Player Docs: Zora Boomerang (#1739)

* zora boomerang

* missed some

* more docs

* cleanup docs

* more cleanup

* Player_IsUsingZoraBoomerang
This commit is contained in:
engineer124
2024-11-18 11:37:11 +11:00
committed by GitHub
parent a957342583
commit 00bafced8e
9 changed files with 98 additions and 96 deletions
+3 -4
View File
@@ -425,7 +425,6 @@ s32 func_800CB950(Camera* camera) {
player = (Player*)camera->focalActor;
if (!ret) {
// Using zora fins
ret = player->stateFlags1 & PLAYER_STATE1_200000;
ret = !!ret;
}
@@ -527,7 +526,7 @@ s32 func_800CBB88(Camera* camera) {
return 0;
}
s32 Camera_IsUsingZoraFins(Camera* camera) {
s32 func_800CBC00(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
@@ -3898,7 +3897,7 @@ s32 Camera_Battle0(Camera* camera) {
}
/**
* Used for following a secondary target such as zora fins or a z-target
* Used for following a secondary target such as zora boomerangs or a z-target
*/
s32 Camera_KeepOn1(Camera* camera) {
Vec3f* eye = &camera->eye;
@@ -7450,7 +7449,7 @@ Vec3s Camera_Update(Camera* camera) {
bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, sp90);
if ((bgCamIndex != -1) && (camera->bgId == BGCHECK_SCENE)) {
if (!Camera_IsUsingZoraFins(camera)) {
if (!func_800CBC00(camera)) {
camera->nextCamSceneDataId = bgCamIndex | CAM_DATA_IS_BG;
}
}
+10 -10
View File
@@ -846,7 +846,7 @@ u8 sActionModelGroups[PLAYER_IA_MAX] = {
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_GILDED
PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_TWO_HANDED
PLAYER_MODELGROUP_DEKU_STICK, // PLAYER_IA_DEKU_STICK
PLAYER_MODELGROUP_ZORA_FINS, // PLAYER_IA_ZORA_FINS
PLAYER_MODELGROUP_ZORA_BOOMERANG, // PLAYER_IA_ZORA_BOOMERANG
PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW
PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW_FIRE
PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW_ICE
@@ -1005,7 +1005,7 @@ PlayerModelIndices gPlayerModelTypes[PLAYER_MODELGROUP_MAX] = {
/* PLAYER_MODELGROUP_13 */
{ PLAYER_ANIMTYPE_DEFAULT, PLAYER_MODELTYPE_LH_ONE_HAND_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_15,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_ZORA_FINS */
/* PLAYER_MODELGROUP_ZORA_BOOMERANG */
{ PLAYER_ANIMTYPE_DEFAULT, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_14,
PLAYER_MODELTYPE_WAIST },
};
@@ -2402,7 +2402,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
if (player->stateFlags3 & PLAYER_STATE3_2000) {
rot->z -= player->unk_B8C;
} else if ((sPlayerLeftHandType == PLAYER_MODELTYPE_LH_4) &&
(player->stateFlags1 & PLAYER_STATE1_2000000)) {
(player->stateFlags1 & PLAYER_STATE1_ZORA_BOOMERANG_THROWN)) {
leftHandDLists = &gPlayerLeftHandOpenDLs[D_801F59E0];
sPlayerLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
} else if ((player->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (player->actor.speed > 2.0f) &&
@@ -2872,16 +2872,16 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
CLOSE_DISPS(play->state.gfxCtx);
} else {
Actor* boomerangActor = player->boomerangActor;
Actor* zoraBoomerangActor = player->zoraBoomerangActor;
Vec3f sp58;
Vec3f sp4C;
if (player->stateFlags1 & PLAYER_STATE1_2000000) {
if (player->boomerangActor == NULL) {
if (player->stateFlags1 & PLAYER_STATE1_ZORA_BOOMERANG_THROWN) {
if (player->zoraBoomerangActor == NULL) {
return;
}
if ((player->boomerangActor->params == arg2) ||
(((boomerangActor->child != NULL)) && (boomerangActor->child->params == arg2))) {
if ((player->zoraBoomerangActor->params == arg2) ||
(((zoraBoomerangActor->child != NULL)) && (zoraBoomerangActor->child->params == arg2))) {
return;
}
}
@@ -2902,7 +2902,7 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
func_80124618(D_801C0820, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpATend) {
func_80124618(D_801C0838, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->heldItemAction == PLAYER_IA_ZORA_FINS) {
} else if (player->heldItemAction == PLAYER_IA_ZORA_BOOMERANG) {
player->unk_AF0[0].x = 1.0f;
player->unk_AF0[0].y = 1.0f;
player->unk_AF0[0].z = 1.0f;
@@ -3619,7 +3619,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
4000.0f, // PLAYER_MELEEWEAPON_SWORD_GILDED
5500.0f, // PLAYER_MELEEWEAPON_SWORD_TWO_HANDED
-1.0f, // PLAYER_MELEEWEAPON_DEKU_STICK
2500.0f, // PLAYER_MELEEWEAPON_ZORA_FINS
2500.0f, // PLAYER_MELEEWEAPON_ZORA_BOOMERANG
};
if ((player->transformation == PLAYER_FORM_FIERCE_DEITY) ||