Implement dCom attention inlines

This commit is contained in:
LagoLunatic
2025-03-01 00:48:29 -05:00
parent 6c6b5a95ac
commit 6e83a87f42
12 changed files with 79 additions and 34 deletions
+6 -5
View File
@@ -11,6 +11,7 @@
#include "d/d_s_play.h"
#include "m_Do/m_Do_ext.h"
#include "JSystem/JKernel/JKRSolidHeap.h"
#include "SSystem/SComponent/c_angle.h"
s32 dAttention_c::loc_type_num = 3;
u32 dAttention_c::act_type_num = 5;
@@ -378,12 +379,12 @@ void dAttention_c::stockAttention(u32 interactMask) {
if (pTarget != mLockOnList[0].getActor()) {
if (pTarget != NULL) {
if (mLockOnList[0].getActor() != NULL)
mFlags |= 2;
setFlag(0x02);
} else {
mFlags |= 1;
setFlag(0x01);
}
mFlags |= 4;
setFlag(0x04);
}
LockonTarget(0);
@@ -452,12 +453,12 @@ BOOL sound_attention(fopAc_ac_c* actor, void* userWork) {
void dAttention_c::runSoundProc() {
mEnemyBsPcId = fpcM_ERROR_PROCESS_ID_e;
mEnemyDistance = 10000.0f;
if (!(mFlags & 0x80000000)) {
if (!chkFlag(0x80000000)) {
fopAcIt_Executor((fopAcIt_ExecutorFunc)sound_attention, this);
fopAc_ac_c* actor = fopAcM_SearchByID(mEnemyBsPcId);
if (actor != NULL) {
mDoAud_bgmNowBattle(mEnemyDistance * 0.1f);
mFlags |= 0x100;
setFlag(0x100);
}
}
}