Player Docs: First 8 Start Modes (#1749)

* start mode docs

* better comments

* improve owl docs

* reorder comment to more important first

* brief comment
This commit is contained in:
engineer124
2024-12-01 04:57:08 +11:00
committed by GitHub
parent 4c3fa3efd4
commit 009708773e
10 changed files with 182 additions and 146 deletions
+1 -1
View File
@@ -155,7 +155,7 @@ void func_801229A0(PlayState* play, Player* player) {
}
// Update function
void func_801229EC(Actor* thisx, PlayState* play) {
void Player_DoNothing(Actor* thisx, PlayState* play) {
}
s16 sMaskObjectIds[PLAYER_MASK_MAX - 1] = {
@@ -141,7 +141,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
} else {
s32 destinationIdx = DOORANA_GET_ENTRANCE(&this->actor);
Play_SetupRespawnPoint(play, RESPAWN_MODE_UNK_3, PLAYER_PARAMS(0xFF, PLAYER_START_MODE_4));
Play_SetupRespawnPoint(play, RESPAWN_MODE_UNK_3, PLAYER_PARAMS(0xFF, PLAYER_START_MODE_GROTTO));
gSaveContext.respawn[RESPAWN_MODE_UNK_3].pos.y = this->actor.world.pos.y;
gSaveContext.respawn[RESPAWN_MODE_UNK_3].yaw = this->actor.home.rot.y;
@@ -161,9 +161,9 @@ static PlayerAgeProperties sAgeProperties = {
29.4343f,
// openChestAnim
&gPlayerAnim_clink_demo_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_clink_demo_goto_future,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_clink_demo_return_to_future,
// unk_AC
&gPlayerAnim_clink_normal_climb_startA,
@@ -662,7 +662,7 @@ void EnTest7_WarpCsWarp(EnTest7* this, PlayState* play) {
} else if (OWL_WARP_CS_GET_OCARINA_MODE(&this->actor) == OCARINA_MODE_WARP_TO_ENTRANCE) {
func_80169F78(play);
gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams =
PLAYER_PARAMS(gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams, PLAYER_START_MODE_6);
PLAYER_PARAMS(gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams, PLAYER_START_MODE_OWL);
gSaveContext.respawnFlag = -6;
} else {
play->nextEntrance =
@@ -60,11 +60,11 @@ static s16 sSpawnActorIds[OBJMURE_TYPE_MAX] = {
};
static s16 sSpawnParams[OBJMURE_TYPE_MAX] = {
KUSA_BUSH_PARAMS(false, 0, false), // OBJMURE_TYPE_GRASS
PLAYER_PARAMS(2, PLAYER_START_MODE_0), // OBJMURE_TYPE_UNDEFINED
FISH_PARAMS(ENFISH_MINUS1), // OBJMURE_TYPE_FISH
ENINSECT_PARAMS(false), // OBJMURE_TYPE_BUGS
BUTTERFLY_PARAMS(BUTTERFLY_MINUS1), // OBJMURE_TYPE_BUTTERFLY
KUSA_BUSH_PARAMS(false, 0, false), // OBJMURE_TYPE_GRASS
PLAYER_PARAMS(2, PLAYER_START_MODE_NOTHING), // OBJMURE_TYPE_UNDEFINED
FISH_PARAMS(ENFISH_MINUS1), // OBJMURE_TYPE_FISH
ENINSECT_PARAMS(false), // OBJMURE_TYPE_BUGS
BUTTERFLY_PARAMS(BUTTERFLY_MINUS1), // OBJMURE_TYPE_BUTTERFLY
};
static InitChainEntry sInitChain[] = {
+135 -103
View File
@@ -80,6 +80,8 @@ void func_80838A20(PlayState* play, Player* this);
void func_80839978(PlayState* play, Player* this);
void func_80839A10(PlayState* play, Player* this);
void func_80859CE0(PlayState* play, Player* this, s32 arg2);
typedef enum AnimSfxType {
/* 1 */ ANIMSFX_TYPE_GENERAL = 1,
/* 2 */ ANIMSFX_TYPE_FLOOR,
@@ -113,7 +115,7 @@ typedef struct AnimSfxEntry {
} AnimSfxEntry; // size = 0x4
/* action funcs */
void Player_Action_0(Player* this, PlayState* play);
void Player_Action_OwlSaveArrive(Player* this, PlayState* play);
void Player_Action_1(Player* this, PlayState* play);
void Player_Action_2(Player* this, PlayState* play);
void Player_Action_3(Player* this, PlayState* play);
@@ -179,7 +181,7 @@ void Player_Action_62(Player* this, PlayState* play);
void Player_Action_63(Player* this, PlayState* play);
void Player_Action_64(Player* this, PlayState* play);
void Player_Action_65(Player* this, PlayState* play);
void Player_Action_66(Player* this, PlayState* play);
void Player_Action_TimeTravelEnd(Player* this, PlayState* play);
void Player_Action_67(Player* this, PlayState* play);
void Player_Action_68(Player* this, PlayState* play);
void Player_Action_69(Player* this, PlayState* play);
@@ -187,12 +189,12 @@ void Player_Action_70(Player* this, PlayState* play);
void Player_Action_ExchangeItem(Player* this, PlayState* play);
void Player_Action_72(Player* this, PlayState* play);
void Player_Action_73(Player* this, PlayState* play);
void Player_Action_74(Player* this, PlayState* play);
void Player_Action_75(Player* this, PlayState* play);
void Player_Action_76(Player* this, PlayState* play);
void Player_Action_WaitForCutscene(Player* this, PlayState* play);
void Player_Action_StartWarpSongArrive(Player* this, PlayState* play);
void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
void Player_Action_77(Player* this, PlayState* play);
void Player_Action_78(Player* this, PlayState* play);
void Player_Action_79(Player* this, PlayState* play);
void Player_Action_TryOpeningDoor(Player* this, PlayState* play);
void Player_Action_ExitGrotto(Player* this, PlayState* play);
void Player_Action_80(Player* this, PlayState* play);
void Player_Action_81(Player* this, PlayState* play);
void Player_Action_82(Player* this, PlayState* play);
@@ -801,9 +803,9 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
44.15145f,
// openChestAnim
&gPlayerAnim_link_demo_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_link_demo_back_to_past,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_link_demo_return_to_past,
// unk_AC
&gPlayerAnim_link_normal_climb_startA,
@@ -897,9 +899,9 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
42.0f,
// openChestAnim
&gPlayerAnim_pg_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_link_demo_back_to_past,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_link_demo_return_to_past,
// unk_AC
&gPlayerAnim_pg_climb_startA,
@@ -993,9 +995,9 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
36.0f,
// openChestAnim
&gPlayerAnim_pz_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_link_demo_back_to_past,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_link_demo_return_to_past,
// unk_AC
&gPlayerAnim_pz_climb_startA,
@@ -1089,9 +1091,9 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
33.0f,
// openChestAnim
&gPlayerAnim_pn_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_link_demo_back_to_past,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_link_demo_return_to_past,
// unk_AC
&gPlayerAnim_clink_normal_climb_startA,
@@ -1185,9 +1187,9 @@ PlayerAgeProperties sPlayerAgeProperties[PLAYER_FORM_MAX] = {
29.4343f,
// openChestAnim
&gPlayerAnim_clink_demo_Tbox_open,
// unk_A4
// timeTravelStartAnim
&gPlayerAnim_clink_demo_goto_future,
// unk_A8
// timeTravelEndAnim
&gPlayerAnim_clink_demo_return_to_future,
// unk_AC
&gPlayerAnim_clink_normal_climb_startA,
@@ -6797,8 +6799,9 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
((((this->doorType <= PLAYER_DOORTYPE_TALKING) && CutsceneManager_IsNext(CS_ID_GLOBAL_TALK)) ||
((this->doorType >= PLAYER_DOORTYPE_HANDLE) && CutsceneManager_IsNext(CS_ID_GLOBAL_DOOR))) &&
(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
(CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) || (Player_Action_78 == this->actionFunc) ||
(this->doorType == PLAYER_DOORTYPE_STAIRCASE) || (this->doorType == PLAYER_DOORTYPE_PROXIMITY))))) {
(CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) ||
(Player_Action_TryOpeningDoor == this->actionFunc) || (this->doorType == PLAYER_DOORTYPE_STAIRCASE) ||
(this->doorType == PLAYER_DOORTYPE_PROXIMITY))))) {
Actor* doorActor = this->doorActor;
Actor* var_v0_3;
@@ -10856,89 +10859,103 @@ s32 func_808411D4(PlayState* play, Player* this, f32* arg2, s32 arg3) {
return sp2C;
}
void Player_StartMode_0(PlayState* play, Player* this) {
this->actor.update = func_801229EC;
void Player_StartMode_Nothing(PlayState* play, Player* this) {
this->actor.update = Player_DoNothing;
this->actor.draw = NULL;
}
void Player_StartMode_2(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_76, 0);
void Player_StartMode_BlueWarp(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_BlueWarpArrive, 0);
this->stateFlags1 |= PLAYER_STATE1_20000000;
PlayerAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_okarina_warp_goal, PLAYER_ANIM_ADJUSTED_SPEED,
0.0f, 24.0f, ANIMMODE_ONCE, 0.0f);
// Start high up in the air
this->actor.world.pos.y += 800.0f;
}
u8 D_8085D2B0[] = {
ITEM_SWORD_RAZOR,
ITEM_SWORD_KOKIRI,
};
// OoT leftover?
void func_80841358(PlayState* play, Player* this, s32 arg2) {
ItemId item;
PlayerItemAction itemAction;
/**
* Put the sword item in hand. If `playSfx` is true, the sword unsheathing sound will play.
* Sword will depend on transformation, but due to improper carryover from OoT,
* this will lead to OoB for goron, deku or human.
*
* Note: This will not play an animation, the sword instantly appears in hand.
* It is expected that this function is called while an appropriate animation
* is already playing, for example in a cutscene.
*/
void Player_PutSwordInHand(PlayState* play, Player* this, s32 playSfx) {
static u8 sSwordItemIds[] = { ITEM_SWORD_RAZOR, ITEM_SWORD_KOKIRI };
//! @bug OoB read if player is goron, deku or human
item = D_8085D2B0[this->transformation];
itemAction = sItemItemActions[item];
ItemId swordItemId = sSwordItemIds[this->transformation];
PlayerItemAction swordItemAction = sItemItemActions[swordItemId];
Player_DestroyHookshot(this);
Player_DetachHeldActor(play, this);
this->heldItemId = item;
this->nextModelGroup = Player_ActionToModelGroup(this, itemAction);
Player_InitItemAction(play, this, itemAction);
this->heldItemId = swordItemId;
this->nextModelGroup = Player_ActionToModelGroup(this, swordItemAction);
Player_InitItemAction(play, this, swordItemAction);
func_808309CC(play, this);
if (arg2) {
if (playSfx) {
Player_PlaySfx(this, NA_SE_IT_SWORD_PICKOUT);
}
}
Vec3f D_8085D2B4 = { -1.0f, 69.0f, 20.0f };
void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
static Vec3f sPedestalPos = { -1.0f, 69.0f, 20.0f };
void Player_StartMode_1(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_66, 0);
Player_SetAction(play, this, Player_Action_TimeTravelEnd, 0);
this->stateFlags1 |= PLAYER_STATE1_20000000;
Math_Vec3f_Copy(&this->actor.world.pos, &D_8085D2B4);
Math_Vec3f_Copy(&this->actor.world.pos, &sPedestalPos);
this->yaw = this->actor.shape.rot.y = -0x8000;
PlayerAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A8, PLAYER_ANIM_ADJUSTED_SPEED, 0.0f, 0.0f,
ANIMMODE_ONCE, 0.0f);
// The start frame and end frame are both set to 0 so that that the animation is frozen.
// `Player_Action_TimeTravelEnd` will play the animation after `animDelayTimer` completes.
PlayerAnimation_Change(play, &this->skelAnime, this->ageProperties->timeTravelEndAnim, PLAYER_ANIM_ADJUSTED_SPEED,
0.0f, 0.0f, ANIMMODE_ONCE, 0.0f);
Player_AnimReplace_Setup(
play, this, ANIM_FLAG_1 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_4 | ANIM_FLAG_8 | ANIM_FLAG_80 | ANIM_FLAG_200);
if (this->transformation == PLAYER_FORM_FIERCE_DEITY) {
func_80841358(play, this, false);
Player_PutSwordInHand(play, this, false);
}
this->av2.actionVar2 = 20;
this->av2.animDelayTimer = 20;
}
void Player_StartMode_3(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_78, 0);
void Player_StartMode_Door(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_TryOpeningDoor, 0);
Player_AnimReplace_Setup(play, this,
ANIM_FLAG_1 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE | ANIM_FLAG_80);
}
void Player_StartMode_4(PlayState* play, Player* this) {
void Player_StartMode_Grotto(PlayState* play, Player* this) {
func_80834DB8(this, &gPlayerAnim_link_normal_jump, 12.0f, play);
Player_SetAction(play, this, Player_Action_79, 0);
Player_SetAction(play, this, Player_Action_ExitGrotto, 0);
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->fallStartHeight = this->actor.world.pos.y;
}
void Player_StartMode_7(PlayState* play, Player* this) {
void Player_StartMode_KnockedOver(PlayState* play, Player* this) {
func_80833B18(play, this, 1, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0);
}
void Player_StartMode_5(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_75, 0);
this->actor.draw = NULL;
void Player_StartMode_WarpSong(PlayState* play, Player* this) {
Player_SetAction(play, this, Player_Action_StartWarpSongArrive, 0);
this->actor.draw = NULL; // Start invisible
this->stateFlags1 |= PLAYER_STATE1_20000000;
}
void Player_StartMode_6(PlayState* play, Player* this) {
void Player_StartMode_Owl(PlayState* play, Player* this) {
if (gSaveContext.save.isOwlSave) {
Player_SetAction(play, this, Player_Action_0, 0);
Player_SetAction(play, this, Player_Action_OwlSaveArrive, 0);
Player_Anim_PlayLoopMorph(play, this, D_8085BE84[PLAYER_ANIMGROUP_nwait][this->modelAnimType]);
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->av2.actionVar2 = 0x28;
this->av2.actionVar2 = 40;
gSaveContext.save.isOwlSave = false;
} else {
Player_SetAction(play, this, Player_Action_Idle, 0);
@@ -11017,22 +11034,22 @@ typedef void (*PlayerStartModeFunc)(PlayState*, Player*);
// Initialisation functions for various gameplay modes depending on spawn params.
// There may be at most 0x10 due to it using a single nybble.
PlayerStartModeFunc sStartModeFuncs[PLAYER_START_MODE_MAX] = {
Player_StartMode_0, // PLAYER_START_MODE_0
Player_StartMode_1, // PLAYER_START_MODE_1
Player_StartMode_2, // PLAYER_START_MODE_2
Player_StartMode_3, // PLAYER_START_MODE_3
Player_StartMode_4, // PLAYER_START_MODE_4
Player_StartMode_5, // PLAYER_START_MODE_5
Player_StartMode_6, // PLAYER_START_MODE_6
Player_StartMode_7, // PLAYER_START_MODE_7
Player_StartMode_WarpTag, // PLAYER_START_MODE_8
Player_StartMode_WarpTag, // PLAYER_START_MODE_9
Player_StartMode_E, // PLAYER_START_MODE_A
Player_StartMode_B, // PLAYER_START_MODE_B
Player_StartMode_Telescope, // PLAYER_START_MODE_TELESCOPE
Player_StartMode_D, // PLAYER_START_MODE_D
Player_StartMode_E, // PLAYER_START_MODE_E
Player_StartMode_F, // PLAYER_START_MODE_F
Player_StartMode_Nothing, // PLAYER_START_MODE_NOTHING
Player_StartMode_TimeTravel, // PLAYER_START_MODE_TIME_TRAVEL
Player_StartMode_BlueWarp, // PLAYER_START_MODE_BLUE_WARP
Player_StartMode_Door, // PLAYER_START_MODE_DOOR
Player_StartMode_Grotto, // PLAYER_START_MODE_GROTTO
Player_StartMode_WarpSong, // PLAYER_START_MODE_WARP_SONG
Player_StartMode_Owl, // PLAYER_START_MODE_OWL
Player_StartMode_KnockedOver, // PLAYER_START_MODE_KNOCKED_OVER
Player_StartMode_WarpTag, // PLAYER_START_MODE_8
Player_StartMode_WarpTag, // PLAYER_START_MODE_9
Player_StartMode_E, // PLAYER_START_MODE_A
Player_StartMode_B, // PLAYER_START_MODE_B
Player_StartMode_Telescope, // PLAYER_START_MODE_TELESCOPE
Player_StartMode_D, // PLAYER_START_MODE_D
Player_StartMode_E, // PLAYER_START_MODE_E
Player_StartMode_F, // PLAYER_START_MODE_F
};
// sBlureInit
@@ -11277,7 +11294,7 @@ void Player_Init(Actor* thisx, PlayState* play) {
startMode = PLAYER_GET_START_MODE(&this->actor);
if (((startMode == PLAYER_START_MODE_5) || (startMode == PLAYER_START_MODE_6)) &&
if (((startMode == PLAYER_START_MODE_WARP_SONG) || (startMode == PLAYER_START_MODE_OWL)) &&
(gSaveContext.save.cutsceneIndex >= 0xFFF0)) {
startMode = PLAYER_START_MODE_D;
}
@@ -14099,7 +14116,7 @@ s32 Player_UpperAction_16(Player* this, PlayState* play) {
return true;
}
void Player_Action_0(Player* this, PlayState* play) {
void Player_Action_OwlSaveArrive(Player* this, PlayState* play) {
PlayerAnimation_Update(play, &this->skelAnime);
func_808323C0(this, play->playerCsIds[PLAYER_CS_ID_ITEM_BOTTLE]);
@@ -17600,16 +17617,14 @@ void Player_Action_65(Player* this, PlayState* play) {
}
}
AnimSfxEntry D_8085D75C[] = {
ANIMSFX(ANIMSFX_TYPE_VOICE, 5, NA_SE_VO_LI_AUTO_JUMP, CONTINUE),
ANIMSFX(ANIMSFX_TYPE_FLOOR_LAND, 15, NA_SE_NONE, STOP),
};
void Player_Action_66(Player* this, PlayState* play) {
void Player_Action_TimeTravelEnd(Player* this, PlayState* play) {
if (PlayerAnimation_Update(play, &this->skelAnime)) {
if (this->av1.actionVar1 == 0) {
if (DECR(this->av2.actionVar2) == 0) {
this->av1.actionVar1 = 1;
if (!this->av1.startedAnim) {
if (DECR(this->av2.animDelayTimer) == 0) {
this->av1.startedAnim = true;
// endFrame was previously set to 0 to freeze the animation.
// Set it properly to allow the animation to play.
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
}
} else {
@@ -17619,7 +17634,12 @@ void Player_Action_66(Player* this, PlayState* play) {
PlayerAnimation_OnFrame(&this->skelAnime, 158.0f)) {
Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_SWORD_N);
} else if (this->transformation != PLAYER_FORM_FIERCE_DEITY) {
Player_PlayAnimSfx(this, D_8085D75C);
static AnimSfxEntry sJumpOffPedestalAnimSfxList[] = {
ANIMSFX(ANIMSFX_TYPE_VOICE, 5, NA_SE_VO_LI_AUTO_JUMP, CONTINUE),
ANIMSFX(ANIMSFX_TYPE_FLOOR_LAND, 15, NA_SE_NONE, STOP),
};
Player_PlayAnimSfx(this, sJumpOffPedestalAnimSfxList);
} else {
func_808484CC(this);
}
@@ -18057,32 +18077,39 @@ void Player_Action_73(Player* this, PlayState* play) {
Math_ScaledStepToS(&this->actor.shape.rot.y, var_v0, 0x7D0);
}
void func_80859CE0(PlayState* play, Player* this, s32 arg2);
void Player_Action_74(Player* this, PlayState* play) {
if ((DECR(this->av2.actionVar2) == 0) && Player_StartCsAction(play, this)) {
/**
* Waits to start processing a Cutscene Action.
* First, the timer `csDelayTimer` much reach 0.
* Then, there must be a CS action available to start processing.
*
* When starting the cutscene action, `draw` will be set to make
* Player appear, if he was invisible.
*/
void Player_Action_WaitForCutscene(Player* this, PlayState* play) {
if ((DECR(this->av2.csDelayTimer) == 0) && Player_StartCsAction(play, this)) {
func_80859CE0(play, this, 0);
Player_SetAction(play, this, Player_Action_CsAction, 0);
Player_Action_CsAction(this, play);
}
}
void Player_Action_75(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_74, 0);
this->av2.actionVar2 = 0x28;
void Player_Action_StartWarpSongArrive(Player* this, PlayState* play) {
Player_SetAction(play, this, Player_Action_WaitForCutscene, 0);
this->av2.csDelayTimer = 40;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0x10);
}
void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue);
void Player_Action_76(Player* this, PlayState* play) {
void Player_Action_BlueWarpArrive(Player* this, PlayState* play) {
if (sPlayerYDistToFloor < 150.0f) {
if (PlayerAnimation_Update(play, &this->skelAnime)) {
if (this->av2.actionVar2 == 0) {
if (!this->av2.playedLandingSfx) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
Player_AnimSfx_PlayFloorLand(this);
this->av2.actionVar2 = 1;
this->av2.playedLandingSfx = true;
}
} else {
func_8085B384(this, play);
@@ -18095,10 +18122,10 @@ void Player_Action_76(Player* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE) {
if (play->csCtx.playerCue != NULL) {
s32 pad;
f32 sp28 = this->actor.world.pos.y;
f32 savedYPos = this->actor.world.pos.y;
Player_Cutscene_SetPosAndYawToStart(this, play->csCtx.playerCue);
this->actor.world.pos.y = sp28;
this->actor.world.pos.y = savedYPos;
}
}
}
@@ -18139,12 +18166,17 @@ void Player_Action_77(Player* this, PlayState* play) {
}
}
void Player_Action_78(Player* this, PlayState* play) {
/**
* Automatically open a door (no need for the A button).
* Note: If no door is in useable range, a softlock will occur.
*/
void Player_Action_TryOpeningDoor(Player* this, PlayState* play) {
Player_ActionHandler_1(this, play);
}
void Player_Action_79(Player* this, PlayState* play) {
void Player_Action_ExitGrotto(Player* this, PlayState* play) {
this->actor.gravity = -1.0f;
PlayerAnimation_Update(play, &this->skelAnime);
if (this->actor.velocity.y < 0.0f) {
@@ -20512,7 +20544,7 @@ void func_80859CE0(PlayState* play, Player* this, s32 arg2) {
}
void Player_CsAction_17(PlayState* play, Player* this, CsCmdActorCue* cue) {
func_80841358(play, this, false);
Player_PutSwordInHand(play, this, false);
Player_Anim_PlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_return_to_past);
}
@@ -20563,7 +20595,7 @@ void Player_CsAction_20(PlayState* play, Player* this, CsCmdActorCue* cue) {
Player_CsAction_End(play, this, cue);
} else if (this->av2.actionVar2 == 0) {
Item_Give(play, ITEM_SWORD_RAZOR);
func_80841358(play, this, false);
Player_PutSwordInHand(play, this, false);
} else {
func_808484CC(this);
}
@@ -20574,7 +20606,7 @@ void Player_CsAction_21(PlayState* play, Player* this, CsCmdActorCue* cue) {
func_8083FCF0(play, this, 0.0f, 99.0f, this->skelAnime.endFrame - 8.0f);
}
if (this->heldItemAction != PLAYER_IA_SWORD_GILDED) {
func_80841358(play, this, true);
Player_PutSwordInHand(play, this, true);
}
}