Player Docs: FocusActor and Lock-On Cleanup (#1711)

* focus actor docs

* small cleanup

* brackets

* remaining lock-on docs

* more cleanup/docs

* more reticle docs

* oops
This commit is contained in:
engineer124
2024-10-16 11:52:45 +11:00
committed by GitHub
parent 917d214951
commit 86d8dc6a9f
19 changed files with 288 additions and 258 deletions
+107 -96
View File
@@ -426,11 +426,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
void Target_SetLockOnPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) {
targetCtx->lockOnTriangleSets[index].pos.x = x;
targetCtx->lockOnTriangleSets[index].pos.y = y;
targetCtx->lockOnTriangleSets[index].pos.z = z;
targetCtx->lockOnTriangleSets[index].radius = targetCtx->lockOnRadius;
void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
targetCtx->lockOnReticles[reticleNum].pos.x = x;
targetCtx->lockOnReticles[reticleNum].pos.y = y;
targetCtx->lockOnReticles[reticleNum].pos.z = z;
targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
}
typedef struct {
@@ -455,23 +456,23 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
};
void Target_InitLockOn(TargetContext* targetCtx, ActorType type, PlayState* play) {
void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
LockOnTriangleSet* triangleSet;
LockOnReticle* reticle;
Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye);
targetCtx->lockOnAlpha = 256;
tatlColorEntry = &sTatlColorList[type];
targetCtx->lockOnRadius = 500.0f;
Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
targetCtx->reticleFadeAlphaControl = 256;
tatlColorEntry = &sTatlColorList[actorCategory];
targetCtx->reticleRadius = 500.0f;
triangleSet = targetCtx->lockOnTriangleSets;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnTriangleSets); i++, triangleSet++) {
Target_SetLockOnPos(targetCtx, i, 0.0f, 0.0f, 0.0f);
reticle = targetCtx->lockOnReticles;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
triangleSet->color.r = tatlColorEntry->inner.r;
triangleSet->color.g = tatlColorEntry->inner.g;
triangleSet->color.b = tatlColorEntry->inner.b;
reticle->color.r = tatlColorEntry->inner.r;
reticle->color.g = tatlColorEntry->inner.g;
reticle->color.b = tatlColorEntry->inner.b;
}
}
@@ -493,13 +494,13 @@ void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type
void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->forcedTargetActor = NULL;
targetCtx->lockOnActor = NULL;
targetCtx->reticleActor = NULL;
targetCtx->fairyActor = NULL;
targetCtx->rotZTick = 0;
targetCtx->lockOnIndex = 0;
targetCtx->reticleSpinCounter = 0;
targetCtx->curReticle = 0;
targetCtx->fairyMoveProgressFactor = 0.0f;
Target_SetFairyState(targetCtx, actor, actor->category, play);
Target_InitLockOn(targetCtx, actor->category, play);
Target_InitReticle(targetCtx, actor->category, play);
}
void Target_Draw(TargetContext* targetCtx, PlayState* play) {
@@ -511,41 +512,47 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
return;
}
actor = targetCtx->lockOnActor;
actor = targetCtx->reticleActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->lockOnAlpha != 0) {
LockOnTriangleSet* entry;
if (targetCtx->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
Vec3f projectedPos;
s32 totalEntries;
s32 numReticles;
f32 invW;
s32 i;
s32 index;
s32 curReticle;
f32 lockOnScaleX;
if (targetCtx->rotZTick != 0) {
totalEntries = 1;
if (targetCtx->reticleSpinCounter != 0) {
// Reticle is spinning so it is active, only need to draw one
numReticles = 1;
} else {
// Use multiple entries for the movement effect when the triangles are getting closer to the actor from the
// margin of the screen
totalEntries = ARRAY_COUNT(targetCtx->lockOnTriangleSets);
// Use multiple reticles for the motion blur effect from the reticle
// quickly zooming in on an actor from off screen
numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->lockOnRadius) / 420.0f;
Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
} else {
targetCtx->lockOnAlpha -= 120;
if (targetCtx->lockOnAlpha < 0) {
targetCtx->lockOnAlpha = 0;
// Not locked on, start fading out
targetCtx->reticleFadeAlphaControl -= 120;
if (targetCtx->reticleFadeAlphaControl < 0) {
targetCtx->reticleFadeAlphaControl = 0;
}
alpha = targetCtx->lockOnAlpha;
// `reticleFadeAlphaControl` is only used as an alpha when fading out.
// Otherwise it defaults to 255, set above.
alpha = targetCtx->reticleFadeAlphaControl;
}
Actor_GetProjectedPos(play, &targetCtx->lockOnPos, &projectedPos, &invW);
Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@@ -555,48 +562,51 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
targetCtx->lockOnIndex--;
if (targetCtx->lockOnIndex < 0) {
targetCtx->lockOnIndex = ARRAY_COUNT(targetCtx->lockOnTriangleSets) - 1;
targetCtx->curReticle--;
if (targetCtx->curReticle < 0) {
targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
}
Target_SetLockOnPos(targetCtx, targetCtx->lockOnIndex, projectedPos.x, projectedPos.y, projectedPos.z);
Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->lockOnActor)) {
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (i = 0, index = targetCtx->lockOnIndex; i < totalEntries;
i++, index = (index + 1) % ARRAY_COUNT(targetCtx->lockOnTriangleSets)) {
entry = &targetCtx->lockOnTriangleSets[index];
for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
reticle = &targetCtx->lockOnReticles[curReticle];
if (entry->radius < 500.0f) {
if (reticle->radius < 500.0f) {
s32 triangleIndex;
if (entry->radius <= 120.0f) {
if (reticle->radius <= 120.0f) {
lockOnScaleX = 0.15f;
} else {
lockOnScaleX = ((entry->radius - 120.0f) * 0.001f) + 0.15f;
lockOnScaleX = ((reticle->radius - 120.0f) * 0.001f) + 0.15f;
}
Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Translate(reticle->pos.x, reticle->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(lockOnScaleX, 0.15f, 1.0f, MTXMODE_APPLY);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
(u8)alpha);
Matrix_RotateZS(targetCtx->rotZTick * 0x200, MTXMODE_APPLY);
Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
// Draw the 4 lock-on triangles
// Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
Matrix_RotateZS(0x10000 / 4, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->radius, entry->radius, 0.0f, MTXMODE_APPLY);
Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL);
Matrix_Pop();
}
}
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnTriangleSets);
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
if (alpha < 0) {
alpha = 0;
}
@@ -605,6 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
actor = targetCtx->arrowPointedActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
@@ -617,14 +628,13 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx);
}
// OoT: func_8002C7BC
void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor, PlayState* play) {
void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
s32 category;
@@ -633,7 +643,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
// actor
if ((player->lockOnActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->arrowPointedActor = NULL;
} else {
Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
@@ -643,8 +653,8 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
if (targetCtx->forcedTargetActor != NULL) {
actor = targetCtx->forcedTargetActor;
targetCtx->forcedTargetActor = NULL;
} else if (lockOnActor != NULL) {
actor = lockOnActor;
} else if (playerFocusActor != NULL) {
actor = playerFocusActor;
}
if (actor != NULL) {
@@ -676,55 +686,56 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
Target_SetFairyState(targetCtx, actor, category, play);
}
if ((lockOnActor != NULL) && (targetCtx->rotZTick == 0)) {
Actor_GetProjectedPos(play, &lockOnActor->focus.pos, &projectedPos, &invW);
if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
Actor_GetProjectedPos(play, &playerFocusActor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
lockOnActor = NULL;
playerFocusActor = NULL;
}
}
if (lockOnActor != NULL) {
if (lockOnActor != targetCtx->lockOnActor) {
if (playerFocusActor != NULL) {
if (playerFocusActor != targetCtx->reticleActor) {
s32 sfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
Target_InitLockOn(targetCtx, lockOnActor->category, play);
Target_InitReticle(targetCtx, playerFocusActor->category, play);
targetCtx->lockOnActor = lockOnActor;
targetCtx->reticleActor = playerFocusActor;
if (lockOnActor->id == ACTOR_EN_BOOM) {
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
targetCtx->lockOnAlpha = 0;
targetCtx->reticleFadeAlphaControl = 0;
}
sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
Audio_PlaySfx(sfxId);
}
targetCtx->lockOnPos.x = lockOnActor->world.pos.x;
targetCtx->lockOnPos.y = lockOnActor->world.pos.y - (lockOnActor->shape.yOffset * lockOnActor->scale.y);
targetCtx->lockOnPos.z = lockOnActor->world.pos.z;
targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
targetCtx->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
if (targetCtx->rotZTick == 0) {
f32 lockOnStep = (500.0f - targetCtx->lockOnRadius) * 3.0f;
if (targetCtx->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - targetCtx->reticleRadius) * 3.0f;
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
if (Math_StepToF(&targetCtx->lockOnRadius, 80.0f, lockOnStep)) {
targetCtx->rotZTick++;
if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, lockOnStep)) {
targetCtx->reticleSpinCounter++;
}
} else {
// 0x80 is or'd to avoid getting this value be set to zero
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
targetCtx->rotZTick = (targetCtx->rotZTick + 3) | 0x80;
targetCtx->lockOnRadius = 120.0f;
targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
targetCtx->reticleRadius = 120.0f;
}
} else {
targetCtx->lockOnActor = NULL;
Math_StepToF(&targetCtx->lockOnRadius, 500.0f, 80.0f);
targetCtx->reticleActor = NULL;
Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
}
}
@@ -1854,7 +1865,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
if (player->lockOnActor != NULL) {
if (player->focusActor != NULL) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return FLT_MAX;
}
@@ -1914,7 +1925,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) {
if ((player->focusActor == NULL) && (yawDiff > (0x10000 / 6))) {
distSq = FLT_MAX;
} else {
distSq = actor->xyzDistToPlayerSq;
@@ -2045,7 +2056,7 @@ s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) {
if ((player->actor.flags & ACTOR_FLAG_TALK) && (talkActor != NULL)) {
player->talkActor = actor2;
player->lockOnActor = actor2;
player->focusActor = actor2;
return true;
}
@@ -2547,13 +2558,13 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
actor->flags &= ~ACTOR_FLAG_1000000;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) {
if (actor == params->player->lockOnActor) {
if (actor == params->player->focusActor) {
actor->isLockedOn = true;
} else {
actor->isLockedOn = false;
}
if ((actor->targetPriority != 0) && (params->player->lockOnActor == NULL)) {
if ((actor->targetPriority != 0) && (params->player->focusActor == NULL)) {
actor->targetPriority = 0;
}
@@ -2682,16 +2693,16 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
}
}
actor = player->lockOnActor;
actor = player->focusActor;
if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL;
Player_Untarget(player);
Player_ReleaseLockOn(player);
}
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
if (actorCtx->targetCtx.rotZTick != 0) {
actorCtx->targetCtx.rotZTick = 0;
if (actorCtx->targetCtx.reticleSpinCounter != 0) {
actorCtx->targetCtx.reticleSpinCounter = 0;
Audio_PlaySfx(NA_SE_SY_LOCK_OFF);
}
}
@@ -3475,8 +3486,8 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Actor* newHead;
ActorOverlay* overlayEntry = actor->overlayEntry;
if ((player != NULL) && (actor == player->lockOnActor)) {
Player_Untarget(player);
if ((player != NULL) && (actor == player->focusActor)) {
Player_ReleaseLockOn(player);
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
@@ -3550,7 +3561,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
Actor* lockOnActor = player->lockOnActor;
Actor* playerFocusActor = player->focusActor;
s32 isNearestTargetableActor;
s32 phi_s2_2;
@@ -3574,7 +3585,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
}
// If this actor is the currently targeted one, then ignore it unless it has the ACTOR_FLAG_80000 flag
if ((actor == lockOnActor) && !(actor->flags & ACTOR_FLAG_80000)) {
if ((actor == playerFocusActor) && !(actor->flags & ACTOR_FLAG_80000)) {
continue;
}
+35 -17
View File
@@ -517,7 +517,7 @@ bool Player_CheckHostileLockOn(Player* player) {
}
bool func_80123434(Player* player) {
return player->stateFlags1 & (PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
return player->stateFlags1 & (PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
}
// Unused
@@ -525,13 +525,13 @@ bool func_80123448(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->stateFlags1 & PLAYER_STATE1_400000) &&
(player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->lockOnActor == NULL));
((player->transformation != PLAYER_FORM_HUMAN) || (!func_80123434(player) && player->focusActor == NULL));
}
// TODO: Player_IsGoronOrDeku is a temporary name until we have more info on this function.
// Hypothesis: this function checks if the current form would crouch when he tries to use the shield
bool Player_IsGoronOrDeku(Player* player) {
return player->transformation == PLAYER_FORM_GORON || player->transformation == PLAYER_FORM_DEKU;
return (player->transformation == PLAYER_FORM_GORON) || (player->transformation == PLAYER_FORM_DEKU);
}
bool func_801234D4(PlayState* play) {
@@ -1331,35 +1331,53 @@ void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, Pla
player->itemAction = itemAction;
}
void Player_Untarget(Player* player) {
player->lockOnActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_2000;
void Player_ReleaseLockOn(Player* player) {
player->focusActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
void func_80123DC0(Player* player) {
/**
* This function aims to clear Z-Target related state when it isn't in use.
* It also handles setting a specific free fall related state that is interntwined with Z-Targeting.
*/
void Player_ClearZTargeting(Player* player) {
if ((player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(player->stateFlags1 & (PLAYER_STATE1_200000 | PLAYER_STATE1_800000 | PLAYER_STATE1_8000000)) ||
(!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000)) &&
((player->actor.world.pos.y - player->actor.floorHeight) < 100.0f))) {
player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000 |
PLAYER_STATE1_80000 | PLAYER_STATE1_40000000);
player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 |
PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_40000000);
} else if (!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000))) {
player->stateFlags1 |= PLAYER_STATE1_80000;
} else if ((player->stateFlags1 & PLAYER_STATE1_40000) && (player->transformation == PLAYER_FORM_DEKU)) {
player->stateFlags1 &=
~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
~(PLAYER_STATE1_8000 | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
}
Player_Untarget(player);
Player_ReleaseLockOn(player);
}
void func_80123E90(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
/**
* Sets the "auto lock-on actor" to lock onto an actor without Player's input.
* This function will first release any existing lock-on or (try to) release parallel.
*
* When using Switch Targeting, it is not possible to carry an auto lock-on actor into a normal
* lock-on when the auto lock-on is finished.
* This is because the `PLAYER_STATE2_LOCK_ON_WITH_SWITCH` flag is never set with an auto lock-on.
* With Hold Targeting it is possible to keep the auto lock-on going by keeping the Z button held down.
*
* The auto lock-on is considered "friendly" even if the actor is actually hostile. If the auto lock-on is hostile,
* Player's battle response will not occur (if he is actionable) and the camera behaves differently.
* When transitioning from auto lock-on to normal lock-on (with Hold Targeting) there will be a noticeable change
* when it switches from "friendly" mode to "hostile" mode.
*/
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
func_80123DC0(player);
player->lockOnActor = actor;
player->unk_A78 = actor;
player->stateFlags1 |= PLAYER_STATE1_10000;
Player_ClearZTargeting(this);
this->focusActor = actor;
this->autoLockOnActor = actor;
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}