mirror of
https://github.com/HarbourMasters/Shipwright
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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:
+12
-18
@@ -2607,7 +2607,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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refActor = &GET_PLAYER(play)->actor;
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KREG(0) = 0;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x, refActor->world.pos.y + 100.0f,
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refActor->world.pos.z, 0, 0, 0, 1, true);
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refActor->world.pos.z, 0, 0, 0, 1);
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}
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sp80 = &D_80116068[0];
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@@ -3319,18 +3319,7 @@ void Actor_FreeOverlay(ActorDBEntry* dbEntry) {
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int gMapLoading = 0;
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Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
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s16 rotY, s16 rotZ, s16 params, s16 canRandomize) {
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uint8_t tryRandomizeEnemy = canRandomize && CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) &&
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((gSaveContext.fileNum >= 0 && gSaveContext.fileNum <= 2) ||
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(gSaveContext.fileNum == 0xFF && gSaveContext.gameMode == GAMEMODE_NORMAL));
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if (tryRandomizeEnemy) {
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if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, ¶ms)) {
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return NULL;
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}
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}
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s16 rotY, s16 rotZ, s16 params) {
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Actor* actor;
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s32 objBankIndex;
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u32 temp;
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@@ -3425,7 +3414,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
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f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
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Actor* spawnedActor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, true);
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Actor* spawnedActor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
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if (spawnedActor == NULL) {
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return NULL;
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@@ -3433,7 +3422,7 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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// The following enemies break when the parent actor isn't the same as what would happen in authentic gameplay.
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// As such, don't assign a parent to them at all when spawned with Enemy Randomizer.
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// Gohma (z_boss_goma.c), the Stalchildren spawner (z_en_encount1.c) and the falling platform spawning Stalfos in
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// Gohma (z_boss_goma.c) and the falling platform spawning Stalfos in
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// Forest Temple (z_bg_mori_bigst.c) that normally rely on this behaviour are changed when
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// Enemy Rando is on so they still work properly even without assigning a parent.
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) &&
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@@ -3469,7 +3458,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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(transitionActor->sides[1].room == play->roomCtx.prevRoom.num)))) {
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Actor_Spawn(actorCtx, play, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x,
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transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0,
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(i << 0xA) + transitionActor->params, true);
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(i << 0xA) + transitionActor->params);
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transitionActor->id = -transitionActor->id;
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numActors = play->transiActorCtx.numActors;
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@@ -3481,8 +3470,13 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play) {
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gMapLoading = 1;
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Actor* ret = Actor_Spawn(actorCtx, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
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actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params, true);
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Actor* ret;
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if (GameInteractor_Should(VB_SPAWN_ACTOR_ENTRY, true, actorCtx, actorEntry, play, ret)) {
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ret = Actor_Spawn(actorCtx, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
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actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params);
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}
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gMapLoading = 0;
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return ret;
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@@ -1589,7 +1589,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
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if (((params & 0x00FF) == ITEM00_FLEXIBLE) && !param4000) {
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// TODO: Prevent the cast to EnItem00 here since this is a different actor (En_Elf)
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spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
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spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED);
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EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true, DEADSOUND_REPEAT_MODE_OFF,
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40);
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} else {
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@@ -1599,7 +1599,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
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if (params != -1) {
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spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
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spawnPos->z, 0, 0, 0, params | param8000 | param3F00, true);
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spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
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if ((spawnedActor != NULL) && !param8000) {
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spawnedActor->actor.velocity.y = !param4000 ? 8.0f : -2.0f;
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spawnedActor->actor.speedXZ = 2.0f;
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@@ -1636,14 +1636,14 @@ EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params) {
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if (((params & 0x00FF) == ITEM00_FLEXIBLE) && !param4000) {
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// TODO: Prevent the cast to EnItem00 here since this is a different actor (En_Elf)
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spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED, true);
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spawnPos->z, 0, 0, 0, FAIRY_HEAL_TIMED);
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EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true, DEADSOUND_REPEAT_MODE_OFF,
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40);
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} else {
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params = func_8001F404(params & 0x00FF);
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if (params != -1) {
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spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x, spawnPos->y,
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spawnPos->z, 0, 0, 0, params | param8000 | param3F00, true);
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spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
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if ((spawnedActor != NULL) && !param8000) {
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spawnedActor->actor.velocity.y = 0.0f;
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spawnedActor->actor.speedXZ = 0.0f;
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@@ -1709,7 +1709,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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if (dropId == ITEM00_FLEXIBLE) {
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if (gSaveContext.health <= FULL_HEART_HEALTH) { // 1 heart or less
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f, spawnPos->z, 0, 0, 0,
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FAIRY_HEAL_TIMED, true);
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FAIRY_HEAL_TIMED);
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EffectSsDeadSound_SpawnStationary(play, spawnPos, NA_SE_EV_BUTTERFRY_TO_FAIRY, true,
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DEADSOUND_REPEAT_MODE_OFF, 40);
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return;
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@@ -1759,7 +1759,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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dropId = func_8001F404(dropId);
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if (dropId != 0xFF) {
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spawnedActor = (EnItem00*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, spawnPos->x,
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spawnPos->y, spawnPos->z, 0, 0, 0, dropId, true);
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spawnPos->y, spawnPos->z, 0, 0, 0, dropId);
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if ((spawnedActor != NULL) && (dropId != 0xFF)) {
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spawnedActor->actor.velocity.y = 8.0f;
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spawnedActor->actor.speedXZ = 2.0f;
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+12
-13
@@ -54,7 +54,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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if ((AREG(6) != 0) && (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) || (DREG(1) != 0))) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x,
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player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
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player->actor.shape.rot.y, player->actor.shape.rot.z, 9, true);
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player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
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assert(player->rideActor != NULL);
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@@ -68,13 +68,12 @@ void func_8006D0EC(PlayState* play, Player* player) {
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} else if ((play->sceneNum == SCENE_GERUDOS_FORTRESS) && (gSaveContext.minigameState == 3)) {
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Actor* horseActor;
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gSaveContext.minigameState = 0;
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horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1, true);
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horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 3586.0f, 1413.0f, -402.0f, 0, 0x4000, 0, 1);
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horseActor->room = -1;
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} else if ((gSaveContext.entranceIndex == ENTR_LON_LON_RANCH_7) &&
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(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED))) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
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assert(horseActor != NULL);
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} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
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(((Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) != 0) &&
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@@ -91,7 +90,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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if (func_8006CFC0(gSaveContext.horseData.scene)) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x,
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gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0,
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gSaveContext.horseData.angle, 0, 1, true);
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gSaveContext.horseData.angle, 0, 1);
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assert(horseActor != NULL);
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if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
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horseActor->room = -1;
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@@ -105,7 +104,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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}
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} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) &&
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(DREG(1) == 0)) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1, true);
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
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assert(horseActor != NULL);
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} else if (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) || (DREG(1) != 0)) {
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for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
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@@ -113,7 +112,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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if (horseSpawn->scene == play->sceneNum) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
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horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type, true);
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horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
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assert(horseActor != NULL);
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if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
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horseActor->room = -1;
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@@ -124,7 +123,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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}
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} else if (!Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED)) {
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if ((DREG(1) == 0) && (play->sceneNum == SCENE_LON_LON_BUILDINGS) && !IS_DAY) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -60.0f, 0, 0x7360, 0, 1);
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}
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}
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}
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@@ -163,7 +162,7 @@ void func_8006D684(PlayState* play, Player* player) {
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}
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y, spawnPos.z, 0,
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player->actor.world.rot.y, 0, 7, true);
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player->actor.world.rot.y, 0, 7);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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@@ -172,7 +171,7 @@ void func_8006D684(PlayState* play, Player* player) {
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} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
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(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) == 0) && (DREG(1) == 0)) {
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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@@ -206,7 +205,7 @@ void func_8006D684(PlayState* play, Player* player) {
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type, true);
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D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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@@ -221,7 +220,7 @@ void func_8006D684(PlayState* play, Player* player) {
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp, true);
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp);
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assert(player->rideActor != NULL);
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player->actor.world.pos.x = D_8011F9B8[i].pos.x;
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@@ -240,7 +239,7 @@ void func_8006D684(PlayState* play, Player* player) {
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Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54);
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} else {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type, true);
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type);
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}
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break;
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}
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@@ -3653,10 +3653,10 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
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Message_ResetOcarinaNoteState();
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if (msgCtx->lastPlayedSong >= OCARINA_SONG_SARIAS &&
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msgCtx->lastPlayedSong < OCARINA_SONG_MEMORY_GAME) {
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Actor_Spawn(
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&play->actorCtx, play, sOcarinaEffectActorIds[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS],
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player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0,
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sOcarinaEffectActorParams[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS], true);
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Actor_Spawn(&play->actorCtx, play,
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sOcarinaEffectActorIds[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS],
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player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, 0,
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0, 0, sOcarinaEffectActorParams[msgCtx->lastPlayedSong - OCARINA_SONG_SARIAS]);
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}
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}
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break;
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@@ -686,7 +686,7 @@ void Play_Init(GameState* thisx) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("IvanCoopModeEnabled"), 0)) {
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Actor_Spawn(&play->actorCtx, play, gEnPartnerId, GET_PLAYER(play)->actor.world.pos.x,
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GET_PLAYER(play)->actor.world.pos.y + Player_GetHeight(GET_PLAYER(play)) + 5.0f,
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GET_PLAYER(play)->actor.world.pos.z, 0, 0, 0, 1, true);
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GET_PLAYER(play)->actor.world.pos.z, 0, 0, 0, 1);
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}
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// nextEntranceIndex was not initialized, so the previous value was carried over during soft resets.
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@@ -1700,7 +1700,7 @@ void Play_Main(GameState* thisx) {
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
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play->envCtx.unk_EE[3] = 64;
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3);
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}
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D_8012D1F8 = &play->state.input[0];
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@@ -211,7 +211,7 @@ Actor* BgBreakwall_SpawnFragments(PlayState* play, BgBreakwall* this, Vec3f* pos
|
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Matrix_MultVec3f(&actorPosList[j][k], &actorPos);
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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);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -208,7 +208,7 @@ void EnShopnuts_ThrowNut(EnShopnuts* 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, 2, true) != NULL) {
|
||||
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 2) != NULL) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW);
|
||||
}
|
||||
}
|
||||
@@ -229,7 +229,7 @@ void EnShopnuts_SpawnSalesman(EnShopnuts* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_DNS, 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,
|
||||
this->actor.params, true);
|
||||
this->actor.params);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xE38);
|
||||
|
||||
@@ -515,9 +515,8 @@ s32 EnSkj_ShootNeedle(EnSkj* this, PlayState* play) {
|
||||
pos2.z += this->actor.world.pos.z;
|
||||
pos2.y = this->actor.world.pos.y + 27.0f;
|
||||
|
||||
needle =
|
||||
(EnSkjneedle*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SKJNEEDLE, pos2.x, pos2.y, pos2.z,
|
||||
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0, true);
|
||||
needle = (EnSkjneedle*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SKJNEEDLE, pos2.x, pos2.y, pos2.z,
|
||||
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0);
|
||||
if (needle != NULL) {
|
||||
needle->killTimer = 100;
|
||||
needle->actor.speedXZ = 24.0f;
|
||||
|
||||
@@ -187,13 +187,13 @@ void EnTa_Init(Actor* thisx, PlayState* play2) {
|
||||
this->unk_2C4[0] = this->unk_2C4[1] = this->unk_2C4[2] = 7;
|
||||
this->superCuccos[0] = (EnNiw*)Actor_Spawn(
|
||||
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x + 5.0f,
|
||||
this->actor.world.pos.y + 3.0f, this->actor.world.pos.z + 26.0f, 0, 0, 0, 0xD, true);
|
||||
this->actor.world.pos.y + 3.0f, this->actor.world.pos.z + 26.0f, 0, 0, 0, 0xD);
|
||||
this->superCuccos[1] = (EnNiw*)Actor_Spawn(
|
||||
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x - 20.0f,
|
||||
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD, true);
|
||||
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
|
||||
this->superCuccos[2] = (EnNiw*)Actor_Spawn(
|
||||
&play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x + 20.0f,
|
||||
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD, true);
|
||||
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD);
|
||||
func_80B13AAC(this, play);
|
||||
|
||||
if (gSaveContext.eventInf[0] & 0x400) {
|
||||
|
||||
@@ -35,7 +35,7 @@ void EnTorch_Init(Actor* thisx, PlayState* play) {
|
||||
Contents are passed to en_torch from grotto params via Save Context. */
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOX, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0,
|
||||
(sChestContents[(returnData >> 0x5) & 0x7] << 0x5) | 0x5000 | (returnData & 0x1F), true);
|
||||
(sChestContents[(returnData >> 0x5) & 0x7] << 0x5) | 0x5000 | (returnData & 0x1F));
|
||||
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
@@ -160,7 +160,7 @@ void EnTp_Init(Actor* thisx, PlayState* play2) {
|
||||
|
||||
for (i = 0; i <= 6; i++) {
|
||||
next = (EnTp*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TP, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0 * i, true);
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0 * i);
|
||||
|
||||
if (0 * i) {} // Very fake, but needed to get the s registers right
|
||||
if (next != NULL) {
|
||||
@@ -322,9 +322,9 @@ void EnTp_Die(EnTp* this, PlayState* play) {
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x50);
|
||||
} else {
|
||||
for (i = 0; i < 1; i++) {
|
||||
now = (EnTp*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TP, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0,
|
||||
TAILPASARAN_FRAGMENT, true);
|
||||
now =
|
||||
(EnTp*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TP, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, TAILPASARAN_FRAGMENT);
|
||||
|
||||
if (now != NULL) {
|
||||
Actor_SetScale(&now->actor, this->actor.scale.z * 0.5f);
|
||||
|
||||
@@ -244,18 +244,13 @@ void EnVali_SetupBurnt(EnVali* this) {
|
||||
void EnVali_SetupDivideAndDie(EnVali* this, PlayState* play) {
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
if (GameInteractor_Should(VB_BIRI_SPAWN_JELLYFISH_UPON_DEATH, true, this, play)) {
|
||||
for (i = 0; i < 3; i++) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BILI, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.world.rot.y, 0, 0);
|
||||
|
||||
// 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)) {
|
||||
this->actor.world.rot.y += rand() % 50;
|
||||
this->actor.world.rot.y += 0x10000 / 3;
|
||||
}
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BILI, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.world.rot.y, 0, 0, true);
|
||||
|
||||
this->actor.world.rot.y += 0x10000 / 3;
|
||||
}
|
||||
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x50);
|
||||
|
||||
@@ -382,7 +382,7 @@ void EnVm_Die(EnVm* this, PlayState* play) {
|
||||
|
||||
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, 0x6FF, BOMB_BODY, true);
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x6FF, BOMB_BODY);
|
||||
|
||||
if (bomb != NULL) {
|
||||
bomb->timer = 0;
|
||||
@@ -410,9 +410,8 @@ void EnVm_CheckHealth(EnVm* this, PlayState* play) {
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
||||
EnVm_SetupStun(this);
|
||||
} else {
|
||||
bomb =
|
||||
(EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0x601, BOMB_BODY, true);
|
||||
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 0, 0, 0x601, BOMB_BODY);
|
||||
|
||||
if (bomb != NULL) {
|
||||
bomb->timer = 0;
|
||||
|
||||
@@ -308,7 +308,7 @@ void EnWonderItem_BombSoldier(EnWonderItem* this, PlayState* play) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HEISHI2, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.yawTowardsPlayer, 0, 9, true) != NULL) {
|
||||
this->actor.world.pos.z, 0, this->actor.yawTowardsPlayer, 0, 9) != NULL) {
|
||||
// "Careless soldier spawned"
|
||||
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n" VT_RST);
|
||||
}
|
||||
|
||||
@@ -215,7 +215,7 @@ void func_80B395F0(EnWonderTalk* this, PlayState* play) {
|
||||
Message_CloseTextbox(play);
|
||||
if (this->unk_164 == 0) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, 2, true);
|
||||
this->actor.world.pos.z, 0, 0, 0, 2);
|
||||
this->unk_164 = 1;
|
||||
}
|
||||
|
||||
@@ -225,7 +225,7 @@ void func_80B395F0(EnWonderTalk* this, PlayState* play) {
|
||||
Message_CloseTextbox(play);
|
||||
if (this->unk_164 == 0) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, 3, true);
|
||||
this->actor.world.pos.z, 0, 0, 0, 3);
|
||||
this->unk_164 = 1;
|
||||
}
|
||||
this->actionFunc = func_80B391CC;
|
||||
|
||||
@@ -366,7 +366,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
|
||||
this->actor.home.rot.z &= 0x1FFF;
|
||||
this->actor.home.rot.z |= 0xE000;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, dropsSpawnPt.x, dropsSpawnPt.y, dropsSpawnPt.z, 0,
|
||||
this->actor.world.rot.y, 0, this->actor.home.rot.z, true);
|
||||
this->actor.world.rot.y, 0, this->actor.home.rot.z);
|
||||
this->actor.home.rot.z = 0;
|
||||
}
|
||||
}
|
||||
@@ -383,7 +383,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
|
||||
|
||||
for (i = 3; i >= 0; i--) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y, dropsSpawnPt.z,
|
||||
0, Rand_CenteredFloat(65535.0f), 0, leavesParams, true);
|
||||
0, Rand_CenteredFloat(65535.0f), 0, leavesParams);
|
||||
}
|
||||
}
|
||||
this->unk_14C = -0x15;
|
||||
|
||||
@@ -111,7 +111,7 @@ void EnXc_SpawnNut(EnXc* this, PlayState* play) {
|
||||
f32 y = pos->y + 3.0f;
|
||||
f32 z = (Math_CosS(angle) * 30.0f) + pos->z;
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, x, y, z, 0xFA0, this->actor.shape.rot.y, 0, ARROW_CS_NUT, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ARROW, x, y, z, 0xFA0, this->actor.shape.rot.y, 0, ARROW_CS_NUT);
|
||||
}
|
||||
|
||||
void EnXc_BgCheck(EnXc* this, PlayState* play) {
|
||||
@@ -537,7 +537,7 @@ void EnXc_SpawnFlame(EnXc* this, PlayState* play) {
|
||||
f32 yPos = npcAction->startPos.y;
|
||||
f32 zPos = npcAction->startPos.z;
|
||||
|
||||
this->flameActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_LIGHT, xPos, yPos, zPos, 0, 0, 0, 5, true);
|
||||
this->flameActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_LIGHT, xPos, yPos, zPos, 0, 0, 0, 5);
|
||||
sEnXcFlameSpawned = true;
|
||||
}
|
||||
}
|
||||
@@ -1438,8 +1438,7 @@ void func_80B3F534(PlayState* play) {
|
||||
u16 frameCount = csCtx->frames;
|
||||
|
||||
if (frameCount == 310) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0, WARP_DESTINATION,
|
||||
true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0, WARP_DESTINATION);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -631,7 +631,7 @@ void EnZl2_GiveLightArrows(EnZl2* this, PlayState* play) {
|
||||
posX = player->actor.world.pos.x;
|
||||
posY = player->actor.world.pos.y + 80.0f;
|
||||
posZ = player->actor.world.pos.z;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0, 0x17, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0, 0x17);
|
||||
if (GameInteractor_Should(VB_GIVE_ITEM_LIGHT_ARROW, true)) {
|
||||
Item_Give(play, ITEM_ARROW_LIGHT);
|
||||
}
|
||||
@@ -649,7 +649,7 @@ void func_80B4FF84(EnZl2* this, PlayState* play) {
|
||||
posY = this->actor.world.pos.y;
|
||||
posZ = this->actor.world.pos.z;
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_YELLOW, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_YELLOW);
|
||||
this->unk_250 = 1;
|
||||
}
|
||||
}
|
||||
@@ -1184,7 +1184,7 @@ void func_80B513A8(EnZl2* this, PlayState* play) {
|
||||
posX = player->actor.world.pos.x;
|
||||
posY = player->actor.world.pos.y;
|
||||
posZ = player->actor.world.pos.z;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_UNK_7, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_UNK_7);
|
||||
this->unk_250 = 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "objects/object_zl2/object_zl2.h"
|
||||
#include "objects/object_zl2_anime2/object_zl2_anime2.h"
|
||||
#include "soh/ResourceManagerHelpers.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
|
||||
|
||||
@@ -141,7 +142,7 @@ void func_80B5357C(EnZl3* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80B53614(EnZl3* this, PlayState* play) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RIVER_SOUND, -442.0f, 4102.0f, -371.0f, 0, 0, 0, 0x12, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_RIVER_SOUND, -442.0f, 4102.0f, -371.0f, 0, 0, 0, 0x12);
|
||||
}
|
||||
|
||||
void func_80B5366C(EnZl3* this, PlayState* play) {
|
||||
@@ -772,7 +773,7 @@ void func_80B54EA4(EnZl3* this, PlayState* play) {
|
||||
f32 posY = this->actor.world.pos.y;
|
||||
f32 posZ = this->actor.world.pos.z;
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EG, posX, posY, posZ, 0, 0, 0, 0, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EG, posX, posY, posZ, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
void func_80B54EF4(EnZl3* this) {
|
||||
@@ -1812,7 +1813,7 @@ void func_80B5772C(EnZl3* this, PlayState* play) {
|
||||
void func_80B57754(EnZl3* this, PlayState* play) {
|
||||
if (gSaveContext.magicState == MAGIC_STATE_IDLE) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_OCEFF_WIPE4, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, 1, true);
|
||||
this->actor.world.pos.z, 0, 0, 0, 1);
|
||||
func_80B56DA4(this);
|
||||
}
|
||||
}
|
||||
@@ -1825,8 +1826,10 @@ void func_80B577BC(PlayState* play, Vec3f* vec) {
|
||||
f32 posY = vec->y;
|
||||
f32 posZ = vec->z;
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TEST, posX, posY, posZ, 0,
|
||||
(Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI)), 0, 5, true);
|
||||
if (GameInteractor_Should(VB_ADULT_ZELDA_SPAWN_STALFOS_IN_COLLAPSE, true, play, playerPos, posX, posY, posZ)) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TEST, posX, posY, posZ, 0,
|
||||
(Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI)), 0, 5);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B57858(PlayState* play) {
|
||||
@@ -2541,7 +2544,7 @@ void func_80B59828(EnZl3* this, PlayState* play) {
|
||||
Magic_Fill(play);
|
||||
if (Flags_GetSwitch(play, 0x20)) {
|
||||
Flags_UnsetSwitch(play, 0x20);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_ZG, -144.0f, 3544.0f, -43.0f, 0, 0x2000, 0, 0x2000, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_ZG, -144.0f, 3544.0f, -43.0f, 0, 0x2000, 0, 0x2000);
|
||||
}
|
||||
Flags_UnsetSwitch(play, 0x21);
|
||||
Flags_UnsetSwitch(play, 0x22);
|
||||
|
||||
@@ -983,7 +983,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
|
||||
Fishing_InitPondProps(this, play);
|
||||
Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_EN_KANBAN, 53.0f, -17.0f, 982.0f, 0, 0, 0,
|
||||
ENKANBAN_FISHING);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, 0.0f, 0.0f, 0.0f, 0, 0, 0, 200, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, 0.0f, 0.0f, 0.0f, 0, 0, 0, 200);
|
||||
|
||||
// Loach(es) will spawn every fourth game, or if "Loaches Always Appear" is enabled
|
||||
if (getShouldSpawnLoaches()) {
|
||||
@@ -999,7 +999,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
|
||||
|
||||
for (i = 0; i < fishCount; i++) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_FISHING, sFishInits[i].pos.x, sFishInits[i].pos.y,
|
||||
sFishInits[i].pos.z, 0, Rand_ZeroFloat(0x10000), 0, 100 + i, true);
|
||||
sFishInits[i].pos.z, 0, Rand_ZeroFloat(0x10000), 0, 100 + i);
|
||||
}
|
||||
} else {
|
||||
if ((thisx->params < (EN_FISH_PARAM + 15) && !AllHyruleLoaches()) || (thisx->params == EN_FISH_AQUARIUM)) {
|
||||
|
||||
@@ -65,7 +65,7 @@ void ItemOcarina_Init(Actor* thisx, PlayState* play) {
|
||||
Actor_Kill(thisx);
|
||||
return;
|
||||
}
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 299.0f, -140.0f, 884.0f, 0, 4, 1, 0x3800, true);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 299.0f, -140.0f, 884.0f, 0, 4, 1, 0x3800);
|
||||
Actor_SetScale(thisx, 0.2f);
|
||||
break;
|
||||
default:
|
||||
|
||||
@@ -163,7 +163,7 @@ void ObjKibako2_Kill(ObjKibako2* this, PlayState* play) {
|
||||
|
||||
if ((params & 0x8000) == 0) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
|
||||
this->dyna.actor.world.pos.z, 0, this->dyna.actor.shape.rot.y, 0, params | 0x8000, true);
|
||||
this->dyna.actor.world.pos.z, 0, this->dyna.actor.shape.rot.y, 0, params | 0x8000);
|
||||
}
|
||||
ObjKibako2_SpawnCollectible(this, play);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
|
||||
@@ -51,7 +51,7 @@ void func_80B98320(ObjMakekinsuta* this, PlayState* play) {
|
||||
if (this->unk_152 != 0) {
|
||||
if (GameInteractor_Should(VB_SPAWN_BEAN_SKULLTULA, this->timer >= 60) && !func_8002DEEC(GET_PLAYER(play))) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, (this->actor.params | 0x8000), true);
|
||||
this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, (this->actor.params | 0x8000));
|
||||
this->actionFunc = ObjMakekinsuta_DoNothing;
|
||||
} else {
|
||||
this->timer++;
|
||||
|
||||
@@ -152,7 +152,7 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
|
||||
ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
|
||||
this->children[i] =
|
||||
Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
|
||||
this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type], true);
|
||||
this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
|
||||
if (this->children[i] != NULL) {
|
||||
this->children[i]->flags |= ACTOR_FLAG_GRASS_DESTROYED;
|
||||
this->children[i]->room = this->actor.room;
|
||||
@@ -165,7 +165,7 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
|
||||
ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
|
||||
this->children[i] =
|
||||
Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
|
||||
this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type], true);
|
||||
this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
|
||||
if (this->children[i] != NULL) {
|
||||
this->children[i]->room = this->actor.room;
|
||||
} else {
|
||||
@@ -191,7 +191,7 @@ void ObjMure_SpawnActors1(ObjMure* this, PlayState* play) {
|
||||
ObjMure_GetSpawnPos(&spawnPos, &actor->world.pos, this->ptn, i);
|
||||
this->children[i] = Actor_Spawn(ac, play, sSpawnActorIds[this->type], spawnPos.x, spawnPos.y, spawnPos.z,
|
||||
actor->world.rot.x, actor->world.rot.y, actor->world.rot.z,
|
||||
(this->type == 4 && i == 0) ? 1 : sSpawnParams[this->type], true);
|
||||
(this->type == 4 && i == 0) ? 1 : sSpawnParams[this->type]);
|
||||
if (this->children[i] != NULL && this->children[i]->update != NULL) {
|
||||
this->childrenStates[i] = OBJMURE_CHILD_STATE_0;
|
||||
this->children[i]->room = actor->room;
|
||||
|
||||
@@ -121,7 +121,7 @@ void ObjMure2_SpawnActors(ObjMure2* this, PlayState* play) {
|
||||
if (((this->currentActorNum >> i) & 1) == 0) {
|
||||
this->actorSpawnPtrList[i] =
|
||||
Actor_Spawn(&play->actorCtx, play, sActorSpawnIDs[actorNum], spawnPos[i].x, spawnPos[i].y,
|
||||
spawnPos[i].z, this->actor.world.rot.x, 0, this->actor.world.rot.z, params, true);
|
||||
spawnPos[i].z, this->actor.world.rot.x, 0, this->actor.world.rot.z, params);
|
||||
if (this->actorSpawnPtrList[i] != NULL) {
|
||||
this->actorSpawnPtrList[i]->room = this->actor.room;
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user