mirror of
https://github.com/zeldaret/mm.git
synced 2026-05-23 06:54:14 -04:00
+13
-5
@@ -444,9 +444,15 @@ typedef enum DoorLockType {
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#define ACTOR_FLAG_TARGETABLE (1 << 0)
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// Unused
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#define ACTOR_FLAG_2 (1 << 1)
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// Changes the targeting behaviour for unfriendly actors (sound effects, Player's stance, etc)
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#define ACTOR_FLAG_UNFRIENDLY (1 << 2)
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// Opposite of the UNFRIENDLY flag. It is not checked explictly in the original game.
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// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors.
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// Enemy background music will also be played when the player is close enough to a hostile actor.
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// Note: This must be paired with `ACTOR_FLAG_TARGETABLE` to have any effect.
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#define ACTOR_FLAG_HOSTILE (1 << 2)
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// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
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// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
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// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
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#define ACTOR_FLAG_FRIENDLY (1 << 3)
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//
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#define ACTOR_FLAG_10 (1 << 4)
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@@ -496,8 +502,10 @@ typedef enum DoorLockType {
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#define ACTOR_FLAG_2000000 (1 << 25)
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// actor can press and hold down switches
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#define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26)
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// Prevents locking on with Z targeting an actor even if Tatl is floating over it
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#define ACTOR_FLAG_CANT_LOCK_ON (1 << 27)
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// Player is not able to lock onto the actor.
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// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_TARGETABLE` is set.
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#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
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//
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#define ACTOR_FLAG_10000000 (1 << 28)
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//
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+3
-3
@@ -1056,8 +1056,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE3_20000000 (1 << 29)
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//
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#define PLAYER_STATE3_START_CHANGING_HELD_ITEM (1 << 30)
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// TARGETING_HOSTILE?
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#define PLAYER_STATE3_80000000 (1 << 31)
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// Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
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#define PLAYER_STATE3_HOSTILE_LOCK_ON (1 << 31)
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#define PLAYER_GET_BG_CAM_INDEX(thisx) ((thisx)->params & 0xFF)
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@@ -1372,7 +1372,7 @@ void func_8012301C(Actor* thisx, struct PlayState* play2);
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void func_80123140(struct PlayState* play, Player* player);
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bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
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bool Player_InCsMode(struct PlayState* play);
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bool func_80123420(Player* player);
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bool Player_CheckHostileLockOn(Player* player);
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bool func_80123434(Player* player);
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bool func_80123448(struct PlayState* play);
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bool Player_IsGoronOrDeku(Player* player);
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