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Player Docs: csMode -> csAction (#1433)
* csAction * more cleanup * namefixer * simpleReplace * fix brackets * sneak in 2 player typos * fix merge
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+9
-9
@@ -1393,31 +1393,31 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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s32 func_800B7200(Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) ||
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(player->csMode != PLAYER_CSMODE_NONE);
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(player->csAction != PLAYER_CSACTION_NONE);
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}
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void Actor_SpawnHorse(PlayState* play, Player* player) {
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Horse_Spawn(play, player);
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}
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s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
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s32 func_800B724C(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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if ((player->csMode == PLAYER_CSMODE_5) ||
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((csMode == PLAYER_CSMODE_END) && (player->csMode == PLAYER_CSMODE_NONE))) {
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if ((player->csAction == PLAYER_CSACTION_5) ||
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((csAction == PLAYER_CSACTION_END) && (player->csAction == PLAYER_CSACTION_NONE))) {
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return false;
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}
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player->csMode = csMode;
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player->csAction = csAction;
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player->csActor = actor;
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player->unk_3BA = false;
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return true;
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}
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s32 func_800B7298(PlayState* play, Actor* actor, u8 csMode) {
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s32 func_800B7298(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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if (func_800B724C(play, actor, csMode)) {
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if (func_800B724C(play, actor, csAction)) {
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player->unk_3BA = true;
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return true;
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}
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@@ -1939,8 +1939,8 @@ s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState) {
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* - Positive values (`PLAYER_IA_NONE < exchangeItemAction < PLAYER_IA_MAX`):
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* Offers the ability to initiate the conversation with an item from the player.
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* Not all positive values are implemented properly for this to work.
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* Working ones are PLAYER_IA_PICTO_BOX and PLAYER_IA_BOTTLE_MIN <= exchangeItemAction < PLAYER_IA_MASK_MIN
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* Note: While PLAYER_IA_BEANS works, it is special cased to just plant the bean with no talking.
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* Working ones are PLAYER_IA_PICTOGRAPH_BOX and PLAYER_IA_BOTTLE_MIN <= exchangeItemAction < PLAYER_IA_MASK_MIN
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* Note: While PLAYER_IA_MAGIC_BEANS works, it is special cased to just plant the bean with no talking.
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* - `PLAYER_IA_NONE`:
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* Allows the player to speak to or check the actor (by pressing A).
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* - `PLAYER_IA_MINUS1`:
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+6
-6
@@ -8,7 +8,7 @@ struct CutsceneCamera sCutsceneCameraInfo;
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u16 sCueTypeList[10];
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u8 D_801F4DDC;
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static s16 sBssPad;
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u8 gDisablePlayerCsModeStartPos;
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u8 gDisablePlayerCsActionStartPos;
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s16 gDungeonBossWarpSceneId;
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#include "prevent_bss_reordering.h"
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@@ -54,7 +54,7 @@ void Cutscene_InitContext(PlayState* play, CutsceneContext* csCtx) {
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sCueTypeList[i] = 0;
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}
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gDisablePlayerCsModeStartPos = false;
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gDisablePlayerCsActionStartPos = false;
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Audio_SetCutsceneFlag(false);
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}
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@@ -346,12 +346,12 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
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gSaveContext.save.playerForm = sCutsceneStoredPlayerForm;
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break;
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case CS_MISC_DISABLE_PLAYER_CSMODE_START_POS:
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gDisablePlayerCsModeStartPos = true;
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case CS_MISC_DISABLE_PLAYER_CSACTION_START_POS:
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gDisablePlayerCsActionStartPos = true;
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break;
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case CS_MISC_ENABLE_PLAYER_CSMODE_START_POS:
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gDisablePlayerCsModeStartPos = false;
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case CS_MISC_ENABLE_PLAYER_CSACTION_START_POS:
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gDisablePlayerCsActionStartPos = false;
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break;
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case CS_MISC_SAVE_ENTER_CLOCK_TOWN:
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@@ -213,7 +213,7 @@ void CutsceneManager_End(void) {
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sCutsceneMgr.targetActor->flags &= ~ACTOR_FLAG_100000;
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// fallthrough
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case CS_START_1:
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSMODE_END);
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
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sCutsceneMgr.startMethod = CS_START_0;
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break;
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@@ -338,13 +338,13 @@ s16 CutsceneManager_IsNext(s16 csId) {
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}
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/**
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* Start an actor cutscene, activate Player Cutscene Mode "Wait"
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* Start an actor cutscene, activate Player Cutscene Action "Wait"
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*/
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s16 CutsceneManager_StartWithPlayerCs(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSMODE_WAIT);
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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@@ -354,13 +354,13 @@ s16 CutsceneManager_StartWithPlayerCs(s16 csId, Actor* actor) {
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}
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/**
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* Start an actor cutscene, activate Player Cutscene Mode "Wait", turn on ACTOR_FLAG_100000
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* Start an actor cutscene, activate Player Cutscene Action "Wait", turn on ACTOR_FLAG_100000
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*/
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s16 CutsceneManager_StartWithPlayerCsAndSetFlag(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSMODE_WAIT);
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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@@ -495,7 +495,7 @@ void func_80123140(PlayState* play, Player* player) {
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s32 Player_InBlockingCsMode(PlayState* play, Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
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(player->csMode != PLAYER_CSMODE_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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(player->csAction != PLAYER_CSACTION_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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(play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) ||
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(player->stateFlags3 & PLAYER_STATE3_80) || (play->actorCtx.unk268 != 0);
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}
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@@ -1297,9 +1297,9 @@ void func_80123C58(Player* player) {
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}
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void Player_SetEquipmentData(PlayState* play, Player* player) {
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if (player->csMode != PLAYER_CSMODE_134) {
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if (player->csAction != PLAYER_CSACTION_134) {
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player->currentShield = GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD);
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if ((player->transformation != PLAYER_FORM_ZORA) || (((player->currentBoots != PLAYER_BOOTS_ZORA_LAND)) &&
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if ((player->transformation != PLAYER_FORM_ZORA) || ((player->currentBoots != PLAYER_BOOTS_ZORA_LAND) &&
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(player->currentBoots != PLAYER_BOOTS_ZORA_UNDERWATER))) {
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player->currentBoots = D_801BFF90[player->transformation];
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}
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