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https://github.com/TwilitRealm/dusklight
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Actor status consolidation & process profile definition editing (#3117)
* Consolidate fopAcM_STATUS into fopAc_Status_e * Add _e suffix to fopAcStts enums * Prepare for profile enumeration * Correct typo in scene_process_profile_definition * Manually handle g_profile_Obj_DamCps (inline preprocessing) * Correct g_profile_TAG_LV5SOUP procname to enum * Create d_priority.h * Update process profile definitions * Moved inline comments to the left * Add missing fopAcStts enums * Add d_priority.h include in f_pc_leaf.h * Manually update d_a_obj_damCps profile * Replace fopAcStts enums replacing and anticipatory profile size correction * Changed profile size from literal to sizeof() in anticipation of PR #3116 * Provided putative names to staff-related status enums * Replaced appropriate literals with fopAcStts enums * Fix borked merge * Rename item number enums and move to d_item_data.h * Rename process profile name & draw priority enums * Move process profile name & draw priority enums to appropriate files * Moved fpcNm_ enums from d/d_procname.h to f_pc/f_pc_name.h * Moved fpcDwPi_ enums from d/d_priority.h to f_pc/f_pc_draw_priority.h * ACTUALLY (whoops) stage merge * Correct item mistranslation Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com> --------- Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
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+18
-18
@@ -9,7 +9,7 @@
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#include "d/actor/d_a_e_nest.h"
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#include "d/d_com_inf_game.h"
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#include "d/actor/d_a_player.h"
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#include "d/d_procname.h"
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#include "f_pc/f_pc_name.h"
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#include "d/d_s_play.h"
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#include "f_op/f_op_camera_mng.h"
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#include "SSystem/SComponent/c_math.h"
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@@ -135,12 +135,12 @@ static int bee_fly_action(e_bee_class* i_this, bee_s* i_bee) {
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i_bee->mTarget.z = cM_rndFX(100.0f);
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i_bee->mSpeedF = cM_rndF(5.0f) + 17.0f;
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}
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if (fopAcM_GetName(hit_actor) != PROC_ALINK) {
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if (fopAcM_GetName(hit_actor) != fpcNm_ALINK_e) {
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vec = hit_actor->current.pos - i_bee->mPos;
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vec.y += 125.0f;
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vec += i_bee->mTarget;
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if (i_bee->mHomeTimer == 0) {
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if (fopAcM_GetName(hit_actor) == PROC_NPC_TK) {
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if (fopAcM_GetName(hit_actor) == fpcNm_NPC_TK_e) {
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i_bee->mAction = bee_s::ACT_DEAD;
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} else {
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i_bee->mAction = bee_s::ACT_FLY_HOME_A;
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@@ -616,7 +616,7 @@ static void bee_control(e_bee_class* i_this) {
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if (i_this->mCcSph.ChkAtHit()) {
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cCcD_Obj* hitObj = i_this->mCcSph.GetAtHitObj();
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fopAc_ac_c* hit_actor = dCc_GetAc(hitObj->GetAc());
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if (hit_actor != NULL && fopAcM_GetName(hit_actor) == PROC_ALINK) {
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if (hit_actor != NULL && fopAcM_GetName(hit_actor) == fpcNm_ALINK_e) {
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dComIfGp_getVibration().StartShock(4, 0x1f, cXyz(0.0f, 1.0f, 0.0f));
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}
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}
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@@ -816,20 +816,20 @@ static actor_method_class l_daE_Bee_Method = {
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};
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actor_process_profile_definition g_profile_E_BEE = {
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fpcLy_CURRENT_e,
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7,
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fpcPi_CURRENT_e,
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PROC_E_BEE,
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&g_fpcLf_Method.base,
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sizeof(e_bee_class),
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0,
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0,
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&g_fopAc_Method.base,
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0xB7,
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&l_daE_Bee_Method,
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0x44000,
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fopAc_ACTOR_e,
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fopAc_CULLBOX_CUSTOM_e,
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/* Layer ID */ fpcLy_CURRENT_e,
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/* List ID */ 7,
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/* List Prio */ fpcPi_CURRENT_e,
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/* Proc Name */ fpcNm_E_BEE_e,
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/* Proc SubMtd */ &g_fpcLf_Method.base,
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/* Size */ sizeof(e_bee_class),
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/* Size Other */ 0,
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/* Parameters */ 0,
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/* Leaf SubMtd */ &g_fopAc_Method.base,
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/* Draw Prio */ fpcDwPi_E_BEE_e,
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/* Actor SubMtd */ &l_daE_Bee_Method,
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/* Status */ fopAcStts_UNK_0x40000_e | fopAcStts_UNK_0x4000_e,
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/* Group */ fopAc_ACTOR_e,
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/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
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};
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AUDIO_INSTANCES;
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