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Name Remaining Hookshot Actor Flags (#1746)
* hookshot attachment * period * hookshot flags * fix ordering * comment, fix ordering --------- Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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+13
-7
@@ -479,6 +479,7 @@ typedef enum DoorLockType {
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// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
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// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
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#define ACTOR_FLAG_FRIENDLY (1 << 3)
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//
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#define ACTOR_FLAG_10 (1 << 4)
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//
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@@ -493,18 +494,21 @@ typedef enum DoorLockType {
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// Player will retain this flag until the player is finished talking
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// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
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#define ACTOR_FLAG_TALK (1 << 8)
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//
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#define ACTOR_FLAG_200 (1 << 9)
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//
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#define ACTOR_FLAG_400 (1 << 10)
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//
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#define ACTOR_FLAG_800 (1 << 11)
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// When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts.
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#define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9)
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// When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor.
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#define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10)
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// This is likely `ACTOR_FLAG_GRASS_DESTROYED` from OoT, however this flag is unused in this game.
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#define ACTOR_FLAG_800 (1 << 11)
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// Actor will not shake when a quake occurs
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#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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// The hookshot is currently attached to this actor.
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// The behavior that occurs after attachment is determined by `ACTOR_FLAG_200` and `ACTOR_FLAG_400`.
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// The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`.
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// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
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//
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// This flag is also reused to indicate that an actor is attached to the Zora boomerang.
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@@ -535,6 +539,7 @@ typedef enum DoorLockType {
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// Also allows for the next lock-on actor to be the focus actor again.
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// When chosen as the next lock-on actor, this flag is unset.
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#define ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE (1 << 19)
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//
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#define ACTOR_FLAG_100000 (1 << 20)
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//
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@@ -561,6 +566,7 @@ typedef enum DoorLockType {
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// Player is not able to lock onto the actor.
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// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
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#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
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//
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#define ACTOR_FLAG_10000000 (1 << 28)
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//
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+3
-3
@@ -1048,8 +1048,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE3_20 (1 << 5)
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//
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#define PLAYER_STATE3_40 (1 << 6)
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//
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#define PLAYER_STATE3_80 (1 << 7)
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// Flying in the air with the hookshot as it pulls Player toward its destination
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#define PLAYER_STATE3_FLYING_WITH_HOOKSHOT (1 << 7)
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// Deku flower dive
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#define PLAYER_STATE3_100 (1 << 8)
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//
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@@ -1094,7 +1094,7 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE3_10000000 (1 << 28)
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// breman mask march?
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#define PLAYER_STATE3_20000000 (1 << 29)
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//
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// Item change process has begun
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#define PLAYER_STATE3_START_CHANGING_HELD_ITEM (1 << 30)
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// Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
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#define PLAYER_STATE3_HOSTILE_LOCK_ON (1 << 31)
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