This commit is contained in:
engineer124
2024-10-24 11:55:14 +11:00
committed by GitHub
parent d60a032b11
commit c5db9b47e1
14 changed files with 47 additions and 44 deletions
+13 -13
View File
@@ -511,7 +511,7 @@ void Attention_Draw(Attention* attention, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* actor; // used for both the reticle actor and arrow hover actor
if (player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 |
if (player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 |
PLAYER_STATE1_400 | PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000)) {
return;
}
@@ -1439,7 +1439,7 @@ void Player_MountHorse(PlayState* play, Player* player, Actor* horse) {
}
bool func_800B7200(Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) ||
return (player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_20000000)) ||
(player->csAction != PLAYER_CSACTION_NONE);
}
@@ -2206,7 +2206,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_80 | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 |
(PLAYER_STATE1_DEAD | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 |
PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
@@ -2294,7 +2294,7 @@ s32 Actor_HasRider(PlayState* play, Actor* horse) {
s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_1000 |
if (!(player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_1000 |
PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 |
PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
player->rideActor = horse;
@@ -2626,33 +2626,33 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
u32 sCategoryFreezeMasks[ACTORCAT_MAX] = {
/* ACTORCAT_SWITCH */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_BG */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_PLAYER */
PLAYER_STATE1_200,
/* ACTORCAT_EXPLOSIVES */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_10000000,
/* ACTORCAT_NPC */
PLAYER_STATE1_2 | PLAYER_STATE1_80 | PLAYER_STATE1_200,
PLAYER_STATE1_2 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200,
/* ACTORCAT_ENEMY */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_20000000,
/* ACTORCAT_PROP */
PLAYER_STATE1_2 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
PLAYER_STATE1_2 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
/* ACTORCAT_ITEMACTION */
PLAYER_STATE1_2,
/* ACTORCAT_MISC */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000 |
PLAYER_STATE1_20000000,
/* ACTORCAT_BOSS */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_400 |
PLAYER_STATE1_10000000,
/* ACTORCAT_DOOR */
PLAYER_STATE1_2,
/* ACTORCAT_CHEST */
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_10000000,
};
void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
+2 -2
View File
@@ -645,7 +645,7 @@ void func_80123140(PlayState* play, Player* player) {
}
bool Player_InBlockingCsMode(PlayState* play, Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
return (player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
(player->csAction != PLAYER_CSACTION_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
(play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) ||
(player->stateFlags3 & PLAYER_STATE3_80) || play->actorCtx.isOverrideInputOn;
@@ -1943,7 +1943,7 @@ void Player_AdjustSingleLeg(PlayState* play, Player* player, SkelAnime* skelAnim
f32 sp7C;
if ((player->stateFlags3 & PLAYER_STATE3_1) || !(player->actor.scale.y >= 0.0f) ||
(player->stateFlags1 & PLAYER_STATE1_80) || play->unk_18844) {
(player->stateFlags1 & PLAYER_STATE1_DEAD) || play->unk_18844) {
return;
}