Player "Hostile" Docs (#1706)

* actor flag hostile

* player hostile
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engineer124 2024-10-15 12:11:20 +11:00 committed by GitHub
parent 3472e79caa
commit 278717bb04
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125 changed files with 292 additions and 265 deletions

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@ -140,7 +140,7 @@ Damage flag enums are not being used at present: we want to wait until we have a
Pre-C99, commas at the end of the last item in an enum will cause a compiler warning, so leave them off.
All compound flag lists (e.g. `ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_FRIENDLY`) should be listed in *ascending* order
All compound flag lists (e.g. `ACTOR_FLAG_HOSTILE | ACTOR_FLAG_FRIENDLY`) should be listed in *ascending* order
## Arrays

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@ -444,9 +444,15 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_TARGETABLE (1 << 0)
// Unused
#define ACTOR_FLAG_2 (1 << 1)
// Changes the targeting behaviour for unfriendly actors (sound effects, Player's stance, etc)
#define ACTOR_FLAG_UNFRIENDLY (1 << 2)
// Opposite of the UNFRIENDLY flag. It is not checked explictly in the original game.
// 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_TARGETABLE` to have any effect.
#define ACTOR_FLAG_HOSTILE (1 << 2)
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_FRIENDLY (1 << 3)
//
#define ACTOR_FLAG_10 (1 << 4)
@ -496,8 +502,10 @@ typedef enum DoorLockType {
#define ACTOR_FLAG_2000000 (1 << 25)
// actor can press and hold down switches
#define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26)
// Prevents locking on with Z targeting an actor even if Tatl is floating over it
#define ACTOR_FLAG_CANT_LOCK_ON (1 << 27)
// Player is not able to lock onto the actor.
// Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_TARGETABLE` is set.
#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
//
#define ACTOR_FLAG_10000000 (1 << 28)
//

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@ -1056,8 +1056,8 @@ typedef enum PlayerCueId {
#define PLAYER_STATE3_20000000 (1 << 29)
//
#define PLAYER_STATE3_START_CHANGING_HELD_ITEM (1 << 30)
// TARGETING_HOSTILE?
#define PLAYER_STATE3_80000000 (1 << 31)
// Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
#define PLAYER_STATE3_HOSTILE_LOCK_ON (1 << 31)
#define PLAYER_GET_BG_CAM_INDEX(thisx) ((thisx)->params & 0xFF)
@ -1372,7 +1372,7 @@ void func_8012301C(Actor* thisx, struct PlayState* play2);
void func_80123140(struct PlayState* play, Player* player);
bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
bool Player_InCsMode(struct PlayState* play);
bool func_80123420(Player* player);
bool Player_CheckHostileLockOn(Player* player);
bool func_80123434(Player* player);
bool func_80123448(struct PlayState* play);
bool Player_IsGoronOrDeku(Player* player);

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@ -605,7 +605,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
actor = targetCtx->arrowPointedActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) {
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
@ -698,7 +698,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
targetCtx->lockOnAlpha = 0;
}
sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
Audio_PlaySfx(sfxId);
@ -1855,7 +1855,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
if (player->lockOnActor != NULL) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return FLT_MAX;
}
@ -1903,7 +1903,7 @@ s32 Target_IsActorInRange(Actor* actor, f32 distSq) {
*/
s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) ||
(actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) {
(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return true;
}
@ -3566,7 +3566,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
// Determine the closest enemy actor to player within a range. Used for playing enemy background music.
if ((actorCategory == ACTORCAT_ENEMY) &&
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) {
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
@ -3936,7 +3936,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16
s32 Actor_IsTargeted(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
if ((player->stateFlags3 & PLAYER_STATE3_80000000) && actor->isLockedOn) {
if ((player->stateFlags3 & PLAYER_STATE3_HOSTILE_LOCK_ON) && actor->isLockedOn) {
return true;
}
@ -3949,7 +3949,7 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor) {
s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
if ((player->stateFlags3 & PLAYER_STATE3_80000000) && !actor->isLockedOn) {
if ((player->stateFlags3 & PLAYER_STATE3_HOSTILE_LOCK_ON) && !actor->isLockedOn) {
return true;
}

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@ -505,8 +505,15 @@ bool Player_InCsMode(PlayState* play) {
return Player_InBlockingCsMode(play, player) || (player->unk_AA5 == PLAYER_UNKAA5_5);
}
bool func_80123420(Player* player) {
return player->stateFlags3 & PLAYER_STATE3_80000000;
/**
* Checks if Player is currently locked onto a hostile actor.
* `PLAYER_STATE3_HOSTILE_LOCK_ON` controls Player's "battle" response to hostile actors.
*
* Note that within Player, `Player_UpdateHostileLockOn` exists, which updates the flag and also returns the check.
* Player can use this function instead if the flag should be checked, but not updated.
*/
bool Player_CheckHostileLockOn(Player* player) {
return player->stateFlags3 & PLAYER_STATE3_HOSTILE_LOCK_ON;
}
bool func_80123434(Player* player) {

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@ -34,7 +34,7 @@
#include "overlays/actors/ovl_En_Tanron1/z_en_tanron1.h"
#include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss01*)thisx)

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@ -12,7 +12,7 @@
#include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss02*)thisx)

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@ -57,7 +57,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_water_effect/object_water_effect.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss03*)thisx)

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@ -8,7 +8,7 @@
#include "z64shrink_window.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss04*)thisx)

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@ -29,7 +29,7 @@
#include "z_boss_05.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((Boss05*)thisx)

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@ -11,7 +11,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_knight/object_knight.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss06*)thisx)

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@ -7,7 +7,7 @@
#include "z_boss_07.h"
#include "z64shrink_window.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss07*)thisx)

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@ -20,7 +20,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BossHakugin*)thisx)

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnAm*)thisx)

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@ -1621,7 +1621,7 @@ void func_80A97EAC(EnAz* this, PlayState* play) {
this->actor.velocity.y = 6.0f;
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL,
&this->animIndex);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER);
this->unk_374 |= 0x1000;

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBaguo*)thisx)
@ -145,7 +145,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) {
this->actor.shape.yOffset = -3000.0f;
this->actor.gravity = -3.0f;
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->collider.base.acFlags |= AC_HARD;
this->actionFunc = EnBaguo_UndergroundIdle;
@ -164,7 +164,7 @@ void EnBaguo_UndergroundIdle(EnBaguo* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR);
this->actor.world.rot.z = 0;
this->actor.world.rot.x = this->actor.world.rot.z;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actionFunc = EnBaguo_EmergeFromUnderground;
}
@ -292,7 +292,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) {
this->actor.draw = EnBaguo_DrawBody;
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actionFunc = EnBaguo_UndergroundIdle;
}
@ -353,7 +353,7 @@ void EnBaguo_CheckForDetonation(EnBaguo* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_DEAD);
this->timer = 30;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.0f);
this->collider.elements[0].dim.scale = 3.0f;

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/object_bat/object_bat.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnBat*)thisx)

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
#define THIS ((EnBb*)thisx)

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define THIS ((EnBbfall*)thisx)

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@ -6,7 +6,7 @@
#include "z_en_bee.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBee*)thisx)

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@ -7,7 +7,7 @@
#include "z_en_bigokuta.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnBigokuta*)thisx)

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@ -10,7 +10,7 @@
#include "overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define THIS ((EnBigpamet*)thisx)

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@ -9,7 +9,7 @@
#include "assets/objects/object_bigpo/object_bigpo.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define THIS ((EnBigpo*)thisx)
@ -749,7 +749,7 @@ void EnBigpo_SetupLanternDrop(EnBigpo* this, PlayState* play) {
this->actor.velocity.y = 0.0f;
this->actor.world.pos.y -= 15.0f;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_MISC);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); // targetable OFF, enemy music OFF
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE); // targetable OFF, enemy music OFF
this->actor.bgCheckFlags &= ~BGCHECKFLAG_PLAYER_400;
this->actionFunc = EnBigpo_LanternFalling;
}

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@ -12,7 +12,7 @@
#include "assets/objects/object_bigslime/object_bigslime.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define THIS ((EnBigslime*)thisx)

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@ -447,7 +447,7 @@ void EnBjt_FollowSchedule(EnBjt* this, PlayState* play) {
}
this->scheduleResult = scheduleOutput.result;
} else {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
Actor_SetScale(&this->actor, 0.0f);
this->stateFlags = 0;
this->msgScriptCallback = NULL;
@ -467,7 +467,7 @@ void EnBjt_Init(Actor* thisx, PlayState* play) {
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
Actor_SetScale(&this->actor, 0.0f);
this->scheduleResult = TOILET_HAND_SCH_NONE;

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@ -413,7 +413,7 @@ void func_809C51B4(EnBomBowlMan* this, PlayState* play) {
void func_809C52B4(EnBomBowlMan* this) {
this->actor.draw = NULL;
this->actor.flags |= ACTOR_FLAG_10;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.world.pos.x = 1340.0f;
this->actor.world.pos.z = -1795.0f;

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@ -15,7 +15,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((EnBsb*)thisx)
@ -534,7 +534,7 @@ void func_80C0BF2C(EnBsb* this) {
this->collider.elements[i].base.elemType = ELEMTYPE_UNK2;
}
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
CLEAR_WEEKEVENTREG(WEEKEVENTREG_85_40);
this->unk_02B4 = 0;
this->actionFunc = func_80C0BFE8;
@ -589,7 +589,7 @@ void func_80C0C0F4(EnBsb* this, PlayState* play) {
} else {
CutsceneManager_StartWithPlayerCs(this->csIdList[0], &this->actor);
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
Flags_SetSwitch(play, this->switchFlag1);
@ -608,7 +608,7 @@ void func_80C0C238(EnBsb* this, PlayState* play) {
return;
}
CutsceneManager_StartWithPlayerCs(this->csIdList[0], &this->actor);
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
Flags_SetSwitch(play, this->switchFlag1);
this->unk_02A4 = 1;
}
@ -816,7 +816,7 @@ void func_80C0CA28(EnBsb* this, PlayState* play) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->unk_02F8, 5.0f, 10, 8.0f, 1000, 100, true);
Actor_PlaySfx(&this->actor, NA_SE_EN_TEKU_JUMP);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unk_02B4 = 5;
this->actionFunc = func_80C0CB3C;
}
@ -859,7 +859,7 @@ void func_80C0CD04(EnBsb* this, PlayState* play) {
f32 curFrame = this->skelAnime.curFrame;
if ((this->animIndex == ENBSB_ANIM_24) && (curFrame >= this->animEndFrame)) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.gravity = -2.0f;
this->unk_0294 = 10;
func_80C0C86C(this);
@ -1308,7 +1308,7 @@ void func_80C0DB18(EnBsb* this, PlayState* play) {
}
void func_80C0E178(EnBsb* this) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unk_02AE = false;
this->unk_02A4 = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
@ -1370,7 +1370,7 @@ void func_80C0E3B8(EnBsb* this) {
Math_Vec3s_Copy(&this->unk_031C, &gZeroVec3s);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Animation_Change(&this->skelAnime, &object_bsb_Anim_004894, 1.0f, D_80C0F8D0,
@ -1518,7 +1518,7 @@ void func_80C0E618(EnBsb* this, PlayState* play) {
if (this->actor.colChkInfo.health <= 0) {
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_KITA_DEAD);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC);
func_80C0D3C0(this, play);

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@ -7,7 +7,7 @@
#include "z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnClearTag*)thisx)

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@ -7,7 +7,7 @@
#include "z_en_crow.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnCrow*)thisx)

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@ -113,7 +113,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) {
this->collider.dim.radius = 30;
this->collider.dim.height = 60;
this->collider.dim.yShift = 0;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_RESOLVED_MAYOR_MEETING) ||
((gSaveContext.save.day == 3) && gSaveContext.save.isNight)) {
Actor_Kill(&this->actor);

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_Arrow_Light/z_arrow_light.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE)
#define THIS ((EnDeath*)thisx)

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@ -9,7 +9,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnDekubaba*)thisx)
@ -868,7 +868,7 @@ void EnDekubaba_PrunedSomersaultDie(EnDekubaba* this, PlayState* play) {
this->actor.scale.y = 0.0f;
this->actor.scale.x = 0.0f;
this->actor.speed = 0.0f;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, this->size * 3.0f, 0, (s32)(this->size * 12.0f),
(s32)(this->size * 5.0f), 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
}

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnDekunuts*)thisx)

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@ -132,7 +132,7 @@ void EnDemoheishi_Idle(EnDemoheishi* this, PlayState* play) {
s32 absYawDiff;
s16 yawDiff;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y;
absYawDiff = ABS_ALT(yawDiff);

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@ -474,10 +474,10 @@ void EnDg_StartTextBox(EnDg* this, PlayState* play) {
*/
void EnDg_TryPickUp(EnDg* this, PlayState* play) {
if (sIsAnyDogHeld && !(this->dogFlags & DOG_FLAG_HELD)) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->dogFlags |= DOG_FLAG_HELD;
} else if (!sIsAnyDogHeld && (this->dogFlags & DOG_FLAG_HELD)) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->dogFlags &= ~DOG_FLAG_HELD;
}
@ -486,7 +486,7 @@ void EnDg_TryPickUp(EnDg* this, PlayState* play) {
this->grabState = DOG_GRAB_STATE_HELD;
sSelectedRacetrackDogInfo = sRacetrackDogInfo[this->index];
if (!sIsAnyDogHeld) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
sIsAnyDogHeld = true;
this->dogFlags |= DOG_FLAG_HELD;
}
@ -1244,7 +1244,7 @@ void EnDg_Held(EnDg* this, PlayState* play) {
this->grabState = DOG_GRAB_STATE_THROWN_OR_SITTING_AFTER_THROW;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
if (sIsAnyDogHeld) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
sIsAnyDogHeld = false;
this->dogFlags &= ~DOG_FLAG_HELD;
}

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@ -7,7 +7,7 @@
#include "z_en_dinofos.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400)
#define THIS ((EnDinofos*)thisx)

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@ -777,7 +777,7 @@ void func_80A72BA4(EnDno* this, PlayState* play) {
void func_80A72C04(EnDno* this, PlayState* play) {
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, EN_DNO_ANIM_START_RACE_START,
&this->animIndex);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
Math_Vec3f_Copy(&this->unk_334, &this->actor.world.pos);
SubS_ActorPathing_Init(play, &this->unk_334, &this->actor, &this->actorPath, play->setupPathList,
@ -906,7 +906,7 @@ void func_80A730A0(EnDno* this, PlayState* play) {
}
void func_80A73244(EnDno* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->unk_328 = 2;
this->actor.speed = 0.0f;

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@ -10,7 +10,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnDodongo*)thisx)

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@ -7,7 +7,7 @@
#include "z_en_dragon.h"
#include "overlays/actors/ovl_En_Ot/z_en_ot.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnDragon*)thisx)
@ -238,7 +238,7 @@ void EnDragon_Init(Actor* thisx, PlayState* play) {
this->action = DEEP_PYTHON_ACTION_IDLE;
this->actor.hintId = TATL_HINT_ID_DEEP_PYTHON;
this->scale = 0.5f;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
EnDragon_SetupRetreatOrIdle(this);
}
@ -750,7 +750,7 @@ void EnDragon_UpdateDamage(EnDragon* this, PlayState* play) {
} else {
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DEAD);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_100000;
this->action = DEEP_PYTHON_ACTION_SETUP_DEAD;

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@ -7,7 +7,7 @@
#include "z_en_egblock.h"
#include "assets/objects/object_eg/object_eg.h"
#define FLAGS (ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnEgblock*)thisx)

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@ -15,7 +15,7 @@
#include "overlays/actors/ovl_En_Estone/z_en_estone.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000)
#define THIS ((EnEgol*)thisx)
@ -504,7 +504,7 @@ void EnEgol_Destroy(Actor* thisx, PlayState* play) {
}
void EnEgol_SetupWait(EnEgol* this) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->action = EYEGORE_ACTION_WAIT;
this->actionFunc = EnEgol_Wait;
}
@ -521,7 +521,7 @@ void EnEgol_Wait(EnEgol* this, PlayState* play) {
void EnEgol_SetupStand(EnEgol* this) {
EnEgol_ChangeAnim(this, EYEGORE_ANIM_STAND);
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->action = EYEGORE_ACTION_STAND;
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_STAND);
this->actionFunc = EnEgol_Stand;
@ -1061,7 +1061,7 @@ void EnEgol_Damaged(EnEgol* this, PlayState* play) {
} else {
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEAD);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_100000;
this->actionFunc = EnEgol_StartDeathCutscene;

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Wallmas/z_en_wallmas.h"
#include "overlays/actors/ovl_En_Pr2/z_en_pr2.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnEncount1*)thisx)

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@ -7,7 +7,7 @@
#include "z_en_encount3.h"
#include "assets/objects/object_big_fwall/object_big_fwall.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnEncount3*)thisx)
@ -55,7 +55,7 @@ void EnEncount3_Init(Actor* thisx, PlayState* play) {
if ((this->switchFlag > SWITCH_FLAG_NONE) && Flags_GetSwitch(play, this->switchFlag)) {
Actor_Kill(&this->actor);
}
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
func_809AD058(this);
}

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@ -6,7 +6,7 @@
#include "z_en_encount4.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnEncount4*)thisx)

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnFamos*)thisx)

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnFirefly*)thisx)

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@ -6,8 +6,7 @@
#include "z_en_firefly2.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnFirefly2*)thisx)

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@ -231,7 +231,7 @@ void EnFish2_Init(Actor* thisx, PlayState* play) {
} else if (this->actor.params != 0) {
this->unk_2B4 = 10;
this->actor.draw = NULL;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actionFunc = func_80B2A01C;
}
}

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@ -7,7 +7,7 @@
#include "z_en_floormas.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnFloormas*)thisx)

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@ -12,7 +12,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON)
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnFu*)thisx)

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@ -9,7 +9,7 @@
#include "assets/objects/object_fz/object_fz.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnFz*)thisx)

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnGrasshopper*)thisx)
@ -802,7 +802,7 @@ void EnGrasshopper_Damaged(EnGrasshopper* this, PlayState* play) {
void EnGrasshopper_SetupDead(EnGrasshopper* this, PlayState* play) {
EnGrasshopper_ChangeAnim(this, DRAGONFLY_ANIM_DEAD);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.speed = 0.0f;
this->approachSpeed = 0.0f;
this->actor.velocity.y = 5.0f;

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@ -283,7 +283,7 @@ void EnGuardNuts_Burrow(EnGuardNuts* this, PlayState* play) {
digPos.y = this->actor.floorHeight;
EffectSsHahen_SpawnBurst(play, &digPos, 4.0f, 0, 10, 3, 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
this->targetHeadPos.y = 0;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->targetHeadPos.x = this->targetHeadPos.y;
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DOWN);
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_UP);
@ -318,7 +318,7 @@ void EnGuardNuts_Unburrow(EnGuardNuts* this, PlayState* play) {
if (this->guardTextIndex == 9) {
this->hasCompletedConversation = true;
}
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
EnGuardNuts_SetupWait(this);
}
}

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@ -100,7 +100,7 @@ void EnGuruguru_Init(Actor* thisx, PlayState* play) {
if (this->actor.params == 0) {
func_80BC6E10(this);
} else if (this->actor.params == 2) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.draw = NULL;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actionFunc = EnGuruguru_DoNothing;

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@ -81,7 +81,7 @@ void EnHeishi_Init(Actor* thisx, PlayState* play) {
this->actor.targetMode = TARGET_MODE_6;
this->actor.gravity = -3.0f;
Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
EnHeishi_SetupIdle(this);
}

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@ -261,7 +261,7 @@ void func_80BDB59C(EnHiddenNuts* this, PlayState* play) {
void func_80BDB788(EnHiddenNuts* this) {
this->actor.flags |= ACTOR_FLAG_10;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_UP);
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DEAD);
this->unk_21A = 2;

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@ -607,7 +607,7 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) {
(this->actionFunc == func_80C1FE80)) {
if (this->actionFunc != func_80C2077C) {
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.hintId = TATL_HINT_ID_NONE;
this->actor.textId = 0;
@ -618,7 +618,7 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) {
}
} else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.hintId = TATL_HINT_ID_STALCHILD;
this->actor.textId = 0;
if (this->skelAnime.animation == &gStalchildSitLaughAnim) {

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@ -8,7 +8,7 @@
#include "z64rumble.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnIk*)thisx)

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Encount3/z_en_encount3.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnJso*)thisx)
@ -303,7 +303,7 @@ void EnJso_Init(Actor* thisx, PlayState* play) {
this->actor.gravity = -3.0f;
this->scale = 0.035f;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->hintType = EN_JSO_GET_HINT_TYPE(&this->actor);
this->introCsType = this->hintType & EN_JSO_INTRO_SCALE_UP;
EnJso_SetupIntroCutscene(this);
@ -585,7 +585,7 @@ void EnJso_IntroCutscene(EnJso* this, PlayState* play) {
this->cutsceneState = EN_JSO_INTRO_CS_STATE_DONE_OR_STARTED;
this->subCamId = SUB_CAM_ID_DONE;
this->actor.flags &= ~ACTOR_FLAG_100000;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
EnJso_SetupJumpBack(this);
@ -635,7 +635,7 @@ void EnJso_SetupReappear(EnJso* this, PlayState* play) {
this->actor.floorHeight = this->actor.home.pos.y;
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 8.0f, 500,
10, true);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_ENTRY);
this->afterimageCount = 0;
this->action = EN_JSO_ACTION_REAPPEAR;
@ -668,7 +668,7 @@ void EnJso_Reappear(EnJso* this, PlayState* play) {
if (curFrame >= this->animEndFrame) {
this->actor.gravity = -3.0f;
if (this->actor.colChkInfo.health > 0) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
EnJso_SetupCirclePlayer(this, play);
} else {
EnJso_SetupFallDownAndTalk(this, play);
@ -1128,8 +1128,8 @@ void EnJso_SetupDead(EnJso* this, PlayState* play) {
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
}
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.speed = 0.0f;
this->disableBlure = true;
this->timer = 30;
@ -1167,7 +1167,7 @@ void EnJso_SetupFallDownAndTalk(EnJso* this, PlayState* play) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_NPC);
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_100000;
this->action = EN_JSO_ACTION_FALL_DOWN_AND_TALK;
this->actionFunc = EnJso_FallDownAndTalk;
@ -1192,7 +1192,7 @@ void EnJso_FallDownAndTalk(EnJso* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, &this->actor);
player2->stateFlags1 |= PLAYER_STATE1_10000000;
player2->actor.freezeTimer = 3;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actionFunc = EnJso_TellHint;
} else {
EnJso_SetupReappear(this, play);

View File

@ -12,8 +12,8 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/actors/ovl_En_Col_Man/z_en_col_man.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \
ACTOR_FLAG_80000000)
#define THIS ((EnJso2*)thisx)
@ -396,7 +396,7 @@ void EnJso2_Init(Actor* thisx, PlayState* play) {
if (this->type == EN_JSO2_TYPE_LIGHT_ARROW_ROOM) {
this->actor.draw = NULL;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.shape.yOffset = 0.0f;
EnJso2_SetupIntroCutscene(this);
@ -736,7 +736,7 @@ void EnJso2_IntroCutscene(EnJso2* this, PlayState* play) {
this->subCamId = SUB_CAM_ID_DONE;
this->actor.flags &= ~ACTOR_FLAG_100000;
this->actor.gravity = -3.0f;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
EnJso2_SetupCirclePlayer(this, play);
}
@ -993,7 +993,7 @@ void EnJso2_SetupTeleport(EnJso2* this) {
this->actor.gravity = 0.0f;
this->actor.velocity.y = 10.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_JUMP);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->action = EN_JSO2_ACTION_TELEPORT;
this->actionFunc = EnJso2_Teleport;
}
@ -1036,7 +1036,7 @@ void EnJso2_FallFromTeleport(EnJso2* this, PlayState* play) {
this->isTeleporting = false;
this->scale = 0.042f;
this->actor.shape.shadowScale = 17.0f;
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
EnJso2_SetupSlash(this, play);
}
}
@ -1289,8 +1289,8 @@ void EnJso2_SetupDead(EnJso2* this, PlayState* play) {
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE;
}
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.speed = 0.0f;
this->disableBlure = true;
this->timer = 30;

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_100000)
#define THIS ((EnKaizoku*)thisx)
@ -286,7 +286,7 @@ void EnKaizoku_Init(Actor* thisx, PlayState* play) {
blureInit.calcMode = 2;
Effect_Add(play, &this->blureIndex, EFFECT_BLURE1, 0, 0, &blureInit);
Actor_SetScale(&this->picto.actor, 0.0125f);
this->picto.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->picto.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
if (this->switchFlag == KAIZOKU_SWITCH_FLAG_NONE) {
this->switchFlag = SWITCH_FLAG_NONE;
@ -615,7 +615,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) {
this->unk_59C = 0;
this->subCamId = SUB_CAM_ID_DONE;
this->picto.actor.flags &= ~ACTOR_FLAG_100000;
this->picto.actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->picto.actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE;
func_80B872A4(this);
}
@ -1685,7 +1685,7 @@ void func_80B8960C(EnKaizoku* this, PlayState* play) {
Player_SetCsActionWithHaltedActors(play, &this->picto.actor, PLAYER_CSACTION_123);
Enemy_StartFinishingBlow(play, &this->picto.actor);
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_PIRATE_DEAD);
this->picto.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->picto.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->picto.actor.flags &= ~ACTOR_FLAG_400;
this->unk_598 = 0;

View File

@ -1049,7 +1049,7 @@ void EnKakasi_DiggingAway(EnKakasi* this, PlayState* play) {
void EnKakasi_SetupIdleUnderground(EnKakasi* this) {
this->picto.actor.shape.yOffset = -7000.0f;
this->picto.actor.draw = NULL;
this->picto.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->picto.actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unkState196 = 5;
this->actionFunc = EnKakasi_IdleUnderground;
}
@ -1057,7 +1057,7 @@ void EnKakasi_SetupIdleUnderground(EnKakasi* this) {
void EnKakasi_IdleUnderground(EnKakasi* this, PlayState* play) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_79_08) && (this->picto.actor.xzDistToPlayer < this->songSummonDist) &&
((BREG(1) != 0) || (play->msgCtx.ocarinaMode == OCARINA_MODE_PLAYED_SCARECROW_SPAWN))) {
this->picto.actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->picto.actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
play->msgCtx.ocarinaMode = OCARINA_MODE_END;
this->actionFunc = EnKakasi_SetupRiseOutOfGround;
}

View File

@ -7,7 +7,7 @@
#include "z_en_kame.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnKame*)thisx)

View File

@ -9,7 +9,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnKarebaba*)thisx)
@ -420,7 +420,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) {
this->actor.scale.y = 0.0f;
this->actor.scale.x = 0.0f;
this->actor.speed = 0.0f;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 3.0f, 0, 12, 5, 15, HAHEN_OBJECT_DEFAULT, 10,
NULL);
}
@ -551,7 +551,7 @@ void EnKarebaba_Regrow(EnKarebaba* this, PlayState* play) {
if (this->timer == 20) {
this->actor.flags &= ~ACTOR_FLAG_10;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
if (this->actor.params == ENKAREBABA_1) {
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
}

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Maruta/z_en_maruta.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON)
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnKendoJs*)thisx)

View File

@ -12,7 +12,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_knight/object_knight.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnKnight*)thisx)

View File

@ -9,7 +9,7 @@
#include "z_en_kujiya.h"
#include "assets/objects/object_kujiya/object_kujiya.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnKujiya*)thisx)

View File

@ -111,7 +111,7 @@ void EnLookNuts_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_1;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->pathIndex = LOOKNUTS_GET_PATH_INDEX(&this->actor);
this->switchFlag = LOOKNUTS_GET_SWITCH_FLAG(&this->actor);
this->spawnIndex = LOOKNUTS_GET_SPAWN_INDEX(&this->actor);

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Death/z_en_death.h"
#include "assets/objects/object_death/object_death.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnMinideath*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_minislime.h"
#include "overlays/actors/ovl_En_Bigslime/z_en_bigslime.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200)
#define THIS ((EnMinislime*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_mkk.h"
#include "assets/objects/object_mkk/object_mkk.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnMkk*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_neo_reeba.h"
#include "assets/objects/object_rb/object_rb.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
#define THIS ((EnNeoReeba*)thisx)
@ -445,7 +445,7 @@ void EnNeoReeba_SetupDeathEffects(EnNeoReeba* this) {
this->rotationSpeed = 3640.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 25);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DEAD);

View File

@ -6,7 +6,7 @@
#include "z_en_okarina_tag.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnOkarinaTag*)thisx)

View File

@ -13,7 +13,7 @@
#include "z_en_okuta.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnOkuta*)thisx)

View File

@ -146,7 +146,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) {
this->type = SEAHORSE_GET_TYPE(&this->actor);
if (this->type == SEAHORSE_TYPE_0) {
D_80B5E880 = this;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.update = func_80B5DB6C;
this->actor.draw = NULL;
@ -276,7 +276,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) {
case SEAHORSE_TYPE_3:
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_26_08)) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
Actor_SetScale(&this->actor, 0.0064999997f);
this->collider.dim.radius *= 0.5f;
@ -432,9 +432,9 @@ void func_80B5C25C(EnOt* this, PlayState* play) {
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, SEAHORSE_ANIM_2, &this->animIndex);
SubS_ChangeAnimationBySpeedInfo(&this->unk_360->skelAnime, sAnimationSpeedInfo, SEAHORSE_ANIM_2,
&this->unk_360->animIndex);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->unk_360->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->unk_360->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unk_360->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
func_80B5C9A8(this->unk_360, play);
func_80B5C3B8(this, play);
@ -926,7 +926,7 @@ void func_80B5D648(EnOt* this, PlayState* play) {
this->actor.gravity = 0.0f;
this->actor.speed = 0.0f;
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, SEAHORSE_ANIM_1, &this->animIndex);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
Flags_SetSwitch(play, SEAHORSE_GET_SWITCH_FLAG(&this->actor));
this->actionFunc = func_80B5D750;
@ -954,7 +954,7 @@ void func_80B5D750(EnOt* this, PlayState* play) {
}
if ((this->unk_32C & 1) && (this->actor.xzDistToPlayer <= 180.0f)) {
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
if (D_80B5E884 != NULL) {
func_80B5C9A8(this, play);

View File

@ -11,7 +11,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnPametfrog*)thisx)

View File

@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnPeehat*)thisx)

View File

@ -8,8 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000)
#define THIS ((EnPoSisters*)thisx)

View File

@ -8,7 +8,7 @@
#include "z_en_poh.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE)
#define THIS ((EnPoh*)thisx)
@ -577,7 +577,7 @@ void func_80B2DC50(EnPoh* this, PlayState* play) {
this->actor.world.pos.y -= 15.0f;
this->actor.shape.rot.x = -0x8000;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_MISC);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actionFunc = func_80B2DD2C;
}

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnPp*)thisx)
@ -1012,7 +1012,7 @@ void EnPp_SetupDead(EnPp* this, PlayState* play) {
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 25);
Enemy_StartFinishingBlow(play, &this->actor);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_HIPLOOP_DEAD);
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->action = EN_PP_ACTION_DEAD;
this->actionFunc = EnPp_Dead;
@ -1107,7 +1107,7 @@ void EnPp_Mask_SetupDetach(EnPp* this, PlayState* play) {
}
this->actor.gravity = 0.0f;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actionVar.maskDetachState = EN_PP_MASK_DETACH_STATE_START;
EnPp_ChangeAnim(this, EN_PP_ANIM_IDLE);

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/actors/ovl_En_Prz/z_en_prz.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnPr*)thisx)
@ -429,7 +429,7 @@ void func_80A32EA4(EnPr* this, PlayState* play) {
if (this->actor.colChkInfo.health <= 0) {
this->unk_206 = 7;
this->unk_20A = 50;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->unk_2C4 = 0.0f;
Enemy_StartFinishingBlow(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);

View File

@ -7,7 +7,7 @@
#include "z_en_pr2.h"
#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnPr2*)thisx)
@ -532,7 +532,7 @@ void func_80A74E90(EnPr2* this, PlayState* play) {
void func_80A751B4(EnPr2* this) {
this->unk_1EC = 0;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
if (this->unk_1E0 < 10) {
EnPr2_ChangeAnim(this, ENPR2_ANIM_2);

View File

@ -7,7 +7,7 @@
#include "z_en_prz.h"
#include "overlays/actors/ovl_En_Pr/z_en_pr.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnPrz*)thisx)
@ -118,7 +118,7 @@ void EnPrz_Init(Actor* thisx, PlayState* play) {
this->unk_1E6 = ENPRZ_GET(&this->actor);
this->actor.shape.yOffset = 500.0f;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
@ -376,7 +376,7 @@ void func_80A767A8(EnPrz* this, PlayState* play) {
void func_80A76A1C(EnPrz* this) {
this->unk_1E8 = 0;
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD);

View File

@ -7,7 +7,7 @@
#include "z_en_raf.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnRaf*)thisx)
@ -553,7 +553,7 @@ void EnRaf_Explode(EnRaf* this, PlayState* play) {
this->timer = 5;
if (this->grabTarget == CARNIVOROUS_LILY_GRAB_TARGET_EXPLOSIVE) {
Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_ENEMY);
this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
}
this->actionFunc = EnRaf_PostDetonation;
@ -567,7 +567,7 @@ void EnRaf_PostDetonation(EnRaf* this, PlayState* play) {
this->collider.dim.radius = 50;
this->collider.dim.height = 10;
Actor_ChangeCategory(play, &play->actorCtx, &this->dyna.actor, ACTORCAT_PROP);
this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
EnRaf_SetupDormant(this);
} else if (this->grabTarget == CARNIVOROUS_LILY_GRAB_TARGET_EXPLOSIVE) {
this->collider.dim.radius = 80;

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10)
#define THIS ((EnRailSkb*)thisx)
@ -846,7 +846,7 @@ void func_80B72190(EnRailSkb* this, PlayState* play) {
}
void func_80B723F8(EnRailSkb* this) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= ACTOR_FLAG_100000;
this->actor.hintId = TATL_HINT_ID_NONE;
@ -947,7 +947,7 @@ void func_80B72880(EnRailSkb* this, PlayState* play) {
if ((this->actionFunc == func_80B70FF8) || (this->actionFunc == func_80B716A8)) {
if (this->actionFunc != func_80B716A8) {
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= ACTOR_FLAG_100000;
this->actor.hintId = TATL_HINT_ID_NONE;
@ -957,7 +957,7 @@ void func_80B72880(EnRailSkb* this, PlayState* play) {
} else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags &= ~ACTOR_FLAG_100000;
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.hintId = TATL_HINT_ID_STALCHILD;
this->actor.textId = 0;
func_80B70FA0(this);

View File

@ -8,7 +8,7 @@
#include "z64rumble.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400)
#define THIS ((EnRailgibud*)thisx)
@ -936,9 +936,9 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) {
if ((this->actionFunc != EnRailgibud_Grab) && (this->actionFunc != EnRailgibud_Damage) &&
(this->actionFunc != EnRailgibud_GrabFail) && (this->actionFunc != EnRailgibud_TurnAwayAndShakeHead) &&
(this->actionFunc != EnRailgibud_Dead)) {
if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY))) {
if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE))) {
if (Player_GetMask(play) == PLAYER_MASK_GIBDO) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE);
this->actor.hintId = TATL_HINT_ID_NONE;
this->actor.textId = 0;
@ -948,7 +948,7 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) {
}
} else if (Player_GetMask(play) != PLAYER_MASK_GIBDO) {
this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
if (this->type == EN_RAILGIBUD_TYPE_REDEAD) {
this->actor.hintId = TATL_HINT_ID_REDEAD;
} else {

View File

@ -8,7 +8,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
#define THIS ((EnRat*)thisx)

View File

@ -27,7 +27,7 @@
#include "assets/objects/object_rd/object_rd.h"
#include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_400)
#define THIS ((EnRd*)thisx)

View File

@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/object_rr/object_rr.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_400)
#define THIS ((EnRr*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_sb.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnSb*)thisx)

View File

@ -9,7 +9,7 @@
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnSkb*)thisx)
@ -368,7 +368,7 @@ void func_80995068(EnSkb* this, PlayState* play) {
this->actionFunc = func_80995190;
this->actor.speed = 0.0f;
} else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) {
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.hintId = TATL_HINT_ID_STALCHILD;
this->actor.colChkInfo.mass = MASS_HEAVY;
@ -406,7 +406,7 @@ void func_80995190(EnSkb* this, PlayState* play) {
void func_80995244(EnSkb* this, PlayState* play) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->unk_3E2 = 0;
switch (this->unk_3DE) {
@ -440,7 +440,7 @@ void func_809952D8(EnSkb* this) {
void func_8099533C(EnSkb* this, PlayState* play) {
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
func_80994F7C(this, play);
} else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) {
@ -462,7 +462,7 @@ void func_809953E8(EnSkb* this) {
void func_8099544C(EnSkb* this, PlayState* play) {
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
func_80994F7C(this, play);
} else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) {
@ -499,7 +499,7 @@ void func_8099556C(EnSkb* this, PlayState* play) {
this->actor.shape.rot.x = Math_SinS(this->unk_3D4 * sp26) * 20000.0f;
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
func_80994F7C(this, play);
} else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f) &&
@ -586,7 +586,7 @@ void func_80995A30(EnSkb* this) {
void func_80995A8C(EnSkb* this, PlayState* play) {
if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) {
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY);
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY);
this->actor.hintId = TATL_HINT_ID_NONE;
this->actor.colChkInfo.mass = MASS_HEAVY;

View File

@ -7,7 +7,7 @@
#include "z_en_slime.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_200)
#define THIS ((EnSlime*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_snowman.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnSnowman*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_ssh.h"
#include "assets/objects/object_st/object_st.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((EnSsh*)thisx)

View File

@ -8,9 +8,8 @@
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | \
ACTOR_FLAG_1000000)
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | ACTOR_FLAG_1000000)
#define THIS ((EnSt*)thisx)

View File

@ -198,13 +198,13 @@ void func_80BC9560(EnStoneheishi* this, PlayState* play) {
}
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_41_40) && (play->actorCtx.lensMaskSize != 100)) {
this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED;
return;
}
SkelAnime_Update(&this->skelAnime);
this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON;
this->actor.flags &= ~ACTOR_FLAG_LOCK_ON_DISABLED;
yawDiff = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.world.rot.y));

View File

@ -7,7 +7,7 @@
#include "z_en_sw.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
#define THIS ((EnSw*)thisx)

View File

@ -7,7 +7,7 @@
#include "z_en_syateki_crow.h"
#include "overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnSyatekiCrow*)thisx)

View File

@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnSyatekiDekunuts*)thisx)

View File

@ -13,7 +13,7 @@
#include "overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.h"
#include "overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_LOCK_ON_DISABLED)
#define THIS ((EnSyatekiMan*)thisx)

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