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Document ACTOR_FLAG_CAN_PRESS_SWITCHES (#2275)
* document switch activation * format * activate -> press * fix comment
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-3
@@ -196,8 +196,9 @@ typedef struct ActorShape {
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// This flag allows a given actor to be an exception.
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#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
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//
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#define ACTOR_FLAG_26 (1 << 26)
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// Actor can press and hold down switches.
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// See usages of `DynaPolyActor_SetSwitchPressed` and `DynaPolyActor_IsSwitchPressed` for more context on how switches work.
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#define ACTOR_FLAG_CAN_PRESS_SWITCHES (1 << 26)
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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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@@ -311,7 +312,7 @@ if neither of the above are set : blue
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#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
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#define DYNA_INTERACT_3 (1 << 3) // Like the ACTOR_ON_TOP flag but only actors with ACTOR_FLAG_26
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#define DYNA_INTERACT_ACTOR_SWITCH_PRESSED (1 << 3) // An actor that is capable of pressing switches is on top of the dynapoly actor
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typedef struct DynaPolyActor {
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/* 0x000 */ struct Actor actor;
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@@ -481,11 +481,11 @@ void DynaPolyActor_UnsetAllInteractFlags(struct DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(struct DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
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void func_80043538(struct DynaPolyActor* dynaActor);
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void DynaPolyActor_SetSwitchPressed(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsActorOnTop(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerOnTop(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerAbove(struct DynaPolyActor* dynaActor);
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s32 func_800435B4(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsSwitchPressed(struct DynaPolyActor* dynaActor);
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s32 func_800435D8(struct PlayState* play, struct DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
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#endif
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