Document Attention/Lock-on Related Actor Flags (#2161)

* document actor flags 0, 2, 3, and 27

* format

* fly -> hover

* wodring
This commit is contained in:
fig02
2024-09-07 17:53:48 -04:00
committed by GitHub
parent a039aeffb7
commit 2056ae5f1a
181 changed files with 616 additions and 597 deletions
+14 -8
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@@ -107,14 +107,19 @@ typedef struct ActorShape {
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
} ActorShape; // size = 0x30
//
#define ACTOR_FLAG_0 (1 << 0)
// Actor is discoverable by the Attention System. This enables Navi 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_2 (1 << 2)
// 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_3 (1 << 3)
// Actor is not hostile toward the player; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behvaior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_NEUTRAL (1 << 3)
//
#define ACTOR_FLAG_4 (1 << 4)
@@ -187,8 +192,9 @@ typedef struct ActorShape {
//
#define ACTOR_FLAG_26 (1 << 26)
//
#define ACTOR_FLAG_27 (1 << 27)
// Player is not able to lock onto the actor.
// Navi 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_28 (1 << 28)