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Bottle Params (#1328)
* bottle param docs * none to any * reorder * macro use * PR Review * brackets
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+4
-2
@@ -4,6 +4,7 @@
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#include "z64rumble.h"
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#include "z64shrink_window.h"
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#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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void CutsceneHandler_DoNothing(PlayState* play, CutsceneContext* csCtx);
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void CutsceneHandler_StartManual(PlayState* play, CutsceneContext* csCtx);
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@@ -816,8 +817,9 @@ void CutsceneCmd_GiveTatlToPlayer(PlayState* play, CutsceneContext* csCtx, CsCmd
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if (player->tatlActor != NULL) {
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return;
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}
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player->tatlActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, player->actor.world.pos.x,
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player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, 0);
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player->tatlActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, player->actor.world.pos.x, player->actor.world.pos.y,
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player->actor.world.pos.z, 0, 0, 0, FAIRY_PARAMS(FAIRY_TYPE_0, false, 0));
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}
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}
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}
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_gi_hearts/object_gi_hearts.h"
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
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#define FLAGS 0x00000000
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@@ -929,7 +930,7 @@ Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params) {
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newParamFF = params & 0xFF;
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if (newParamFF == ITEM00_FLEXIBLE) {
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spawnedActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) << 9) & 0xFE00) | 0x102);
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spawnPos->z, 0, 0, 0, FAIRY_PARAMS(FAIRY_TYPE_2, true, param7F00 >> 8));
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if (!Flags_GetCollectible(play, (param7F00 >> 8) & 0x7F)) {
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SoundSource_PlaySfxAtFixedWorldPos(play, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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}
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@@ -990,7 +991,7 @@ Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params) {
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if ((((params & 0xFF) == ITEM00_FLEXIBLE) || ((params & 0xFF) == ITEM00_BIG_FAIRY)) && (param10000 == 0)) {
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if ((params & 0xFF) == ITEM00_FLEXIBLE) {
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spawnedActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
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spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) << 9) & 0xFE00) | 0x102);
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spawnPos->z, 0, 0, 0, FAIRY_PARAMS(FAIRY_TYPE_2, true, param7F00 >> 8));
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} else {
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spawnedActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELFORG, spawnPos->x, spawnPos->y + 40.0f, spawnPos->z, 0, 0,
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@@ -1373,7 +1374,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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if (dropId == ITEM00_FLEXIBLE) {
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if (gSaveContext.save.saveInfo.playerData.health <= 0x10) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f, spawnPos->z, 0, 0, 0,
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2);
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FAIRY_PARAMS(FAIRY_TYPE_2, false, 0));
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SoundSource_PlaySfxAtFixedWorldPos(play, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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return;
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}
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