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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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@@ -697,7 +697,7 @@ int daNpcF_c::draw(BOOL i_isTest, BOOL param_1, f32 i_shadowDepth, _GXColorS10*
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void daNpcF_c::tgHitCallBack(fopAc_ac_c* i_this, dCcD_GObjInf* param_1, fopAc_ac_c* i_actor,
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dCcD_GObjInf* param_3) {
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if (i_actor != NULL && fopAcM_GetProfName(i_actor) == PROC_ALINK) {
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if (i_actor != NULL && fopAcM_GetProfName(i_actor) == fpcNm_ALINK_e) {
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daNpcF_c* npc = static_cast<daNpcF_c*>(i_this);
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if (daPy_getPlayerActorClass() == i_actor) {
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npc->setCutType(static_cast<daPy_py_c*>(i_actor)->getCutType());
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@@ -735,9 +735,9 @@ void* daNpcF_c::srchAttnActor1(void* i_proc, void* param_1) {
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void* param_1_copy = param_1;
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fopAc_ac_c* actor = NULL;
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if (mFindCount < 100 && fopAcM_IsActor(i_proc)
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&& (fopAcM_GetName(i_proc) == PROC_NI || fopAcM_GetName(i_proc) == PROC_COW
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|| fopAcM_GetName(i_proc) == PROC_NPC_NE || fopAcM_GetName(i_proc) == PROC_DO
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|| fopAcM_GetName(i_proc) == PROC_SQ || fopAcM_GetName(i_proc) == PROC_BD))
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&& (fopAcM_GetName(i_proc) == fpcNm_NI_e || fopAcM_GetName(i_proc) == fpcNm_COW_e
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|| fopAcM_GetName(i_proc) == fpcNm_NPC_NE_e || fopAcM_GetName(i_proc) == fpcNm_DO_e
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|| fopAcM_GetName(i_proc) == fpcNm_SQ_e || fopAcM_GetName(i_proc) == fpcNm_BD_e))
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{
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actor = static_cast<fopAc_ac_c*>(i_proc);
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mFindActorPList[mFindCount] = actor;
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@@ -1196,7 +1196,7 @@ BOOL daNpcF_c::hitChk2(dCcD_Cyl* i_ccCyl, BOOL param_1, BOOL param_2) {
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if (hit_actor != NULL) {
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actorAngleY = fopAcM_searchActorAngleY(this, hit_actor);
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field_0x990 = actorAngleY - mCurAngle.y;
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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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if (param_1) {
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static_cast<daNPC_TK_c*>(hit_actor)->setBump();
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return true;
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@@ -1508,7 +1508,7 @@ fopAc_ac_c* daNpcF_c::getEvtAreaTagP(int i_type, int i_no) {
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int r29 = 0;
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f32 f31 = G_CM3D_F_INF;
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mFindCount = 0;
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mSrchActorName = PROC_TAG_EVTAREA;
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mSrchActorName = fpcNm_TAG_EVTAREA_e;
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fpcM_Search(this->srchActor, this);
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for (int i = 0; i < mFindCount; i++) {
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@@ -1657,7 +1657,7 @@ BOOL daNpcF_c::chkPointInArea(cXyz i_point, cXyz i_center, cXyz i_bounds, s16 i_
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cXyz daNpcF_c::getAttentionPos(fopAc_ac_c* i_actor_p) {
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cXyz pos = i_actor_p->attention_info.position;
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if (fopAcM_GetName(i_actor_p) == PROC_ALINK) {
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if (fopAcM_GetName(i_actor_p) == fpcNm_ALINK_e) {
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pos.y -= daPy_py_c::getAttentionOffsetY();
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}
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