Target -> Attention (System Rename) Part 2 (#1721)

* remaining attention rename

* cleanup
This commit is contained in:
engineer124
2024-10-21 01:05:53 +11:00
committed by GitHub
parent 1b7c9ecb88
commit 781d1d1119
301 changed files with 1085 additions and 1057 deletions
+1 -1
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@@ -45,7 +45,7 @@ static ColliderCylinderInitType1 D_80952BA0 = {
};
static InitChainEntry D_80952BCC[] = {
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
};
+2 -2
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@@ -41,7 +41,7 @@ ActorInit En_Recepgirl_InitVars = {
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
};
@@ -351,7 +351,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
};
+2 -2
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@@ -59,7 +59,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
};
@@ -115,7 +115,7 @@ static void* D_80C106B0[4] = { (void*)0x600F8F0, (void*)0x600FCF0, (void*)0x6010
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
};
+1 -1
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@@ -64,7 +64,7 @@ static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, objec
// static InitChainEntry sInitChain[] = {
static InitChainEntry D_80C106C0[] = {
ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, 6, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP),
};
+29 -25
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@@ -102,7 +102,7 @@ typedef struct Actor {
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank"
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
/* 0x01F */ s8 attentionRangeType; // Controls the attention actor range and the lock-on leash range. See `AttentionRangeType`.
/* 0x020 */ s16 halfDaysBits; // Bitmask indicating which half-days this actor is allowed to not be killed(?) (TODO: not sure how to word this). If the current halfDayBit is not part of this mask then the actor is killed when spawning the setup actors
/* 0x024 */ PosRot world; // Position/rotation in the world
/* 0x038 */ s8 csId; // CutsceneEntry index, see `CutsceneId`
@@ -306,20 +306,28 @@ typedef struct Attention {
/* 0x94 */ Actor* arrowPointedActor;
} Attention; // size = 0x98
typedef enum TargetMode {
/* 0 */ TARGET_MODE_0,
/* 1 */ TARGET_MODE_1,
/* 2 */ TARGET_MODE_2,
/* 3 */ TARGET_MODE_3,
/* 4 */ TARGET_MODE_4,
/* 5 */ TARGET_MODE_5,
/* 6 */ TARGET_MODE_6,
/* 7 */ TARGET_MODE_7,
/* 8 */ TARGET_MODE_8,
/* 9 */ TARGET_MODE_9,
/* 10 */ TARGET_MODE_10,
/* 11 */ TARGET_MODE_MAX
} TargetMode;
// It is difficult to give each type a name because it is numerically based
// and there are so many different combinations.
// Each type has a comment of the form "attention range / lock-on leash range"
typedef enum AttentionRangeType {
/* 0 */ ATTENTION_RANGE_0, // 70 / 140
/* 1 */ ATTENTION_RANGE_1, // 170 / 255
/* 2 */ ATTENTION_RANGE_2, // 280 / 5600
/* 3 */ ATTENTION_RANGE_3, // 350 / 525 (default)
/* 4 */ ATTENTION_RANGE_4, // 700 / 1050
/* 5 */ ATTENTION_RANGE_5, // 1000 / 1500
/* 6 */ ATTENTION_RANGE_6, // 100 / 105.36842
/* 7 */ ATTENTION_RANGE_7, // 140 / 163.33333
/* 8 */ ATTENTION_RANGE_8, // 240 / 576
/* 9 */ ATTENTION_RANGE_9, // 280 / 280000
/* 10 */ ATTENTION_RANGE_10, // 2500 / 3750
/* 11 */ ATTENTION_RANGE_MAX
} AttentionRangeType;
typedef struct AttentionRangeParams {
/* 0x0 */ f32 rangeSq;
/* 0x4 */ f32 leashScale;
} AttentionRangeParams; // size = 0x8
typedef struct {
/* 0x0 */ TexturePtr texture;
@@ -440,14 +448,15 @@ typedef enum DoorLockType {
/* 3 */ DOORLOCK_MAX
} DoorLockType;
// Allows Tatl to fly over the actor and lock-on it (using the Z-target)
#define ACTOR_FLAG_TARGETABLE (1 << 0)
// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range.
// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set).
#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0)
// Unused
#define ACTOR_FLAG_2 (1 << 1)
// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors.
// Enemy background music will also be played when the player is close enough to a hostile actor.
// Note: This must be paired with `ACTOR_FLAG_TARGETABLE` to have any effect.
// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect.
#define ACTOR_FLAG_HOSTILE (1 << 2)
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
@@ -504,7 +513,7 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26)
// Player is not able to lock onto the actor.
// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_TARGETABLE` is set.
// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
//
#define ACTOR_FLAG_10000000 (1 << 28)
@@ -639,11 +648,6 @@ typedef enum {
/* 0xFF */ TATL_HINT_ID_NONE = 0xFF
} TatlHintId;
typedef struct TargetRangeParams {
/* 0x0 */ f32 rangeSq;
/* 0x4 */ f32 leashScale;
} TargetRangeParams; // size = 0x8
typedef enum NpcTalkState {
/* 0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
/* 1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
@@ -676,7 +680,7 @@ typedef struct BlinkInfo {
/* 0x2 */ s16 blinkTimer;
} BlinkInfo; // size = 0x4
extern TargetRangeParams gTargetRanges[TARGET_MODE_MAX];
extern AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX];
extern s16 D_801AED48[8];
extern Gfx D_801AEF88[];
extern Gfx D_801AEFA0[];
+29 -28
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@@ -710,7 +710,7 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc
attention->reticleFadeAlphaControl = 0;
}
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
Audio_PlaySfx(sfxId);
@@ -1083,7 +1083,7 @@ void* Actor_FindSharedMemoryEntry(PlayState* play, s16 id) {
void Actor_Kill(Actor* actor) {
actor->draw = NULL;
actor->update = NULL;
actor->flags &= ~ACTOR_FLAG_TARGETABLE;
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void Actor_SetWorldToHome(Actor* actor) {
@@ -1124,7 +1124,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
actor->targetMode = TARGET_MODE_3;
actor->attentionRangeType = ATTENTION_RANGE_3;
actor->terminalVelocity = -20.0f;
actor->xyzDistToPlayerSq = FLT_MAX;
@@ -1885,28 +1885,28 @@ f32 Attention_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw
return actor->xyzDistToPlayerSq;
}
#define TARGET_RANGE(range, leash) \
{ SQ(range), (f32)(range) / (leash) }
#define ATTENTION_RANGES(range, lockOnLeashRange) \
{ SQ(range), (f32)(range) / (lockOnLeashRange) }
TargetRangeParams gTargetRanges[TARGET_MODE_MAX] = {
TARGET_RANGE(70, 140), // TARGET_MODE_0
TARGET_RANGE(170, 255), // TARGET_MODE_1
TARGET_RANGE(280, 5600), // TARGET_MODE_2
TARGET_RANGE(350, 525), // TARGET_MODE_3
TARGET_RANGE(700, 1050), // TARGET_MODE_4
TARGET_RANGE(1000, 1500), // TARGET_MODE_5
TARGET_RANGE(100, 105.36842), // TARGET_MODE_6
TARGET_RANGE(140, 163.33333), // TARGET_MODE_7
TARGET_RANGE(240, 576), // TARGET_MODE_8
TARGET_RANGE(280, 280000), // TARGET_MODE_9
TARGET_RANGE(2500, 3750), // TARGET_MODE_10
AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX] = {
ATTENTION_RANGES(70, 140), // ATTENTION_RANGE_0
ATTENTION_RANGES(170, 255), // ATTENTION_RANGE_1
ATTENTION_RANGES(280, 5600), // ATTENTION_RANGE_2
ATTENTION_RANGES(350, 525), // ATTENTION_RANGE_3
ATTENTION_RANGES(700, 1050), // ATTENTION_RANGE_4
ATTENTION_RANGES(1000, 1500), // ATTENTION_RANGE_5
ATTENTION_RANGES(100, 105.36842), // ATTENTION_RANGE_6
ATTENTION_RANGES(140, 163.33333), // ATTENTION_RANGE_7
ATTENTION_RANGES(240, 576), // ATTENTION_RANGE_8
ATTENTION_RANGES(280, 280000), // ATTENTION_RANGE_9
ATTENTION_RANGES(2500, 3750), // ATTENTION_RANGE_10
};
/**
* Checks if an actor at distance `distSq` is inside the range specified by its targetMode
* Checks if an actor at distance `distSq` is inside the range specified by its attentionRangeType
*/
s32 Attention_IsActorInRange(Actor* actor, f32 distSq) {
return distSq < gTargetRanges[actor->targetMode].rangeSq;
return distSq < gAttentionRanges[actor->attentionRangeType].rangeSq;
}
/**
@@ -1915,7 +1915,7 @@ s32 Attention_IsActorInRange(Actor* actor, f32 distSq) {
* Passing true to ignoreLeash avoids the distance and yaw checks, and considers the actor inside the leash distance.
*/
s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) ||
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) ||
(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return true;
}
@@ -1933,7 +1933,7 @@ s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
distSq = actor->xyzDistToPlayerSq;
}
return !Attention_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq);
return !Attention_IsActorInRange(actor, gAttentionRanges[actor->attentionRangeType].leashScale * distSq);
}
return false;
@@ -3533,7 +3533,7 @@ bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) {
* Search for targetable actors of the `actorCategory` category.
*
* Looks for the actor of said category with higher targetPriority and the one that is nearest to player. This actor
* must be within the range (relative to player) speicified by its targetMode.
* must be within the range (relative to player) speicified by its attentionRangeType.
*
* The actor must be on-screen
*
@@ -3549,7 +3549,7 @@ bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) {
* - Not be Player itself.
* - It must be targetable or ACTOR_FLAG_40000000
* - Not be the already targeted actor, unless it has the ACTOR_FLAG_80000 flag
* - Be withing the range specified by its targetMode.
* - Be withing the range specified by its attentionRangeType.
* - It must be on-screen (within a margin)
* - Must not be blocked by a surface (?)
*
@@ -3573,13 +3573,13 @@ void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* act
}
// Actor must be at least either targetable or ACTOR_FLAG_40000000
if (!(actor->flags & (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000000))) {
if (!(actor->flags & (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_40000000))) {
continue;
}
// Determine the closest enemy actor to player within a range. Used for playing enemy background music.
if ((actorCategory == ACTORCAT_ENEMY) &&
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) {
if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
actorCtx->attention.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
@@ -3593,7 +3593,8 @@ void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* act
distSq = Attention_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
isNearestTargetableActor = (actor->flags & ACTOR_FLAG_TARGETABLE) && (distSq < sTargetableNearestActorDistSq);
isNearestTargetableActor =
(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) && (distSq < sTargetableNearestActorDistSq);
phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0);
if (!isNearestTargetableActor && !phi_s2_2) {
@@ -4621,10 +4622,10 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
}
if (arg3 < phi_f2) {
actor->flags &= ~ACTOR_FLAG_TARGETABLE;
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
} else {
actor->flags |= ACTOR_FLAG_TARGETABLE;
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
}
+2 -1
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@@ -1275,7 +1275,8 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj
}
f32 func_800CD6CC(Actor* actor) {
return sqrtf(gTargetRanges[actor->targetMode].rangeSq / gTargetRanges[actor->targetMode].leashScale);
return sqrtf(gAttentionRanges[actor->attentionRangeType].rangeSq /
gAttentionRanges[actor->attentionRangeType].leashScale);
}
/**
+2 -2
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@@ -1,7 +1,7 @@
#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnAObj*)thisx)
@@ -46,7 +46,7 @@ static ColliderCylinderInit sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP),
};
void EnAObj_Init(Actor* thisx, PlayState* play) {
+2 -2
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@@ -231,7 +231,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
enHy->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
return ret;
@@ -239,7 +239,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
enHy->actor.gravity = gravity;
enHy->actor.flags |= ACTOR_FLAG_TARGETABLE;
enHy->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint++;
return false;
+2 -2
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@@ -1,8 +1,8 @@
#include "global.h"
#include "kaleido_manager.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
ACTOR_FLAG_2000000 | ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000)
ActorFunc sPlayerCallInitFunc;
@@ -83,16 +83,16 @@ void func_80BD66AC(BgHakaTomb* this, PlayState* play) {
s16 csId;
if (Flags_GetClear(play, this->dyna.actor.room)) {
this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->dyna.actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
if (!func_80BD6638(&csId, this->csIdList, ARRAY_COUNT(this->csIdList)) && (csId <= CS_ID_NONE) &&
Flags_GetClear(play, this->dyna.actor.room)) {
this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (this->dyna.actor.isLockedOn) {
func_80BD6754(this);
}
} else {
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
+12 -12
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@@ -35,7 +35,7 @@
#include "overlays/actors/ovl_En_Tanron1/z_en_tanron1.h"
#include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss01*)thisx)
@@ -896,7 +896,7 @@ void Boss01_Init(Actor* thisx, PlayState* play) {
this->timers[TIMER_AFTERIMAGE_DESPAWN] = ODOLWA_GET_AFTERIMAGE_DESPAWN_TIMER(&this->actor);
this->actor.world.rot.z = 0;
this->actor.draw = Boss01_Afterimage_Draw;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, 0.0f, 0.0f, 0, 0, 0,
@@ -918,7 +918,7 @@ void Boss01_Init(Actor* thisx, PlayState* play) {
}
this->actor.hintId = TATL_HINT_ID_ODOLWA_PHASE_ONE;
this->actor.targetMode = TARGET_MODE_5;
this->actor.attentionRangeType = ATTENTION_RANGE_5;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.damageTable = &sOdolwaDamageTable;
this->actor.colChkInfo.health = 20;
@@ -1006,7 +1006,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->cutsceneTimer = 0;
this->cutsceneState = ODOLWA_INTRO_CS_STATE_LOOK_AT_PLAYER;
this->subCamUp.x = 0.0f;
@@ -1138,7 +1138,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
SET_EVENTINF(EVENTINF_INTRO_CS_WATCHED_ODOLWA);
}
break;
@@ -1194,7 +1194,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) {
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->cutsceneState = ODOLWA_BUG_SUMMONING_CS_STATE_PLAYING_OR_DONE;
this->actor.shape.rot.y = 0;
this->actor.world.pos.z = 0.0f;
@@ -1234,7 +1234,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
player->actor.world.rot.y = player->actor.shape.rot.y = -0x8000;
player->actor.world.pos.x = 0.0f;
player->actor.world.pos.z = -600.0f;
@@ -2102,7 +2102,7 @@ void Boss01_SetupDeathCutscene(Boss01* this, PlayState* play) {
this->animEndFrame = Animation_GetLastFrame(&gOdolwaDeathAnim);
this->actionFunc = Boss01_DeathCutscene;
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_DAMAGE);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->disableCollisionTimer = 1000;
this->cutsceneTimer = 0;
this->cutsceneState = ODOLWA_DEATH_CS_STATE_STARTED;
@@ -2124,7 +2124,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN);
this->disableCollisionTimer = 1000;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
SkelAnime_Update(&this->skelAnime);
this->cutsceneTimer++;
Math_ApproachZeroF(&this->actor.speed, 1.0f, 1.0f);
@@ -2254,7 +2254,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
break;
@@ -2386,7 +2386,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) {
DECR(this->damagedTimer);
DECR(this->damagedFlashTimer);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
this->actor.world.pos.x += this->additionalVelocityX;
@@ -3197,7 +3197,7 @@ void Boss01_Bug_SetupDead(Boss01* this, PlayState* play) {
this->actor.speed = -15.0f;
this->actor.velocity.y = 12.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void Boss01_Bug_SetupStunned(Boss01* this, PlayState* play) {
+9 -9
View File
@@ -13,7 +13,7 @@
#include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss02*)thisx)
@@ -593,7 +593,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 30.0f, -150.0f, 0, 1, 0, BHEART_PARAM_NORMAL);
}
this->actor.targetMode = TARGET_MODE_10;
this->actor.attentionRangeType = ATTENTION_RANGE_10;
this->subCamUp.z = this->subCamUp.x = 0.0f;
this->subCamUp.y = 1.0f;
if (TWINMOLD_GET_TYPE(&this->actor) == TWINMOLD_TYPE_BATTLE_HANDLER) {
@@ -601,7 +601,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) {
play->specialEffects = (void*)sTwinmoldEffects;
this->actor.update = Boss02_BattleHandler_Update;
this->actor.draw = Boss02_BattleHandler_Draw;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->playerScale = 0.01f;
if ((KREG(64) != 0) || CHECK_EVENTINF(EVENTINF_INTRO_CS_WATCHED_TWINMOLD) || (sBlueWarp != NULL)) {
this->unk_1D20 = 0;
@@ -772,7 +772,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
if (this->unk_0195 != 0) {
this->actor.world.rot.z = Math_SinS(this->unk_014C * 0x1200) * 0xE00;
} else {
@@ -1189,9 +1189,9 @@ void Boss02_Tail_Update(Actor* thisx, PlayState* play) {
}
if ((this->actor.focus.pos.y < BgCheck_EntityRaycastFloor1(&play->colCtx, &outPoly, &pos)) || sIsInGiantMode) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}
}
@@ -1813,7 +1813,7 @@ void Boss02_HandleGiantsMaskCutscene(Boss02* this, PlayState* play) {
func_80169AFC(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
player->stateFlags1 &= ~PLAYER_STATE1_100;
this->playerScale = 0.01f;
Play_DisableMotionBlur();
@@ -2224,7 +2224,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
Cutscene_StopManual(play, &play->csCtx);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_1D20 = 0;
sRedTwinmold->unk_0144 = sBlueTwinmold->unk_0144 = 3;
sRedTwinmold->unk_0146[0] = sBlueTwinmold->unk_0146[0] = 60;
@@ -2286,7 +2286,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
Cutscene_StopManual(play, &play->csCtx);
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
this->unk_1D20 = 0;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
sp68->unk_0144 = 10;
if ((sRedTwinmold->unk_0144 >= 10) && (sBlueTwinmold->unk_0144 >= 10)) {
f32 phi_f0;
+7 -7
View File
@@ -57,7 +57,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_water_effect/object_water_effect.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss03*)thisx)
@@ -477,7 +477,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) {
this->jointTable[i].z = Math_SinS(this->unk_240 * 0x10 + i * 19000) * 4000.0f;
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
return;
}
@@ -508,7 +508,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) {
sGyorgEffects[i].type = GYORG_EFFECT_NONE;
}
this->actor.targetMode = TARGET_MODE_5;
this->actor.attentionRangeType = ATTENTION_RANGE_5;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.health = 10;
@@ -545,7 +545,7 @@ void func_809E344C(Boss03* this, PlayState* play) {
this->actionFunc = func_809E34B8;
Animation_MorphToLoop(&this->skelAnime, &gGyorgFastSwimmingAnim, -15.0f);
this->unk_274 = 0;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}
@@ -755,7 +755,7 @@ void Boss03_CatchPlayer(Boss03* this, PlayState* play) {
this->unk_276 = 0x1000;
this->unk_2BD = true;
this->unk_278 = 15.0f;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
SkelAnime_Update(&this->skelAnime);
@@ -1168,7 +1168,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
this->subCamAt.y = player->actor.world.pos.y + 30.0f;
this->csState = 1;
this->csTimer = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_2D5 = true;
this->subCamFov = KREG(14) + 60.0f;
@@ -1423,7 +1423,7 @@ void Boss03_SetupDeathCutscene(Boss03* this, PlayState* play) {
this->workTimer[WORK_TIMER_UNK0_C] = 0;
this->unk_242 = 0;
this->csState = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
+7 -7
View File
@@ -9,7 +9,7 @@
#include "attributes.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss04*)thisx)
@@ -165,7 +165,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
this->actor.params = 0x64;
Actor_SetScale(&this->actor, 0.1f);
this->actor.targetMode = TARGET_MODE_5;
this->actor.attentionRangeType = ATTENTION_RANGE_5;
this->actor.hintId = TATL_HINT_ID_WART;
this->actor.colChkInfo.health = 20;
this->actor.colChkInfo.damageTable = &sDamageTable;
@@ -233,7 +233,7 @@ void Boss04_Destroy(Actor* thisx, PlayState* play) {
void func_809EC544(Boss04* this) {
this->actionFunc = func_809EC568;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void func_809EC568(Boss04* this, PlayState* play) {
@@ -523,7 +523,7 @@ void func_809ED224(Boss04* this) {
this->unk_2D0 = 10000.0f;
this->unk_2C8 = 200;
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_DEAD);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Audio_RestorePrevBgm();
this->unk_1F6 = 10;
}
@@ -544,7 +544,7 @@ void func_809ED2A0(Boss04* this, PlayState* play) {
}
if (this->unk_1F8 == 3) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_700 = 0.0f;
this->unk_6FC = 0.0f;
this->unk_6F8 = 0.0f;
@@ -749,9 +749,9 @@ void Boss04_Update(Actor* thisx, PlayState* play2) {
func_809ED45C(this, play);
if (this->unk_2CC > 3000.0f) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider1.base);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
} else {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider2.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
+6 -6
View File
@@ -30,7 +30,7 @@
#include "z_boss_05.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((Boss05*)thisx)
@@ -347,7 +347,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
Boss05* this = THIS;
CollisionHeader* colHeader = NULL;
this->dyna.actor.targetMode = TARGET_MODE_3;
this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3;
this->dyna.actor.colChkInfo.mass = MASS_HEAVY;
this->dyna.actor.colChkInfo.health = 2;
this->frameCounter = Rand_ZeroFloat(1000.0f);
@@ -388,7 +388,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
this->dyna.actor.params = BIO_BABA_TYPE_LILY_PAD;
this->actionFunc = Boss05_LilyPad_Idle;
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG);
}
} else if (BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_LILY_PAD) {
@@ -399,7 +399,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->lilyPadSkelAnime, &gBioDekuBabaLilyPadSkel, &gBioDekuBabaLilyPadIdleAnim,
this->lilyPadJointTable, this->lilyPadMorphTable, BIO_DEKU_BABA_LILY_PAD_LIMB_MAX);
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG);
} else if (BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_FALLING_HEAD) {
this->actionFunc = Boss05_FallingHead_Fall;
@@ -444,7 +444,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
this->fragmentAngularVelocity.y = Rand_CenteredFloat(1500.0f);
this->timers[TIMER_CURRENT_ACTION] = Rand_ZeroFloat(30.0f) + 50.0f;
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = Boss05_Fragment_Move;
}
}
@@ -781,7 +781,7 @@ void Boss05_LilyPadWithHead_Move(Boss05* this, PlayState* play) {
this->dyna.actor.params = BIO_BABA_TYPE_LILY_PAD;
this->actionFunc = Boss05_LilyPad_Idle;
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_BG);
if (this->forceDetachTimer != 0) {
hitReaction = BIO_BABA_HEAD_HIT_REACTION_DEATCH;
+2 -2
View File
@@ -12,7 +12,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_knight/object_knight.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss06*)thisx)
@@ -170,7 +170,7 @@ void Boss06_Init(Actor* thisx, PlayState* play) {
this->curtainTexture[i] = curtainTexture[i];
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void Boss06_Destroy(Actor* thisx, PlayState* play) {
+1 -1
View File
@@ -7,7 +7,7 @@
#include "z_boss_07.h"
#include "z64shrink_window.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss07*)thisx)
@@ -20,7 +20,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BossHakugin*)thisx)
@@ -549,7 +549,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_GOHT, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 27, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
PlayState* play = play2;
@@ -620,7 +620,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) {
this->iceScaleY = 2.7f;
BossHakugin_SpawnLargeStalactiteWalls(this);
Animation_PlayOnce(&this->skelAnime, &gGohtThawAndBreakWallAnim);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
BossHakugin_SetupFrozenBeforeFight(this);
} else {
this->iceAlpha = 255;
@@ -1550,7 +1550,7 @@ void BossHakugin_SetupEntranceCutscene(BossHakugin* this, PlayState* play) {
Vec3f subCamAt;
Animation_PlayOnce(&this->skelAnime, &gGohtThawAndBreakWallAnim);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->subCamId = CutsceneManager_GetCurrentSubCamId(this->actor.csId);
@@ -1839,7 +1839,7 @@ void BossHakugin_IntroCutsceneRun(BossHakugin* this, PlayState* play) {
this->subCamEye.y = subCam->eye.y;
this->subCamEye.z = subCam->eye.z + 450.0f;
} else if (this->timer == 62) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
CutsceneManager_Stop(this->actor.csId);
player->stateFlags1 &= ~PLAYER_STATE1_20;
SET_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GOHT);
@@ -2362,7 +2362,7 @@ void BossHakugin_SetupDeathCutsceneRun(BossHakugin* this) {
this->deathCutsceneRandomHeadRot = Rand_ZeroFloat(6144.0f);
this->headRot.y = 0;
this->headRot.z = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.speed = CLAMP_MIN(this->actor.speed, 16.0f);
this->actionFunc = BossHakugin_DeathCutsceneRun;
}
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_dm_ah.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAh*)thisx)
@@ -170,7 +170,7 @@ void DmAh_Init(Actor* thisx, PlayState* play) {
OBJECT_AH_LIMB_MAX);
this->animIndex = DMAH_ANIM_NONE;
DmAh_ChangeAnim(this, DMAH_ANIM_0);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
this->unk_27C |= 1;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_dm_al.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAl*)thisx)
@@ -84,7 +84,7 @@ void DmAl_Init(Actor* thisx, PlayState* play) {
MADAME_AROMA_LIMB_MAX);
this->animIndex = MADAME_AROMA_ANIM_NONE;
DmAl_ChangeAnim(this, MADAME_AROMA_ANIM_0);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
this->actionFunc = DmAl_HandleCutscene;
}
+2 -2
View File
@@ -8,7 +8,7 @@
#include "assets/objects/object_an4/object_an4.h"
#include "assets/objects/object_msmo/object_msmo.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAn*)thisx)
@@ -231,7 +231,7 @@ void DmAn_WaitForObject(DmAn* this, PlayState* play) {
this->animIndex = DMAN_ANIM_NONE;
DmAn_ChangeAnim(this, play, DMAN_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
this->actor.draw = DmAn_Draw;
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_dm_bal.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((DmBal*)thisx)
@@ -70,7 +70,7 @@ static AnimationInfo sAnimationInfo[TINGLE_CS_ANIM_MAX] = {
void DmBal_Init(Actor* thisx, PlayState* play) {
DmBal* this = THIS;
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->actor.uncullZoneForward = 3000.0f;
Actor_SetScale(&this->actor, 0.02f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
@@ -146,7 +146,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DmChar08* this = THIS;
thisx->targetMode = TARGET_MODE_5;
thisx->attentionRangeType = ATTENTION_RANGE_5;
this->eyeMode = TURTLE_EYEMODE_CLOSED;
thisx->targetArrowOffset = 120.0f;
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
@@ -201,7 +201,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) {
this->eyeMode = TURTLE_EYEMODE_BLINK_STRAIGHT;
this->unk_207 = 0;
this->unk_208 = 0;
thisx->flags |= ACTOR_FLAG_TARGETABLE;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (gSaveContext.save.entrance == ENTRANCE(ZORA_CAPE, 8)) {
this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT;
this->actionFunc = func_80AAFAC4;
@@ -220,7 +220,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) {
this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT;
this->unk_207 = 0;
this->unk_208 = 0;
thisx->flags |= ACTOR_FLAG_TARGETABLE;
thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = func_80AAFAE4;
this->unk_1F0 = 1.0f;
break;
@@ -300,7 +300,7 @@ void func_80AAF884(DmChar08* this, PlayState* play) {
if (play->csCtx.state == CS_STATE_IDLE) {
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
DynaPolyActor_LoadMesh(play, &this->dyna, &gTurtleZoraCapeAwakeCol);
this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = func_80AAF8F4;
}
}
+2 -2
View File
@@ -8,7 +8,7 @@
#include "assets/objects/object_an4/object_an4.h"
#include "assets/objects/object_msmo/object_msmo.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmGm*)thisx)
@@ -231,7 +231,7 @@ void DmGm_WaitForObject(DmGm* this, PlayState* play) {
this->animIndex = DMGM_ANIM_NONE;
DmGm_ChangeAnim(this, play, DMGM_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
this->stateFlags |= 1;
this->actor.draw = DmGm_Draw;
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_dm_nb.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmNb*)thisx)
@@ -83,7 +83,7 @@ void DmNb_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gNbSkel, NULL, this->jointTable, this->morphTable, NB_LIMB_MAX);
this->animIndex = DMNB_ANIM_NONE;
DmNb_ChangeAnim(this, DMNB_ANIM_0);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
this->actionFunc = DmNb_HandleCutscene;
}
+2 -2
View File
@@ -1768,7 +1768,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) {
if (play->csCtx.state == CS_STATE_IDLE) {
DmStk_ClockTower_AdjustHeightAndRotation(this, play);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->tatlMessageTimer++;
if (this->tatlMessageTimer > 800) {
this->tatlMessageTimer = 0;
@@ -1793,7 +1793,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) {
void DmStk_ClockTower_Idle(DmStk* this, PlayState* play) {
if (play->csCtx.state == CS_STATE_IDLE) {
DmStk_ClockTower_AdjustHeightAndRotation(this, play);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (this->animIndex == SK_ANIM_CALL_DOWN_MOON_LOOP) {
this->actor.targetArrowOffset = 3100.0f;
+3 -3
View File
@@ -252,7 +252,7 @@ s32 func_80C2291C(DmTag* this, PlayState* play) {
void func_80C229AC(DmTag* this, PlayState* play) {
SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
void DmTag_DoNothing(DmTag* this, PlayState* play) {
@@ -278,12 +278,12 @@ void DmTag_Init(Actor* thisx, PlayState* play) {
this->unk_18E = 2;
this->unk_18C = 0;
SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_AUTO, SUBS_OFFER_MODE_MASK);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = DmTag_DoNothing;
} else if (this->actor.room == 2) {
Actor_Kill(&this->actor);
} else {
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->unk_18E = 1;
this->unk_18C = 0;
this->actionFunc = func_80C229AC;
@@ -82,7 +82,7 @@ void DoorAna_Init(Actor* thisx, PlayState* play) {
DoorAna_SetupAction(this, DoorAna_WaitOpen);
}
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
}
void DoorAna_Destroy(Actor* thisx, PlayState* play) {
@@ -130,7 +130,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
s32 grottoType = DOORANA_GET_TYPE(&this->actor);
if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) {
if ((this->actor.targetMode != TARGET_MODE_0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
if ((this->actor.attentionRangeType != ATTENTION_RANGE_0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && (player->stateFlags1 & PLAYER_STATE1_80000000) &&
(player->av1.actionVar1 == 0)) {
@@ -162,10 +162,10 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
(this->actor.xzDistToPlayer <= 20.0f) && (this->actor.playerHeightRel >= -50.0f) &&
(this->actor.playerHeightRel <= 15.0f)) {
player->stateFlags1 |= PLAYER_STATE1_80000000;
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
} else {
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
}
}
@@ -76,14 +76,14 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) {
if (!func_8096EC4C(this, play)) {
if ((this->actor.home.rot.x > 0) && (this->actor.home.rot.x < 8)) {
this->actor.targetMode = this->actor.home.rot.x - 1;
this->actor.attentionRangeType = this->actor.home.rot.x - 1;
}
Actor_ProcessInitChain(&this->actor, sInitChain);
if (this->actor.home.rot.y < 0) {
ElfMsg2_SetupAction(this, func_8096EFD0);
} else {
ElfMsg2_SetupAction(this, func_8096EF98);
this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE);
this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_ATTENTION_ENABLED);
this->actor.textId = func_8096EE50(this);
}
this->actor.shape.rot.z = 0;
@@ -137,7 +137,7 @@ void func_8096EFD0(ElfMsg2* this, PlayState* play) {
if ((this->actor.home.rot.y < 0) && (this->actor.home.rot.y >= -0x80) &&
Flags_GetSwitch(play, -this->actor.home.rot.y - 1)) {
ElfMsg2_SetupAction(this, func_8096EF98);
this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE);
this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_ATTENTION_ENABLED);
this->actor.textId = func_8096EE50(this);
}
}
+4 -4
View File
@@ -7,7 +7,7 @@
#include "z_en_ah.h"
#include "assets/objects/object_ah/object_ah.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnAh*)thisx)
@@ -503,11 +503,11 @@ void func_80BD36B8(EnAh* this, PlayState* play) {
if (!Schedule_RunScript(play, D_80BD3DB0, &scheduleOutput) ||
((this->scheduleResult != scheduleOutput.result) && !func_80BD3548(this, play, &scheduleOutput))) {
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
scheduleOutput.result = 0;
} else {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
this->scheduleResult = scheduleOutput.result;
func_80BD3658(this, play);
@@ -549,7 +549,7 @@ void EnAh_Init(Actor* thisx, PlayState* play) {
EnAh_ChangeAnim(this, ENAH_ANIM_0);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
this->scheduleResult = 0;
this->unk_2D8 = 0;
@@ -7,7 +7,7 @@
#include "z_en_akindonuts.h"
#include "assets/objects/object_dnt/object_dnt.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnAkindonuts*)thisx)
@@ -152,7 +152,7 @@ static u16 D_80BF04AC[] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
};
@@ -1342,7 +1342,7 @@ void func_80BEEFA8(EnAkindonuts* this, PlayState* play) {
this->actionFunc = func_80BEEE10;
} else if (this->unk_32C & 0x20) {
this->unk_32C &= ~0x20;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_32C &= ~0x4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
play->msgCtx.stateTimer = 4;
+5 -5
View File
@@ -7,7 +7,7 @@
#include "z_en_al.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnAl*)thisx)
@@ -993,8 +993,8 @@ s32 func_80BDF308(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 func_80BDF390(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.targetMode = TARGET_MODE_0;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->unk_4F0 = PLAYER_IA_NONE;
this->unk_4C2 = 0;
this->unk_4D4 = 40.0f;
@@ -1078,11 +1078,11 @@ void func_80BDF5E8(EnAl* this, PlayState* play) {
if (!Schedule_RunScript(play, D_80BDFC70, &scheduleOutput) ||
((this->scheduleResult != scheduleOutput.result) && !func_80BDF390(this, play, &scheduleOutput))) {
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
scheduleOutput.result = 0;
} else {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
this->scheduleResult = scheduleOutput.result;
this->unk_368 = func_80BDE384(this, play);
+3 -3
View File
@@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((EnAm*)thisx)
@@ -199,7 +199,7 @@ void EnAm_RemoveEnemyTexture(EnAm* this, PlayState* play) {
this->textureBlend -= 10;
} else {
this->textureBlend = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unkFlag = 0;
}
}
@@ -220,7 +220,7 @@ void EnAm_ApplyEnemyTexture(EnAm* this, PlayState* play) {
if (this->textureBlend + 20 >= 255) {
this->textureBlend = 255;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->enemyCollider.elem.acDmgInfo.dmgFlags = 0x81C2C788;
this->interactCollider.elem.acDmgInfo.dmgFlags = 0x760D3877;
this->enemyCollider.base.atFlags |= AT_ON;
+6 -6
View File
@@ -14,7 +14,7 @@
#include "assets/objects/object_mask_kerfay/object_mask_kerfay.h"
#include "assets/objects/object_msmo/object_msmo.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnAn*)thisx)
@@ -2509,7 +2509,7 @@ s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* sched
break;
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
this->actor.gravity = 0.0f;
ret = true;
@@ -2834,8 +2834,8 @@ s32 EnAn_ProcessSchedule_WithKafei(EnAn* this, PlayState* play, ScheduleOutput*
s32 EnAn_ProcessScheduleOutput(EnAn* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 ret;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.targetMode = TARGET_MODE_6;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->stateFlags = 0;
this->savedFaceIndex = ENAN_FACE_0;
this->faceIndex = ENAN_FACE_0;
@@ -3284,11 +3284,11 @@ void EnAn_FollowSchedule(EnAn* this, PlayState* play) {
((this->scheduleResult != scheduleOutput.result) &&
!EnAn_ProcessScheduleOutput(this, play, &scheduleOutput))) {
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
scheduleOutput.result = ANJU_SCH_NONE;
} else {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
this->scheduleResult = scheduleOutput.result;
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_en_and.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnAnd*)thisx)
@@ -124,7 +124,7 @@ void EnAnd_Init(Actor* thisx, PlayState* play) {
this->animIndex = ENAND_ANIM_NONE;
EnAnd_ChangeAnim(this, ENAND_ANIM_0);
Actor_SetScale(&this->actor, 0.01f);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->flags |= 8;
this->actionFunc = EnAnd_HandleCutscene;
}
+1 -1
View File
@@ -8,7 +8,7 @@
#include "z_en_ani.h"
#include "z64quake.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnAni*)thisx)
@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Racedog/z_en_racedog.h"
#include "overlays/actors/ovl_En_Dg/z_en_dg.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnAob01*)thisx)
@@ -1115,7 +1115,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) {
case EVENTINF_DOG_RACE_STATE_NOT_STARTED:
EnAob01_InitializeDogTextOffsets();
EnAob01_SpawnDogs(this, play);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnAob01_BeforeRace_Idle;
break;
@@ -1126,7 +1126,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) {
this->csId = this->actor.csId;
EnAob01_Race_FollowSelectedDog(this, play);
CutsceneManager_Queue(this->csId);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
EnAob01_Race_HidePlayer(this, play);
this->actionFunc = EnAob01_Race_StartCutscene;
break;
@@ -1134,7 +1134,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) {
case EVENTINF_DOG_RACE_STATE_ENDED:
EnAob01_InitializeDogTextOffsets();
EnAob01_SpawnDogs(this, play);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.flags |= ACTOR_FLAG_10000;
this->actionFunc = EnAob01_AfterRace_GiveRaceResult;
break;
@@ -33,7 +33,7 @@ ActorProfile En_Attack_Niw_Profile = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
};
@@ -59,7 +59,7 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) {
this->randomTargetCenterOffset.z = Rand_CenteredFloat(100.0f);
Actor_SetScale(&this->actor, 0.01f);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // Unnecessary: this actor does not start with this flag
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; // Unnecessary: this actor does not start with this flag
this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f;
this->actionFunc = EnAttackNiw_EnterViewFromOffscreen;
}
+11 -11
View File
@@ -206,7 +206,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
Actor_ProcessInitChain(&this->actor, sInitChain);
this->unk_374 = 0;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
switch (BEAVER_GET_PARAM_F00(thisx)) {
case 0:
phi_v1 =
@@ -304,12 +304,12 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_93_01)) {
this->unk_2FA = 5;
if (this->unk_374 & 2) {
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->unk_374 |= 0x20;
}
} else {
this->unk_2FA = 0;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->unk_374 |= 0x20;
}
func_80A94B20(play);
@@ -323,7 +323,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
case ENTRANCE(WATERFALL_RAPIDS, 3):
this->unk_2FA = 0;
if (!(this->unk_374 & 2)) {
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
}
if (gSaveContext.save.entrance == ENTRANCE(WATERFALL_RAPIDS, 3)) {
this->unk_2FA = 0xA;
@@ -379,18 +379,18 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
if (this->unk_2FA == 2) {
if (!(this->unk_374 & 2)) {
this->unk_374 |= 0x20;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
this->actionFunc = func_80A97C24;
} else {
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
func_80A95C5C(this, play);
}
} else {
if (this->unk_374 & 2) {
this->unk_374 |= 0x20;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000);
} else {
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
}
this->actionFunc = func_80A97C24;
}
@@ -593,7 +593,7 @@ void func_80A95C5C(EnAz* this, PlayState* play) {
this->actor.world.pos.y = this->actor.home.pos.y + 120.0f;
this->actor.gravity = -1.0f;
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_IDLE, &this->animIndex);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER);
this->unk_3C0 = 0;
this->actionFunc = func_80A95CEC;
@@ -628,7 +628,7 @@ void func_80A95DA0(EnAz* this, PlayState* play) {
this->actor.gravity = 0.0f;
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL,
&this->animIndex);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER);
this->unk_374 |= 0x1000;
Math_Vec3f_Copy(&this->actor.world.pos, &sp40->curPoint);
@@ -1623,7 +1623,7 @@ void func_80A97EAC(EnAz* this, PlayState* play) {
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL,
&this->animIndex);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER);
this->unk_374 |= 0x1000;
this->unk_3C2 = 0;
+6 -6
View File
@@ -6,7 +6,7 @@
#include "z_en_baba.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBaba*)thisx)
@@ -504,7 +504,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
this->actor.draw = EnBaba_Draw;
this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (play->sceneId == SCENE_BOMYA) {
this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE;
@@ -549,7 +549,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
} else {
this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE;
if (BOMB_SHOP_LADY_GET_TYPE(&this->actor) == BOMB_SHOP_LADY_TYPE_SWAY) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->animIndex = BOMB_SHOP_LADY_ANIM_SWAY;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex);
this->actionFunc = EnBaba_DoNothing;
@@ -663,11 +663,11 @@ void EnBaba_FollowSchedule(EnBaba* this, PlayState* play) {
((this->scheduleResult != scheduleOutput.result) &&
!EnBaba_ProcessScheduleOutput(this, play, &scheduleOutput))) {
this->stateFlags &= ~BOMB_SHOP_LADY_STATE_DRAW_SHADOW;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
scheduleOutput.result = BOMB_SHOP_LADY_SCH_NONE;
} else {
this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
this->scheduleResult = scheduleOutput.result;
@@ -735,7 +735,7 @@ void EnBaba_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.gravity = -4.0f;
this->actionFunc = EnBaba_FinishInit;
}
@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBaguo*)thisx)
@@ -133,7 +133,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) {
this->actor.world.rot.z = 0;
Actor_SetScale(&this->actor, 0.01f);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_2;
this->actor.attentionRangeType = ATTENTION_RANGE_2;
Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
this->collider.elements[0].dim.modelSphere.radius = 30;
@@ -146,7 +146,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) {
this->actor.gravity = -3.0f;
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->collider.base.acFlags |= AC_HARD;
this->actionFunc = EnBaguo_UndergroundIdle;
}
@@ -165,7 +165,7 @@ void EnBaguo_UndergroundIdle(EnBaguo* this, PlayState* play) {
this->actor.world.rot.z = 0;
this->actor.world.rot.x = this->actor.world.rot.z;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBaguo_EmergeFromUnderground;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
@@ -293,7 +293,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) {
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBaguo_UndergroundIdle;
}
}
@@ -354,7 +354,7 @@ void EnBaguo_CheckForDetonation(EnBaguo* this, PlayState* play) {
this->timer = 30;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.0f);
this->collider.elements[0].dim.scale = 3.0f;
this->collider.elements[0].base.atDmgInfo.damage = 8;
@@ -7,7 +7,7 @@
#include "z_en_baisen.h"
#include "assets/objects/object_bai/object_bai.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBaisen*)thisx)
@@ -99,7 +99,7 @@ void EnBaisen_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
}
}
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.gravity = -3.0f;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
if (this->paramCopy == 0) {
+2 -2
View File
@@ -7,7 +7,7 @@
#include "z_en_bal.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBal*)thisx)
@@ -198,7 +198,7 @@ void EnBal_Init(Actor* thisx, PlayState* play) {
f32 endFrame = Animation_GetLastFrame(&gTingleFloatIdleAnim);
this->locationMapId = TINGLE_GET_MAP_ID(&this->picto.actor);
this->picto.actor.targetMode = 1;
this->picto.actor.attentionRangeType = 1;
this->picto.actor.uncullZoneForward = 3000.0f;
Actor_SetScale(&this->picto.actor, 0.02f);
SkelAnime_InitFlex(play, &this->skelAnime, &gTingleSkel, &gTingleFloatIdleAnim, this->jointTable, this->morphTable,
+2 -2
View File
@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/object_bat/object_bat.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnBat*)thisx)
@@ -315,7 +315,7 @@ void EnBat_DiveAttack(EnBat* this, PlayState* play) {
}
void EnBat_SetupDie(EnBat* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Enemy_StartFinishingBlow(play, &this->actor);
this->actor.speed *= Math_CosS(this->actor.world.rot.x);
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
+3 -3
View File
@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
#define THIS ((EnBb*)thisx)
@@ -370,7 +370,7 @@ void EnBb_SetupDead(EnBb* this, PlayState* play) {
}
this->actor.flags |= ACTOR_FLAG_10;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBb_Dead;
}
@@ -488,7 +488,7 @@ void EnBb_Revive(EnBb* this, PlayState* play) {
if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.0005f)) {
this->actor.flags &= ~ACTOR_FLAG_10;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->collider.base.acFlags |= AC_ON;
this->collider.base.atFlags |= AT_ON;
this->actor.world.rot.y = this->actor.shape.rot.y;
@@ -15,7 +15,7 @@
#include "z_en_bba_01.h"
#include "assets/objects/object_bba/object_bba.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBba01*)thisx)
@@ -159,7 +159,7 @@ void EnBba01_FinishInit(EnHy* this, PlayState* play) {
//! @bug: gBombShopLadySkel does not match EnHy's skeleton assumptions.
//! Since gBombShopLadySkel has more limbs than expected, joint and morph tables will overflow
if (EnHy_Init(this, play, &gBombShopLadySkel, ENHY_ANIM_BBA_6)) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.draw = EnBba01_Draw;
this->waitingOnInit = false;
if (ENBBA01_GET_PATH_INDEX(&this->actor) == ENBBA01_PATH_INDEX_NONE) {
@@ -229,7 +229,7 @@ void EnBba01_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->enHy.collider);
Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->enHy.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->enHy.path = SubS_GetPathByIndex(play, ENBBA01_GET_PATH_INDEX(&this->enHy.actor), ENBBA01_PATH_INDEX_NONE);
this->enHy.waitingOnInit = true;
Actor_SetScale(&this->enHy.actor, 0.01f);
@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define THIS ((EnBbfall*)thisx)
@@ -269,7 +269,7 @@ void EnBbfall_SetupWaitForPlayer(EnBbfall* this) {
}
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBbfall_WaitForPlayer;
}
@@ -290,7 +290,7 @@ void EnBbfall_SetupEmerge(EnBbfall* this) {
this->collider.base.ocFlags1 |= OC1_ON;
this->actor.velocity.y = 17.0f;
EnBbfall_EnableColliders(this);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_APPEAR);
this->actionFunc = EnBbfall_Emerge;
}
+2 -2
View File
@@ -6,7 +6,7 @@
#include "z_en_bee.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBee*)thisx)
@@ -98,7 +98,7 @@ void EnBee_Init(Actor* thisx, PlayState* play) {
OBJECT_BEE_LIMB_MAX);
this->actor.colChkInfo.health = 1;
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->instanceId = sNumLoadedBees;
sNumLoadedBees++;
+1 -1
View File
@@ -32,7 +32,7 @@ ActorProfile En_Bh_Profile = {
void EnBh_Init(Actor* thisx, PlayState* play) {
EnBh* this = THIS;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_InitFlex(play, &this->skelAnime, &gBhSkel, &gBhFlyingAnim, this->jointTable, this->morphTable,
OBJECT_BH_LIMB_MAX);
@@ -7,7 +7,7 @@
#include "z_en_bigokuta.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBigokuta*)thisx)
@@ -86,8 +86,10 @@ static ColliderCylinderInit sBodyCylinderInit = {
static CollisionCheckInfoInit sColChkInfoInit = { 4, 130, 120, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP),
};
@@ -10,7 +10,7 @@
#include "overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define THIS ((EnBigpamet*)thisx)
@@ -127,7 +127,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 4333, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};
static s32 sTexturesDesegmented = false;
@@ -366,7 +366,7 @@ void func_80A2811C(EnBigpamet* this, PlayState* play) {
void func_80A281B4(EnBigpamet* this) {
this->actor.draw = NULL;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = func_80A281DC;
}
@@ -631,7 +631,7 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) {
this->actor.shape.rot.y = this->actor.world.rot.y;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.params = ENBIGPAMET_0;
if ((this->actor.parent->params == GEKKO_ON_SNAPPER) || (this->actor.parent->params == GEKKO_REAR_ON_SNAPPER) ||
@@ -683,7 +683,7 @@ void func_80A28DC0(EnBigpamet* this, PlayState* play) {
void func_80A28E40(EnBigpamet* this) {
Animation_MorphToPlayOnce(&this->snapperSkelAnime, &gSnapperRearUpAnim, -2.0f);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.speed = 0.0f;
this->actionFunc = func_80A28E98;
}
+11 -10
View File
@@ -9,7 +9,8 @@
#include "assets/objects/object_bigpo/object_bigpo.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define THIS ((EnBigpo*)thisx)
@@ -289,7 +290,7 @@ void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, PlayState* play) {
}
void EnBigpo_InitWellBigpo(EnBigpo* this) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBigpo_WellWaitForProximity;
this->fireRadius = 200.0f;
}
@@ -488,7 +489,7 @@ void EnBigpo_SetupWarpOut(EnBigpo* this) {
this->collider.base.ocFlags1 &= ~OC1_ON;
this->angularVelocity = 0x2000;
this->idleTimer = 32;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR);
this->actionFunc = EnBigpo_WarpingOut;
@@ -549,7 +550,7 @@ void EnBigpo_SetupIdleFlying(EnBigpo* this) {
this->actor.world.rot.y = this->actor.shape.rot.y;
this->collider.base.acFlags |= AC_ON;
this->collider.base.ocFlags1 |= OC1_ON;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBigpo_IdleFlying;
}
@@ -749,7 +750,7 @@ void EnBigpo_SetupLanternDrop(EnBigpo* this, PlayState* play) {
this->actor.velocity.y = 0.0f;
this->actor.world.pos.y -= 15.0f;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_MISC);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); // targetable OFF, enemy music OFF
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); // targetable OFF, enemy music OFF
this->actor.bgCheckFlags &= ~BGCHECKFLAG_PLAYER_400;
this->actionFunc = EnBigpo_LanternFalling;
}
@@ -817,7 +818,7 @@ void EnBigpo_SetupScoopSoulIdle(EnBigpo* this) {
this->savedHeight = this->actor.world.pos.y;
Actor_SetFocus(&this->actor, -10.0f);
this->idleTimer = 400; // 20 seconds
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBigpo_ScoopSoulIdle;
}
@@ -839,7 +840,7 @@ void EnBigpo_ScoopSoulIdle(EnBigpo* this, PlayState* play) {
}
void EnBigpo_SetupScoopSoulLeaving(EnBigpo* this) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10000); // unknown OFF
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10000); // unknown OFF
this->actionFunc = EnBigpo_ScoopSoulFadingAway;
}
@@ -851,7 +852,7 @@ void EnBigpo_ScoopSoulFadingAway(EnBigpo* this, PlayState* play) {
}
void EnBigpo_InitDampeMainPo(EnBigpo* this) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnBigpo_SelectRandomFireLocations;
}
@@ -897,7 +898,7 @@ void EnBigpo_SelectRandomFireLocations(EnBigpo* this, PlayState* play) {
randomFirePo->actor.update = EnBigpo_UpdateFire;
Actor_ChangeCategory(play, &play->actorCtx, &randomFirePo->actor, ACTORCAT_PROP);
randomFirePo->unk20C = fireIndex;
randomFirePo->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
randomFirePo->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
// make invisible by size: 0
Actor_SetScale(&randomFirePo->actor, 0);
@@ -1129,7 +1130,7 @@ s32 EnBigpo_ApplyDamage(EnBigpo* this, PlayState* play) {
}
if (Actor_ApplyDamage(&this->actor) == 0) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD);
Enemy_StartFinishingBlow(play, &this->actor);
if (this->actor.params == BIG_POE_TYPE_SUMMONED) { // dampe type
@@ -12,7 +12,7 @@
#include "assets/objects/object_bigslime/object_bigslime.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define THIS ((EnBigslime*)thisx)
@@ -308,7 +308,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_S8(hintId, TATL_HINT_ID_GEKKO_GIANT_SLIME, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};
void EnBigslime_Init(Actor* thisx, PlayState* play2) {
@@ -372,7 +372,7 @@ void EnBigslime_Init(Actor* thisx, PlayState* play2) {
this->bigslimeFrozenTexAnim = Lib_SegmentedToVirtual(gBigslimeFrozenTexAnim);
this->iceShardTexAnim = Lib_SegmentedToVirtual(gBigslimeIceShardTexAnim);
this->actor.world.pos.y = GBT_ROOM_5_MIN_Y;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.shape.shadowAlpha = 255;
this->gekkoScale = 0.007f;
this->actor.shape.rot.y = 0;
@@ -765,7 +765,7 @@ void EnBigslime_BreakIntoMinislime(EnBigslime* this, PlayState* play) {
EnBigslime_SetPlayerParams(this, play);
EnBigslime_EndCutscene(this, play);
this->actor.colChkInfo.mass = 50;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_400);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_400);
this->actor.flags |= ACTOR_FLAG_200;
this->actor.hintId = TATL_HINT_ID_GEKKO_GIANT_SLIME;
this->gekkoRot.x = 0;
@@ -1001,7 +1001,7 @@ void EnBigslime_CallMinislime(EnBigslime* this, PlayState* play) {
if (this->callTimer == 0) {
EnBigslime_EndCutscene(this, play);
this->formBigslimeTimer = 2;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
EnBigslime_SetupIdleNoticePlayer(this);
}
} else if (this->isAnimFinished) {
@@ -2041,7 +2041,7 @@ void EnBigslime_JumpGekko(EnBigslime* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->gekkoCollider.base.acFlags |= AC_ON;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
this->jumpTimer--;
@@ -2353,7 +2353,7 @@ void EnBigslime_SetupCutsceneDefeat(EnBigslime* this, PlayState* play) {
this->minislime[i]->actor.params = MINISLIME_DEFEAT_IDLE;
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
EnBigslime_GekkoThaw(this, play);
this->actionFunc = EnBigslime_CutsceneDefeat;
}
@@ -6,7 +6,7 @@
#include "z_en_bji_01.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBji01*)thisx)
@@ -381,7 +381,7 @@ void EnBji01_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.child = NULL;
this->animIndex = SHIKASHI_ANIM_NONE;
+1 -1
View File
@@ -7,7 +7,7 @@
#include "z_en_bjt.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBjt*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_boj_01.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBoj01*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_boj_02.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBoj02*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_boj_03.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBoj03*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_boj_04.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBoj04*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_boj_05.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBoj05*)thisx)
@@ -7,7 +7,7 @@
#include "z_en_bom_bowl_man.h"
#include "assets/objects/object_cs/object_cs.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBomBowlMan*)thisx)
@@ -139,7 +139,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play) {
this->morphTable, OBJECT_CS_LIMB_MAX);
this->unk_2F6 = ENBOMBOWLMAN_GET_F0(&this->actor);
this->unk_2F4 = ENBOMBOWLMAN_GET_F(&this->actor);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
if (this->unk_2F6 == ENBOMBOWLMAN_F0_0) {
@@ -414,7 +414,7 @@ void func_809C52B4(EnBomBowlMan* this) {
this->actor.draw = NULL;
this->actor.flags |= ACTOR_FLAG_10;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.world.pos.x = 1340.0f;
this->actor.world.pos.z = -1795.0f;
this->unk_29C = 3;
@@ -58,7 +58,7 @@ static ColliderSphereInit sSphereInit = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP),
};
@@ -191,7 +191,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->actor.shape.rot.y = player->actor.shape.rot.y;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Actor_PlaySfx_SurfaceBomb(play, &this->actor);
this->isMoving = true;
@@ -64,7 +64,7 @@ void EnBombal_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
this->actor.colChkInfo.mass = 0;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.colChkInfo.health = 1;
this->scale = 0.1f;
this->csId = this->actor.csId;
@@ -7,7 +7,7 @@
#include "z_en_bombers.h"
#include "overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBombers*)thisx)
@@ -144,7 +144,7 @@ void EnBombers_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable,
this->morphTable, OBJECT_CS_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
Actor_SetScale(&this->actor, 0.01f);
this->unk_2BC = ENBOMBERS_GET_F0(&this->actor);
@@ -6,7 +6,7 @@
#include "z_en_bombers2.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBombers2*)thisx)
@@ -113,7 +113,7 @@ void EnBombers2_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable,
this->morphTable, OBJECT_CS_LIMB_MAX);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_73_80) || (gSaveContext.save.entrance == ENTRANCE(EAST_CLOCK_TOWN, 2))) {
@@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/object_bombf/object_bombf.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_10)
#define THIS ((EnBombf*)thisx)
@@ -110,7 +110,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) {
thisx->focus.pos = thisx->world.pos;
thisx->colChkInfo.cylRadius = 10;
thisx->colChkInfo.cylHeight = 10;
thisx->targetMode = TARGET_MODE_0;
thisx->attentionRangeType = ATTENTION_RANGE_0;
if (ENBOMBF_GET(thisx) == ENBOMBF_0) {
this->timer = 140;
@@ -118,7 +118,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) {
thisx->gravity = -1.5f;
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_EXPLOSIVES);
thisx->colChkInfo.mass = 200;
thisx->flags &= ~ACTOR_FLAG_TARGETABLE;
thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
EnBombf_SetupAction(this, func_808AEE3C);
} else {
thisx->colChkInfo.mass = MASS_IMMOVABLE;
@@ -158,7 +158,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) {
this->timer = 180;
this->unk_204 = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
player->actor.child = NULL;
player->heldActor = NULL;
@@ -178,7 +178,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) {
bombf->unk_1F8 = 1;
bombf->timer = 0;
this->timer = 180;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_204 = 0.0f;
}
}
@@ -189,7 +189,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) {
if (bombf != NULL) {
bombf->timer = 100;
this->timer = 180;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_204 = 0.0f;
}
} else {
@@ -209,7 +209,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) {
if (this->timer == 0) {
this->unk_204 += 0.05f;
if (this->unk_204 >= 1.0f) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}
@@ -8,7 +8,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnBomjima*)thisx)
@@ -186,7 +186,7 @@ void EnBomjima_Init(Actor* thisx, PlayState* play) {
this->morphTable, OBJECT_CS_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CLEAR_WEEKEVENTREG(WEEKEVENTREG_83_04);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->unk_2E6 = ENBOMJIMA_GET_F0(&this->actor);
this->unk_2E4 = ENBOMJIMA_GET_F(&this->actor);
Actor_SetScale(&this->actor, 0.01f);
@@ -7,7 +7,7 @@
#include "z_en_bomjimb.h"
#include "overlays/actors/ovl_En_Niw/z_en_niw.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnBomjimb*)thisx)
@@ -157,7 +157,7 @@ void EnBomjimb_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable,
this->morphTable, OBJECT_CS_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
this->unk_2C6 = ENBOMJIMB_GET_F0(&this->actor);
+1 -1
View File
@@ -52,7 +52,7 @@ static ColliderQuadInit sQuadInit = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_S8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
ICHAIN_S8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
};
+1 -1
View File
@@ -69,7 +69,7 @@ ActorProfile En_Box_Profile = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP),
};
void EnBox_SetupAction(EnBox* this, EnBoxActionFunc func) {
+5 -5
View File
@@ -16,7 +16,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((EnBsb*)thisx)
@@ -386,7 +386,7 @@ void EnBsb_Init(Actor* thisx, PlayState* play) {
while (csId != CS_ID_NONE) { this->csIdList[i] = csId; csId = CutsceneManager_GetAdditionalCsId(csId); i++; }
// clang-format on
this->actor.targetMode = TARGET_MODE_10;
this->actor.attentionRangeType = ATTENTION_RANGE_10;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_23_04)) {
Actor_Kill(&this->actor);
@@ -1312,7 +1312,7 @@ void func_80C0E178(EnBsb* this) {
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unk_02AE = false;
this->unk_02A4 = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_02B4 = 14;
this->actionFunc = func_80C0E1C0;
this->actor.speed = 0.0f;
@@ -1372,7 +1372,7 @@ void func_80C0E3B8(EnBsb* this) {
Math_Vec3s_Copy(&this->unk_031C, &gZeroVec3s);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Animation_Change(&this->skelAnime, &object_bsb_Anim_004894, 1.0f, D_80C0F8D0,
Animation_GetLastFrame(&object_bsb_Anim_004894), 2, 0.0f);
@@ -1520,7 +1520,7 @@ void func_80C0E618(EnBsb* this, PlayState* play) {
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_KITA_DEAD);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC);
func_80C0D3C0(this, play);
} else {
+1 -1
View File
@@ -6,7 +6,7 @@
#include "z_en_bu.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED)
#define THIS ((EnBu*)thisx)
@@ -6,7 +6,7 @@
#include "z_en_bubble.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED)
#define THIS ((EnBubble*)thisx)
@@ -77,7 +77,7 @@ void EnBubble_SetDimensions(EnBubble* this, f32 dim) {
f32 z;
f32 norm;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 1.0f);
this->actor.shape.yOffset = 16.0f;
this->modelRotSpeed = 16.0f;
@@ -144,7 +144,7 @@ s32 EnBubble_Explosion(EnBubble* this, PlayState* play) {
&sEffectEnvColor, Rand_S16Offset(100, 50), 25, 0);
}
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x50);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
return Rand_S16Offset(90, 60);
}
@@ -8,7 +8,7 @@
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnClearTag*)thisx)
@@ -423,7 +423,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
Vec3f velocity;
Vec3f accel;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
if (thisx->params >= 0) {
this->activeTimer = 70;
Math_Vec3f_Copy(&pos, &this->actor.world.pos);
@@ -7,7 +7,7 @@
#include "z_en_cne_01.h"
#include "assets/objects/object_cne/object_cne.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnCne01*)thisx)
@@ -149,7 +149,7 @@ s32 func_809CB4A0(EnCne01* this, PlayState* play) {
void EnCne01_FinishInit(EnHy* this, PlayState* play) {
if (EnHy_Init(this, play, &gHylianYoungWomanSkel, ENHY_ANIM_OS_ANIME_11)) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.draw = EnCne01_Draw;
this->waitingOnInit = false;
if (ENCNE01_GET_PATH_INDEX(&this->actor) == ENCNE01_PATH_INDEX_NONE) {
@@ -219,7 +219,7 @@ void EnCne01_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->enHy.collider);
Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->enHy.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->enHy.path = SubS_GetPathByIndex(play, ENCNE01_GET_PATH_INDEX(&this->enHy.actor), ENCNE01_PATH_INDEX_NONE);
this->enHy.waitingOnInit = true;
Actor_SetScale(&this->enHy.actor, 0.01f);
@@ -64,7 +64,7 @@ void EnColMan_Init(Actor* thisx, PlayState* play) {
EnColMan* this = THIS;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->scale = (BREG(55) / 1000.0f) + 0.01f;
switch (this->actor.params) {
+3 -3
View File
@@ -8,7 +8,7 @@
#include "z64horse.h"
#include "z64voice.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnCow*)thisx)
@@ -130,7 +130,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) {
this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f;
this->animCycle = 0;
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
gHorsePlayedEponasSong = false;
AudioVoice_InitWord(VOICE_WORD_ID_MILK);
@@ -147,7 +147,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) {
EnCow_SetTailPos(this);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f;
break;
+5 -5
View File
@@ -7,7 +7,7 @@
#include "z_en_crow.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnCrow*)thisx)
@@ -138,7 +138,7 @@ void EnCrow_Init(Actor* thisx, PlayState* play) {
sDeadCount = 0;
if (this->actor.parent != NULL) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
EnCrow_SetupFlyIdle(this);
}
@@ -172,7 +172,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) {
dist = Actor_WorldDistXZToPoint(&this->actor, &this->actor.parent->world.pos);
} else {
dist = 450.0f;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
@@ -458,7 +458,7 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) {
scaleTarget = 0.01f;
}
if (Math_StepToF(&this->actor.scale.x, scaleTarget, scaleTarget * 0.1f)) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.flags &= ~ACTOR_FLAG_10;
this->actor.colChkInfo.health = 1;
EnCrow_SetupFlyIdle(this);
@@ -483,7 +483,7 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) {
} else {
this->actor.colChkInfo.health = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Enemy_StartFinishingBlow(play, &this->actor);
EnCrow_SetupDamaged(this, play);
}
+3 -3
View File
@@ -6,7 +6,7 @@
#include "z_en_dai.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((EnDai*)thisx)
@@ -559,7 +559,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) {
this->animIndex = ENDAI_ANIM_NONE;
EnDai_ChangeAnim(this, ENDAI_ANIM_0);
Actor_SetScale(&this->actor, 0.2f);
this->actor.targetMode = TARGET_MODE_10;
this->actor.attentionRangeType = ATTENTION_RANGE_10;
this->unk_1F0 = D_80B3FBF0;
this->unk_1FC = D_80B3FBF0;
this->unk_1CE = 0;
@@ -579,7 +579,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) {
}
this->unk_1CD = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_1CE |= (0x100 | 0x20);
this->unk_1CE |= 0x80;
this->actionFunc = func_80B3EEDC;
@@ -6,7 +6,7 @@
#include "z_en_daiku.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDaiku*)thisx)
@@ -99,7 +99,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->unk_278 = ENDAIKU_GET_FF(&this->actor);
if (this->unk_278 == ENDAIKU_PARAM_FF_3) {
@@ -9,7 +9,7 @@
#include "assets/objects/object_daiku/object_daiku.h"
#include "assets/objects/object_bombiwa/object_bombiwa.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDaiku2*)thisx)
@@ -84,7 +84,7 @@ void EnDaiku2_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_00A850, &object_daiku_Anim_002FA0, this->jointTable,
this->morphTable, OBJECT_DAIKU_LIMB_MAX);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->switchFlag = ENDAIKU2_GET_SWITCH_FLAG(&this->actor);
this->pathIndex = ENDAIKU2_GET_PATH_INDEX(&this->actor);
@@ -9,7 +9,8 @@
#include "overlays/actors/ovl_Arrow_Light/z_arrow_light.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE)
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE)
#define THIS ((EnDeath*)thisx)
@@ -221,7 +222,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE),
ICHAIN_S8(hintId, TATL_HINT_ID_GOMESS, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_CONTINUE),
ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_STOP),
};
void EnDeath_Init(Actor* thisx, PlayState* play2) {
@@ -284,7 +285,7 @@ void EnDeath_Init(Actor* thisx, PlayState* play2) {
} else {
// Start intro cutscene
this->inEarlyIntro = true;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
EnDeath_SetupPlayCutscene(this);
}
}
@@ -605,7 +606,7 @@ void EnDeath_IntroCutscenePart5(EnDeath* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
CutsceneManager_Stop(this->actor.csId);
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_END);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->coreCollider.base.acFlags |= AC_ON;
EnDeath_SetupApproachPlayer(this);
}
@@ -805,7 +806,7 @@ void EnDeath_SetupDeathCutscenePart1(EnDeath* this, PlayState* play) {
Vec3f at;
s32 i;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_IGNORE_QUAKE);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_IGNORE_QUAKE);
Animation_PlayOnce(&this->skelAnime, &gGomessBeginDeathAnim);
for (i = 0; i < ARRAY_COUNT(this->miniDeaths); i++) {
@@ -9,7 +9,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnDekubaba*)thisx)
@@ -222,7 +222,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.health = 4;
// Big Deku Baba hint does not exist in MM
this->actor.hintId = TATL_HINT_ID_BIO_DEKU_BABA;
this->actor.targetMode = TARGET_MODE_2;
this->actor.attentionRangeType = ATTENTION_RANGE_2;
} else {
this->size = 1.0f;
@@ -230,7 +230,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius;
}
this->actor.hintId = TATL_HINT_ID_DEKU_BABA;
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
}
EnDekubaba_SetupWait(this);
@@ -868,7 +868,7 @@ void EnDekubaba_PrunedSomersaultDie(EnDekubaba* this, PlayState* play) {
this->actor.scale.y = 0.0f;
this->actor.scale.x = 0.0f;
this->actor.speed = 0.0f;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, this->size * 3.0f, 0, (s32)(this->size * 12.0f),
(s32)(this->size * 5.0f), 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
}
@@ -9,7 +9,7 @@
#include "overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((EnDekunuts*)thisx)
@@ -131,12 +131,12 @@ void EnDekunuts_Init(Actor* thisx, PlayState* play) {
}
if (this->actor.params == ENDEKUNUTS_GET_FF00_1) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->collider.base.colMaterial = COL_MATERIAL_NONE;
this->collider.elem.acElemFlags |=
(ACELEM_NO_HITMARK | ACELEM_NO_SWORD_SFX | ACELEM_NO_DAMAGE | ACELEM_NO_AT_INFO);
} else if (this->actor.params == ENDEKUNUTS_GET_FF00_2) {
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
}
func_808BD428(this);
@@ -6,7 +6,7 @@
#include "z_en_demo_heishi.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDemoheishi*)thisx)
@@ -61,7 +61,7 @@ void EnDemoheishi_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWaveAnim, this->jointTable, this->morphTable,
SOLDIER_LIMB_MAX);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.gravity = -3.0f;
Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit);
EnDemoheishi_SetupIdle(this);
+4 -4
View File
@@ -8,7 +8,7 @@
#include "attributes.h"
#include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000)
#define THIS ((EnDg*)thisx)
@@ -493,7 +493,7 @@ void EnDg_TryPickUp(EnDg* this, PlayState* play) {
}
EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_SIT_DOWN);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.speed = 0.0f;
if (Player_GetMask(play) == PLAYER_MASK_TRUTH) {
this->actor.flags |= ACTOR_FLAG_10000;
@@ -1243,7 +1243,7 @@ void EnDg_JumpOutOfWater(EnDg* this, PlayState* play) {
void EnDg_Held(EnDg* this, PlayState* play) {
if (Actor_HasNoParent(&this->actor, play)) {
this->grabState = DOG_GRAB_STATE_THROWN_OR_SITTING_AFTER_THROW;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (sIsAnyDogHeld) {
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
sIsAnyDogHeld = false;
@@ -1314,7 +1314,7 @@ void EnDg_Init(Actor* thisx, PlayState* play) {
this->path = SubS_GetPathByIndex(play, ENDG_GET_PATH_INDEX(&this->actor), ENDG_PATH_INDEX_NONE);
Actor_SetScale(&this->actor, 0.0075f);
this->actor.targetMode = TARGET_MODE_1;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->actor.gravity = -3.0f;
this->timer = Rand_S16Offset(60, 60);
this->dogFlags = DOG_FLAG_NONE;
@@ -7,7 +7,7 @@
#include "z_en_dinofos.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define THIS ((EnDinofos*)thisx)
@@ -1173,7 +1173,7 @@ void EnDinofos_EndBreatheFire(EnDinofos* this, PlayState* play) {
void EnDinofos_SetupDie(EnDinofos* this) {
Animation_PlayOnce(&this->skelAnime, &gDinolfosDieAnim);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DEAD);
this->actor.speed = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
+1 -1
View File
@@ -6,7 +6,7 @@
#include "z_en_dnh.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDnh*)thisx)
+3 -3
View File
@@ -6,7 +6,7 @@
#include "z_en_dnk.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDnk*)thisx)
@@ -239,12 +239,12 @@ void func_80A51648(EnDnk* this, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if (ENDNK_GET_3C(&this->actor) == 4) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.flags |= (ACTOR_FLAG_10 | ACTOR_FLAG_20);
this->actionFunc = EnDnk_HandleCutscene;
Actor_SetScale(&this->actor, 0.1f);
} else {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actionFunc = EnDnk_DoNothing;
Actor_SetScale(&this->actor, 0.01f);
}
+3 -3
View File
@@ -13,7 +13,7 @@
#include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnDno*)thisx)
@@ -779,7 +779,7 @@ void func_80A72C04(EnDno* this, PlayState* play) {
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, EN_DNO_ANIM_START_RACE_START,
&this->animIndex);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
Math_Vec3f_Copy(&this->unk_334, &this->actor.world.pos);
SubS_ActorPathing_Init(play, &this->unk_334, &this->actor, &this->actorPath, play->setupPathList,
EN_DNO_GET_7F(&this->actor), 1, 0, 1, 0);
@@ -908,7 +908,7 @@ void func_80A730A0(EnDno* this, PlayState* play) {
void func_80A73244(EnDno* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
this->unk_328 = 2;
this->actor.speed = 0.0f;
Flags_UnsetSwitch(play, EN_DNO_GET_RACE_STARTED_SWITCH_FLAG(&this->actor));
+6 -6
View File
@@ -9,7 +9,7 @@
#include "z_en_dnp.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnDnp*)thisx)
@@ -285,14 +285,14 @@ s32 func_80B3D044(EnDnp* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE) {
if (!(this->unk_322 & 0x200)) {
this->unk_322 |= (0x200 | 0x10);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->cueId = 255;
}
SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK);
this->actionFunc = func_80B3D11C;
ret = true;
} else if (this->unk_322 & 0x200) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->unk_322 &= ~(0x200 | 0x10);
this->actionFunc = func_80B3D2D4;
@@ -394,7 +394,7 @@ void func_80B3D47C(EnDnp* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_SmoothStepToF(&this->actor.scale.x, 0.0085f, 0.1f, 0.01f, 0.001f);
if ((s32)(this->actor.scale.x * 10000.0f) >= 85) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->unk_322 &= ~0x10;
this->unk_322 |= 0x400;
@@ -425,11 +425,11 @@ void EnDnp_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
this->unk_322 = 0;
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->unk_322 |= (0x100 | 0x80 | 0x10);
this->actor.gravity = -1.0f;
if (DEKU_PRINCESS_GET_TYPE(&this->actor) == DEKU_PRINCESS_TYPE_RELEASED_FROM_BOTTLE) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetScale(&this->actor, 0.85f * 0.001f);
SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK);
this->actor.shape.rot.x = 0;
+4 -4
View File
@@ -9,7 +9,7 @@
#include "z_en_dnq.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDnq*)thisx)
@@ -184,7 +184,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE) {
if (!(this->unk_37C & 0x20)) {
this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->picto.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->cueId = 255;
this->unk_37C |= 0x20;
}
@@ -192,7 +192,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) {
ret = true;
} else {
if (this->unk_37C & 0x20) {
this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->picto.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->cueId = 255;
this->unk_37C &= ~0x20;
SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
@@ -498,7 +498,7 @@ void EnDnq_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->picto.actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
Actor_SetScale(&this->picto.actor, 0.02f);
this->picto.actor.targetMode = TARGET_MODE_1;
this->picto.actor.attentionRangeType = ATTENTION_RANGE_1;
this->unk_386 = 0;
this->unk_37C = 0;
SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
+4 -4
View File
@@ -6,7 +6,7 @@
#include "z_en_dns.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
#define THIS ((EnDns*)thisx)
@@ -309,14 +309,14 @@ s32 func_8092CB98(EnDns* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE) {
if (!(this->unk_2C6 & 0x80)) {
this->cueType = EnDns_GetCueType(this);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK);
this->unk_2C6 |= 0x80;
this->cueId = 255;
}
phi_v1 = 1;
} else if (this->unk_2C6 & 0x80) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->unk_2C6 &= ~0x80;
}
@@ -572,7 +572,7 @@ void EnDns_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = TARGET_MODE_0;
this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.gravity = -0.8f;
this->unk_2D2 = 0;
this->unk_2C6 = 0;
@@ -10,7 +10,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnDodongo*)thisx)
@@ -910,7 +910,7 @@ void func_80878724(EnDodongo* this) {
this->timer = 0;
this->unk_304 = 0;
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DEAD);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.speed = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
this->actionFunc = func_808787B0;
+1 -1
View File
@@ -248,7 +248,7 @@ static_assert(ARRAY_COUNT(sObjectInfo) == DOOR_OBJINFO_MAX,
"The entry count of `sObjectInfo` should match the `EnDoorObjectInfoIndex` enum");
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE),
ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP),
@@ -79,7 +79,7 @@ EnDoorEtcInfo sObjectInfo[] = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE),
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE),
ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP),
@@ -7,7 +7,7 @@
#include "z_en_dragon.h"
#include "overlays/actors/ovl_En_Ot/z_en_ot.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnDragon*)thisx)
@@ -208,7 +208,7 @@ void EnDragon_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.health = 4;
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.targetMode = TARGET_MODE_10;
this->actor.attentionRangeType = ATTENTION_RANGE_10;
Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements);
this->collider.elements[0].dim.scale = this->collider.elements[1].dim.scale = this->collider.elements[2].dim.scale =
@@ -751,7 +751,7 @@ void EnDragon_UpdateDamage(EnDragon* this, PlayState* play) {
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DEAD);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.flags |= ACTOR_FLAG_100000;
this->action = DEEP_PYTHON_ACTION_SETUP_DEAD;
this->actionFunc = EnDragon_SetupDead;
+1 -1
View File
@@ -9,7 +9,7 @@
#include "z_en_ds2n.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((EnDs2n*)thisx)
+2 -2
View File
@@ -13,7 +13,7 @@
#include "overlays/actors/ovl_En_Baisen/z_en_baisen.h"
#include "overlays/actors/ovl_En_Muto/z_en_muto.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnDt*)thisx)
@@ -241,7 +241,7 @@ void EnDt_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &object_dt_Skel_00B0CC, &gDotourWaitAnim, this->jointTable,
this->morphTable, OBJECT_DT_LIMB_MAX);
this->actor.targetMode = TARGET_MODE_6;
this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->npcEnMuto = NULL;
this->npcEnBaisen = NULL;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);

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