move actors code in actors folder and rename thing related to actor (#584)

* Move actors into their folders

* Renamings and documentation
This commit is contained in:
coco875
2024-04-03 20:44:44 +02:00
committed by GitHub
parent 705fb6d915
commit 12f332614e
64 changed files with 4330 additions and 3812 deletions
+37 -19
View File
@@ -716,10 +716,10 @@ void func_8008D9C0(Player* player) {
}
}
void func_8008DABC(Player *player, s8 arg1) {
void apply_hit_sound_effect(Player *player, s8 arg1) {
clean_effect(player, arg1);
if ((player->effects & 0x4000000) == 0) {
if ((player->effects & HIT_EFFECT) == 0) {
player->unk_DB4.unk2 = 0;
player->unk_238 = 0;
player->unk_DB4.unk10 = 4.5f;
@@ -737,18 +737,18 @@ void func_8008DABC(Player *player, s8 arg1) {
player->unk_046 |= 0x80;
}
if (((player->type & PLAYER_HUMAN) != 0) && ((player->effects & 0x04000000) == 0)) {
func_800C90F4(arg1, (player->characterId * 0x10) + 0x29008005);
if (((player->type & PLAYER_HUMAN) != 0) && ((player->effects & HIT_EFFECT) == 0)) {
func_800C90F4(arg1, (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x05));
}
player->effects |= 0x04000000;
player->effects |= HIT_EFFECT;
if (((player->type) & 0x1000) != 0) {
func_800098FC(arg1, player);
}
}
}
void func_8008DC08(Player* player, s8 arg1) {
void apply_hit_effect(Player* player, s8 arg1) {
player->unk_0C2 = 0;
player->unk_0A8 = 0;
player->unk_07C = 0;
@@ -837,7 +837,7 @@ void func_8008DC08(Player* player, s8 arg1) {
break;
case 3:
player->unk_DB4.unk10 = 3.0f;
player->effects &= ~0x04000000;
player->effects &= ~HIT_EFFECT;
player->unk_DB4.unk2 = 0;
player->effects |= 0x08000000;
player->size = 1.0f;
@@ -889,7 +889,7 @@ void apply_hit_rotating_sound_effect(Player* player, s8 arg1) {
void apply_lightning_effect(Player *player, s8 arg1) {
s16 test;
if (((player->effects & 0x8000) == 0x8000) && ((player->effects & 0x04000000) != 0x04000000)) {
if (((player->effects & 0x8000) == 0x8000) && ((player->effects & HIT_EFFECT) != HIT_EFFECT)) {
player->effects &= ~0x20000;
player->unk_0A8 = 0;
player->unk_07C = 0;
@@ -900,7 +900,7 @@ void apply_lightning_effect(Player *player, s8 arg1) {
D_80165190[1][arg1] = 1;
D_80165190[2][arg1] = 1;
D_80165190[3][arg1] = 1;
func_8008DABC(player, arg1);
apply_hit_sound_effect(player, arg1);
} else if ((player->effects & 0x20000) == 0x20000) {
player->rotation[1] -= 0x5B0;
D_8018D920[arg1] -= 0x5B0;
@@ -1987,10 +1987,28 @@ void func_80090970(Player *player, s8 playerId, s8 arg2) {
}
}
s32 func_800910E4(Player *player) {
#define EFFECT_BLACKLIST_USE_ITEM LIGHTNING_EFFECT| \
0x10000000| \
0x8000000| \
HIT_EFFECT| \
HIT_BY_ITEM_EFFECT| \
0x1000000| \
0x800000| \
BOOST_RAMP_ASPHALT_EFFECT|\
0x20000| \
0x10000| \
0x4000| \
0x800| \
0x400| \
STAR_EFFECT| \
0x80| \
0x40| \
BOOST_RAMP_WOOD_EFFECT
bool prevent_item_use(Player *player) {
s32 phi_v0 = 0;
if ((((((player->unk_0CA & 2) == 2) || ((player->unk_0CA & 8) == 8)) || ((player->type & PLAYER_UNKNOWN_0x40) != 0)) || ((player->type & PLAYER_CINEMATIC_MODE) != 0)) || ((player->type & PLAYER_EXISTS) == 0)) {
return 1;
return TRUE;
}
switch (player->currentItemCopy) {
@@ -1999,20 +2017,20 @@ s32 func_800910E4(Player *player) {
case ITEM_TRIPLE_MUSHROOM:
case ITEM_SUPER_MUSHROOM:
if ((player->effects & 8) != 0) {
return 1;
return TRUE;
}
phi_v0 = 0x5F934EC4;
goto func_800910E4_label;
phi_v0 = EFFECT_BLACKLIST_USE_ITEM;
goto prevent_item_use_label;
case ITEM_STAR:
phi_v0 = 0xDF934EC4;
phi_v0 = BOO_EFFECT| EFFECT_BLACKLIST_USE_ITEM;
case ITEM_BOO:
phi_v0 = phi_v0 | 0xDF934EC4;
func_800910E4_label:
phi_v0 = phi_v0 | (BOO_EFFECT | EFFECT_BLACKLIST_USE_ITEM);
prevent_item_use_label:
default:
if ((player->effects & phi_v0) != 0) {
return 1;
return TRUE;
}
return 0;
return FALSE;
}
}