (AMMO(ITEM_BOMBCHU) > 0) {
this->itemTimer = 10;
EnBom* bomb = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y + 7, this->actor.world.pos.z, 0, 0, 0, 0, false);
this->actor.world.pos.y + 7, this->actor.world.pos.z, 0, 0, 0, 0);
bomb->timer = 0;
Inventory_ChangeAmmo(ITEM_BOMBCHU, -1);
} else {
@@ -358,7 +358,7 @@ void UseNuts(Actor* thisx, PlayState* play, u8 started) {
if (AMMO(ITEM_NUT) > 0) {
this->itemTimer = 10;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, this->actor.world.pos.x, this->actor.world.pos.y + 7,
this->actor.world.pos.z, 0x1000, this->actor.world.rot.y, 0, ARROW_NUT, false);
this->actor.world.pos.z, 0x1000, this->actor.world.rot.y, 0, ARROW_NUT);
Inventory_ChangeAmmo(ITEM_NUT, -1);
} else {
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
@@ -870,7 +870,7 @@ void EnPeehat_StateExplode(EnPeehat* this, PlayState* play) {
if (this->animTimer == 5) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x602, 0, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x602, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
@@ -215,7 +215,7 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HONOTRAP,
Math_CosS(this->unk_19A) * speed + this->actor.world.pos.x, this->actor.world.pos.y,
Math_SinS(this->unk_19A) * speed + this->actor.world.pos.z, 0,
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP, true);
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP);
}
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_19A, 2, 0x1000, 0x100);
@@ -349,7 +349,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
if (Flags_GetCollectible(play, this->actor.params) == 0 && gSaveContext.timerSeconds <= 60) {
Item_DropCollectible2(play, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2);
}
} else {
Flags_SetTempClear(play, 4);
@@ -372,7 +372,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
if (Flags_GetCollectible(play, this->actor.params) == 0 && gSaveContext.timerSeconds <= 60) {
Item_DropCollectible2(play, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
} else if (Flags_GetCollectible(play, this->actor.params) != 0) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2);
}
}
Actor_Kill(&this->actor);
@@ -402,11 +402,11 @@ void func_80AD9A54(EnPoSisters* this, PlayState* play) {
// Meg spawning fakes
void func_80AD9AA8(EnPoSisters* this, PlayState* play) {
Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x400, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x400);
Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x800, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x800);
Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xC00, true);
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0xC00);
s32 pad;
s32 pad1;
+1 -1
View File
@@ -126,7 +126,7 @@ void func_80AE7590(EnRl* this, PlayState* play) {
pos.x = player->actor.world.pos.x;
pos.y = player->actor.world.pos.y + 80.0f;
pos.z = player->actor.world.pos.z;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, pos.x, pos.y, pos.z, 0, 0, 0, 0xE, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, pos.x, pos.y, pos.z, 0, 0, 0, 0xE);
if (GameInteractor_Should(VB_GIVE_ITEM_LIGHT_MEDALLION, true)) {
Item_Give(play, ITEM_MEDALLION_LIGHT);
}

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