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Document Attention/Lock-on Related Actor Flags (#2161)
* document actor flags 0, 2, 3, and 27 * format * fly -> hover * wodring
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+14
-8
@@ -107,14 +107,19 @@ typedef struct ActorShape {
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
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} ActorShape; // size = 0x30
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//
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#define ACTOR_FLAG_0 (1 << 0)
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// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range.
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// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set).
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#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0)
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//
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#define ACTOR_FLAG_2 (1 << 2)
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// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors.
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// Enemy background music will also be played when the player is close enough to a hostile actor.
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// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect.
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#define ACTOR_FLAG_HOSTILE (1 << 2)
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//
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#define ACTOR_FLAG_3 (1 << 3)
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// Actor is not hostile toward the player; Opposite flag of `ACTOR_FLAG_HOSTILE`.
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// Note that this flag doesn't have any effect on either the actor, or Player's behvaior.
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// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
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#define ACTOR_FLAG_NEUTRAL (1 << 3)
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//
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#define ACTOR_FLAG_4 (1 << 4)
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@@ -187,8 +192,9 @@ typedef struct ActorShape {
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//
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#define ACTOR_FLAG_26 (1 << 26)
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//
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#define ACTOR_FLAG_27 (1 << 27)
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// Player is not able to lock onto the actor.
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// Navi 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_28 (1 << 28)
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