mirror of
https://github.com/zeldaret/mm.git
synced 2026-07-02 11:35:58 -04:00
+17
-11
@@ -465,20 +465,20 @@ typedef enum DoorLockType {
|
||||
|
||||
// Actor is discoverable by the Attention System. This enables Tatl 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)
|
||||
#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0)
|
||||
|
||||
// Unused
|
||||
#define ACTOR_FLAG_2 (1 << 1)
|
||||
#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_ATTENTION_ENABLED` to have any effect.
|
||||
#define ACTOR_FLAG_HOSTILE (1 << 2)
|
||||
#define ACTOR_FLAG_HOSTILE (1 << 2)
|
||||
|
||||
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
|
||||
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
|
||||
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
|
||||
#define ACTOR_FLAG_FRIENDLY (1 << 3)
|
||||
#define ACTOR_FLAG_FRIENDLY (1 << 3)
|
||||
//
|
||||
#define ACTOR_FLAG_10 (1 << 4)
|
||||
//
|
||||
@@ -501,9 +501,15 @@ typedef enum DoorLockType {
|
||||
#define ACTOR_FLAG_800 (1 << 11)
|
||||
|
||||
// Actor will not shake when a quake occurs
|
||||
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
|
||||
//
|
||||
#define ACTOR_FLAG_2000 (1 << 13)
|
||||
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
|
||||
|
||||
// The hookshot is currently attached to this actor.
|
||||
// The behavior that occurs after attachment is determined by `ACTOR_FLAG_200` and `ACTOR_FLAG_400`.
|
||||
// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
|
||||
//
|
||||
// This flag is also reused to indicate that an actor is attached to the Zora boomerang.
|
||||
// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang.
|
||||
#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
|
||||
|
||||
// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
|
||||
#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
|
||||
@@ -538,15 +544,15 @@ typedef enum DoorLockType {
|
||||
|
||||
// When Player is carrying this actor, it can only be thrown, not dropped/placed.
|
||||
// Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still.
|
||||
#define ACTOR_FLAG_THROW_ONLY (1 << 23)
|
||||
#define ACTOR_FLAG_THROW_ONLY (1 << 23)
|
||||
|
||||
// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit
|
||||
#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24)
|
||||
#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24)
|
||||
|
||||
// Actor can update even if Player is currently using the ocarina.
|
||||
// Typically an actor will halt while the ocarina is active (depending on category).
|
||||
// This flag allows a given actor to be an exception.
|
||||
#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
|
||||
#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
|
||||
|
||||
// Actor can press and hold down switches.
|
||||
// See usages of `DynaPolyActor_SetSwitchPressed` and `DynaPolyActor_IsSwitchPressed` for more context on how switches work.
|
||||
@@ -554,7 +560,7 @@ typedef enum DoorLockType {
|
||||
|
||||
// Player is not able to lock onto the actor.
|
||||
// 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_LOCK_ON_DISABLED (1 << 27)
|
||||
//
|
||||
#define ACTOR_FLAG_10000000 (1 << 28)
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user