Player Docs: FocusActor and Lock-On Cleanup (#1711)

* focus actor docs

* small cleanup

* brackets

* remaining lock-on docs

* more cleanup/docs

* more reticle docs

* oops
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engineer124 2024-10-16 11:52:45 +11:00 committed by GitHub
parent 917d214951
commit 86d8dc6a9f
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19 changed files with 288 additions and 258 deletions

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@ -910,7 +910,7 @@
<DList Name="gCompassArrowDL" Offset="0x1ED00" />
<DList Name="gameplay_keep_DL_01ED90" Offset="0x1ED90" />
<DList Name="gZTargetArrowDL" Offset="0x1F0F0" />
<DList Name="gLockOnArrowDL" Offset="0x1F0F0" />
<Texture Name="gameplay_keep_Tex_01F200" OutName="tex_01F200" Format="i8" Width="8" Height="8" Offset="0x1F200" />
<DList Name="gEffFragments2DL" Offset="0x1F300" />
<Texture Name="gameplay_keep_Tex_01F340" OutName="tex_01F340" Format="ia8" Width="32" Height="32" Offset="0x1F340" />
@ -1408,7 +1408,7 @@
<DList Name="gSunSparkleMaterialDL" Offset="0x7AB10" /> <!-- sun (sparkles when small) displaylist -->
<DList Name="gSunSparkleModelDL" Offset="0x7AB58" />
<DList Name="gSunDL" Offset="0x7AB70" />
<DList Name="gZTargetLockOnTriangleDL" Offset="0x7AE00" />
<DList Name="gLockOnReticleTriangleDL" Offset="0x7AE00" />
<!-- The clock that appears when the player is moving through, slowing down, or speeding up time with the Song of Time -->
<DList Name="gSongOfTimeClockDL" Offset="0x7AFB0" /> <!-- Original name is "disk_modelT" -->

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@ -280,27 +280,27 @@ typedef enum {
#define ACTORCTX_FLAG_6 (1 << 6)
#define ACTORCTX_FLAG_7 (1 << 7)
// A set of 4 triangles which appear around an actor when the player Z-Targets it
typedef struct LockOnTriangleSet {
// A set of 4 triangles which appear as a ring around an actor when locked-on
typedef struct LockOnReticle {
/* 0x00 */ Vec3f pos;
/* 0x0C */ f32 radius; // distance towards the center of the locked on
/* 0x0C */ f32 radius; // distance towards the center of the locked-on actor
/* 0x10 */ Color_RGBA8 color;
} LockOnTriangleSet; // size = 0x14
} LockOnReticle; // size = 0x14
typedef struct TargetContext {
/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
/* 0x0C */ Vec3f lockOnPos;
/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
/* 0x18 */ Color_RGBAf fairyInnerColor;
/* 0x28 */ Color_RGBAf fairyOuterColor;
/* 0x38 */ Actor* fairyActor;
/* 0x3C */ Actor* lockOnActor;
/* 0x3C */ Actor* reticleActor; // Actor to draw a reticle over
/* 0x40 */ f32 fairyMoveProgressFactor; // Controls Tatl so she can smootly transition to the target actor
/* 0x44 */ f32 lockOnRadius; // Control the circle lock-on triangles coming in from offscreen when you first target
/* 0x48 */ s16 lockOnAlpha;
/* 0x44 */ f32 reticleRadius; // Main reticle radius value which each `LockOnReticle` instance can reference
/* 0x48 */ s16 reticleFadeAlphaControl; // Set and fade the reticle alpha; Non-zero values control if it should draw
/* 0x4A */ u8 fairyActorCategory;
/* 0x4B */ u8 rotZTick;
/* 0x4C */ s8 lockOnIndex;
/* 0x50 */ LockOnTriangleSet lockOnTriangleSets[3];
/* 0x4B */ u8 reticleSpinCounter; // Counts up when a reticle is active, used for the spinning animation
/* 0x4C */ s8 curReticle; // Indexes lockOnReticles[]
/* 0x50 */ LockOnReticle lockOnReticles[3]; // Multiple reticles are used for a motion-blur effect
/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
/* 0x90 */ Actor* bgmEnemy;
/* 0x94 */ Actor* arrowPointedActor;

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@ -894,8 +894,8 @@ typedef enum PlayerCueId {
#define PLAYER_STATE1_4000 (1 << 14)
//
#define PLAYER_STATE1_8000 (1 << 15)
//
#define PLAYER_STATE1_10000 (1 << 16)
// Currently focusing on a friendly actor. Includes friendly lock-on, talking, and more. Usually does not include hostile actor lock-on, see `PLAYER_STATE3_HOSTILE_LOCK_ON`.
#define PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS (1 << 16)
//
#define PLAYER_STATE1_20000 (1 << 17)
//
@ -954,8 +954,8 @@ typedef enum PlayerCueId {
#define PLAYER_STATE2_800 (1 << 11)
//
#define PLAYER_STATE2_1000 (1 << 12)
//
#define PLAYER_STATE2_2000 (1 << 13)
// Actor lock-on is active, specifically with Switch Targeting. Hold Targeting checks the state of the Z button instead of this flag.
#define PLAYER_STATE2_LOCK_ON_WITH_SWITCH (1 << 13)
//
#define PLAYER_STATE2_4000 (1 << 14)
//
@ -1193,7 +1193,7 @@ typedef struct Player {
/* 0x564 */ ColliderQuad meleeWeaponQuads[2];
/* 0x664 */ ColliderQuad shieldQuad;
/* 0x6E4 */ ColliderCylinder shieldCylinder;
/* 0x730 */ Actor* lockOnActor; // Z/L-Targeted actor
/* 0x730 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
/* 0x734 */ char unk_734[4];
/* 0x738 */ s32 unk_738;
/* 0x73C */ s32 meleeWeaponEffectIndex[3];
@ -1207,7 +1207,7 @@ typedef struct Player {
/* 0xA6C */ u32 stateFlags1;
/* 0xA70 */ u32 stateFlags2;
/* 0xA74 */ u32 stateFlags3;
/* 0xA78 */ Actor* unk_A78;
/* 0xA78 */ Actor* autoLockOnActor; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor`
/* 0xA7C */ Actor* boomerangActor;
/* 0xA80 */ Actor* tatlActor;
/* 0xA84 */ s16 tatlTextId;
@ -1396,9 +1396,9 @@ void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
void func_80123C58(Player* player);
void Player_SetEquipmentData(struct PlayState* play, Player* player);
void Player_UpdateBottleHeld(struct PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
void Player_Untarget(Player* player);
void func_80123DC0(Player* player);
void func_80123E90(struct PlayState* play, Actor* actor);
void Player_ReleaseLockOn(Player* player);
void Player_ClearZTargeting(Player* player);
void Player_SetAutoLockOnActor(struct PlayState* play, Actor* actor);
s32 Player_SetBButtonAmmo(struct PlayState* play, s32 ammo);
bool Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
u8 Player_GetStrength(void);

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@ -426,11 +426,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
void Target_SetLockOnPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) {
targetCtx->lockOnTriangleSets[index].pos.x = x;
targetCtx->lockOnTriangleSets[index].pos.y = y;
targetCtx->lockOnTriangleSets[index].pos.z = z;
targetCtx->lockOnTriangleSets[index].radius = targetCtx->lockOnRadius;
void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
targetCtx->lockOnReticles[reticleNum].pos.x = x;
targetCtx->lockOnReticles[reticleNum].pos.y = y;
targetCtx->lockOnReticles[reticleNum].pos.z = z;
targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
}
typedef struct {
@ -455,23 +456,23 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
};
void Target_InitLockOn(TargetContext* targetCtx, ActorType type, PlayState* play) {
void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
LockOnTriangleSet* triangleSet;
LockOnReticle* reticle;
Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye);
targetCtx->lockOnAlpha = 256;
tatlColorEntry = &sTatlColorList[type];
targetCtx->lockOnRadius = 500.0f;
Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
targetCtx->reticleFadeAlphaControl = 256;
tatlColorEntry = &sTatlColorList[actorCategory];
targetCtx->reticleRadius = 500.0f;
triangleSet = targetCtx->lockOnTriangleSets;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnTriangleSets); i++, triangleSet++) {
Target_SetLockOnPos(targetCtx, i, 0.0f, 0.0f, 0.0f);
reticle = targetCtx->lockOnReticles;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
triangleSet->color.r = tatlColorEntry->inner.r;
triangleSet->color.g = tatlColorEntry->inner.g;
triangleSet->color.b = tatlColorEntry->inner.b;
reticle->color.r = tatlColorEntry->inner.r;
reticle->color.g = tatlColorEntry->inner.g;
reticle->color.b = tatlColorEntry->inner.b;
}
}
@ -493,13 +494,13 @@ void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type
void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->forcedTargetActor = NULL;
targetCtx->lockOnActor = NULL;
targetCtx->reticleActor = NULL;
targetCtx->fairyActor = NULL;
targetCtx->rotZTick = 0;
targetCtx->lockOnIndex = 0;
targetCtx->reticleSpinCounter = 0;
targetCtx->curReticle = 0;
targetCtx->fairyMoveProgressFactor = 0.0f;
Target_SetFairyState(targetCtx, actor, actor->category, play);
Target_InitLockOn(targetCtx, actor->category, play);
Target_InitReticle(targetCtx, actor->category, play);
}
void Target_Draw(TargetContext* targetCtx, PlayState* play) {
@ -511,41 +512,47 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
return;
}
actor = targetCtx->lockOnActor;
actor = targetCtx->reticleActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->lockOnAlpha != 0) {
LockOnTriangleSet* entry;
if (targetCtx->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
Vec3f projectedPos;
s32 totalEntries;
s32 numReticles;
f32 invW;
s32 i;
s32 index;
s32 curReticle;
f32 lockOnScaleX;
if (targetCtx->rotZTick != 0) {
totalEntries = 1;
if (targetCtx->reticleSpinCounter != 0) {
// Reticle is spinning so it is active, only need to draw one
numReticles = 1;
} else {
// Use multiple entries for the movement effect when the triangles are getting closer to the actor from the
// margin of the screen
totalEntries = ARRAY_COUNT(targetCtx->lockOnTriangleSets);
// Use multiple reticles for the motion blur effect from the reticle
// quickly zooming in on an actor from off screen
numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->lockOnRadius) / 420.0f;
Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
} else {
targetCtx->lockOnAlpha -= 120;
if (targetCtx->lockOnAlpha < 0) {
targetCtx->lockOnAlpha = 0;
// Not locked on, start fading out
targetCtx->reticleFadeAlphaControl -= 120;
if (targetCtx->reticleFadeAlphaControl < 0) {
targetCtx->reticleFadeAlphaControl = 0;
}
alpha = targetCtx->lockOnAlpha;
// `reticleFadeAlphaControl` is only used as an alpha when fading out.
// Otherwise it defaults to 255, set above.
alpha = targetCtx->reticleFadeAlphaControl;
}
Actor_GetProjectedPos(play, &targetCtx->lockOnPos, &projectedPos, &invW);
Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@ -555,48 +562,51 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
targetCtx->lockOnIndex--;
if (targetCtx->lockOnIndex < 0) {
targetCtx->lockOnIndex = ARRAY_COUNT(targetCtx->lockOnTriangleSets) - 1;
targetCtx->curReticle--;
if (targetCtx->curReticle < 0) {
targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
}
Target_SetLockOnPos(targetCtx, targetCtx->lockOnIndex, projectedPos.x, projectedPos.y, projectedPos.z);
Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->lockOnActor)) {
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (i = 0, index = targetCtx->lockOnIndex; i < totalEntries;
i++, index = (index + 1) % ARRAY_COUNT(targetCtx->lockOnTriangleSets)) {
entry = &targetCtx->lockOnTriangleSets[index];
for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
reticle = &targetCtx->lockOnReticles[curReticle];
if (entry->radius < 500.0f) {
if (reticle->radius < 500.0f) {
s32 triangleIndex;
if (entry->radius <= 120.0f) {
if (reticle->radius <= 120.0f) {
lockOnScaleX = 0.15f;
} else {
lockOnScaleX = ((entry->radius - 120.0f) * 0.001f) + 0.15f;
lockOnScaleX = ((reticle->radius - 120.0f) * 0.001f) + 0.15f;
}
Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Translate(reticle->pos.x, reticle->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(lockOnScaleX, 0.15f, 1.0f, MTXMODE_APPLY);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
(u8)alpha);
Matrix_RotateZS(targetCtx->rotZTick * 0x200, MTXMODE_APPLY);
Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
// Draw the 4 lock-on triangles
// Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
Matrix_RotateZS(0x10000 / 4, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->radius, entry->radius, 0.0f, MTXMODE_APPLY);
Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL);
Matrix_Pop();
}
}
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnTriangleSets);
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
if (alpha < 0) {
alpha = 0;
}
@ -605,6 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
actor = targetCtx->arrowPointedActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
@ -617,14 +628,13 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx);
}
// OoT: func_8002C7BC
void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor, PlayState* play) {
void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
s32 category;
@ -633,7 +643,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
// actor
if ((player->lockOnActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->arrowPointedActor = NULL;
} else {
Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
@ -643,8 +653,8 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
if (targetCtx->forcedTargetActor != NULL) {
actor = targetCtx->forcedTargetActor;
targetCtx->forcedTargetActor = NULL;
} else if (lockOnActor != NULL) {
actor = lockOnActor;
} else if (playerFocusActor != NULL) {
actor = playerFocusActor;
}
if (actor != NULL) {
@ -676,55 +686,56 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
Target_SetFairyState(targetCtx, actor, category, play);
}
if ((lockOnActor != NULL) && (targetCtx->rotZTick == 0)) {
Actor_GetProjectedPos(play, &lockOnActor->focus.pos, &projectedPos, &invW);
if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
Actor_GetProjectedPos(play, &playerFocusActor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
lockOnActor = NULL;
playerFocusActor = NULL;
}
}
if (lockOnActor != NULL) {
if (lockOnActor != targetCtx->lockOnActor) {
if (playerFocusActor != NULL) {
if (playerFocusActor != targetCtx->reticleActor) {
s32 sfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
Target_InitLockOn(targetCtx, lockOnActor->category, play);
Target_InitReticle(targetCtx, playerFocusActor->category, play);
targetCtx->lockOnActor = lockOnActor;
targetCtx->reticleActor = playerFocusActor;
if (lockOnActor->id == ACTOR_EN_BOOM) {
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
targetCtx->lockOnAlpha = 0;
targetCtx->reticleFadeAlphaControl = 0;
}
sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
Audio_PlaySfx(sfxId);
}
targetCtx->lockOnPos.x = lockOnActor->world.pos.x;
targetCtx->lockOnPos.y = lockOnActor->world.pos.y - (lockOnActor->shape.yOffset * lockOnActor->scale.y);
targetCtx->lockOnPos.z = lockOnActor->world.pos.z;
targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
targetCtx->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
if (targetCtx->rotZTick == 0) {
f32 lockOnStep = (500.0f - targetCtx->lockOnRadius) * 3.0f;
if (targetCtx->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - targetCtx->reticleRadius) * 3.0f;
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
if (Math_StepToF(&targetCtx->lockOnRadius, 80.0f, lockOnStep)) {
targetCtx->rotZTick++;
if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, lockOnStep)) {
targetCtx->reticleSpinCounter++;
}
} else {
// 0x80 is or'd to avoid getting this value be set to zero
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
targetCtx->rotZTick = (targetCtx->rotZTick + 3) | 0x80;
targetCtx->lockOnRadius = 120.0f;
targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
targetCtx->reticleRadius = 120.0f;
}
} else {
targetCtx->lockOnActor = NULL;
Math_StepToF(&targetCtx->lockOnRadius, 500.0f, 80.0f);
targetCtx->reticleActor = NULL;
Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
}
}
@ -1854,7 +1865,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
if (player->lockOnActor != NULL) {
if (player->focusActor != NULL) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return FLT_MAX;
}
@ -1914,7 +1925,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) {
if ((player->focusActor == NULL) && (yawDiff > (0x10000 / 6))) {
distSq = FLT_MAX;
} else {
distSq = actor->xyzDistToPlayerSq;
@ -2045,7 +2056,7 @@ s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) {
if ((player->actor.flags & ACTOR_FLAG_TALK) && (talkActor != NULL)) {
player->talkActor = actor2;
player->lockOnActor = actor2;
player->focusActor = actor2;
return true;
}
@ -2547,13 +2558,13 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
actor->flags &= ~ACTOR_FLAG_1000000;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) {
if (actor == params->player->lockOnActor) {
if (actor == params->player->focusActor) {
actor->isLockedOn = true;
} else {
actor->isLockedOn = false;
}
if ((actor->targetPriority != 0) && (params->player->lockOnActor == NULL)) {
if ((actor->targetPriority != 0) && (params->player->focusActor == NULL)) {
actor->targetPriority = 0;
}
@ -2682,16 +2693,16 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
}
}
actor = player->lockOnActor;
actor = player->focusActor;
if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL;
Player_Untarget(player);
Player_ReleaseLockOn(player);
}
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
if (actorCtx->targetCtx.rotZTick != 0) {
actorCtx->targetCtx.rotZTick = 0;
if (actorCtx->targetCtx.reticleSpinCounter != 0) {
actorCtx->targetCtx.reticleSpinCounter = 0;
Audio_PlaySfx(NA_SE_SY_LOCK_OFF);
}
}
@ -3475,8 +3486,8 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Actor* newHead;
ActorOverlay* overlayEntry = actor->overlayEntry;
if ((player != NULL) && (actor == player->lockOnActor)) {
Player_Untarget(player);
if ((player != NULL) && (actor == player->focusActor)) {
Player_ReleaseLockOn(player);
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
@ -3550,7 +3561,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
Actor* lockOnActor = player->lockOnActor;
Actor* playerFocusActor = player->focusActor;
s32 isNearestTargetableActor;
s32 phi_s2_2;
@ -3574,7 +3585,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
}
// If this actor is the currently targeted one, then ignore it unless it has the ACTOR_FLAG_80000 flag
if ((actor == lockOnActor) && !(actor->flags & ACTOR_FLAG_80000)) {
if ((actor == playerFocusActor) && !(actor->flags & ACTOR_FLAG_80000)) {
continue;
}

View File

@ -517,7 +517,7 @@ bool Player_CheckHostileLockOn(Player* player) {
}
bool func_80123434(Player* player) {
return player->stateFlags1 & (PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
return player->stateFlags1 & (PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
}
// Unused
@ -525,13 +525,13 @@ bool func_80123448(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->stateFlags1 & PLAYER_STATE1_400000) &&
(player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->lockOnActor == NULL));
((player->transformation != PLAYER_FORM_HUMAN) || (!func_80123434(player) && player->focusActor == NULL));
}
// TODO: Player_IsGoronOrDeku is a temporary name until we have more info on this function.
// Hypothesis: this function checks if the current form would crouch when he tries to use the shield
bool Player_IsGoronOrDeku(Player* player) {
return player->transformation == PLAYER_FORM_GORON || player->transformation == PLAYER_FORM_DEKU;
return (player->transformation == PLAYER_FORM_GORON) || (player->transformation == PLAYER_FORM_DEKU);
}
bool func_801234D4(PlayState* play) {
@ -1331,35 +1331,53 @@ void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, Pla
player->itemAction = itemAction;
}
void Player_Untarget(Player* player) {
player->lockOnActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_2000;
void Player_ReleaseLockOn(Player* player) {
player->focusActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
void func_80123DC0(Player* player) {
/**
* This function aims to clear Z-Target related state when it isn't in use.
* It also handles setting a specific free fall related state that is interntwined with Z-Targeting.
*/
void Player_ClearZTargeting(Player* player) {
if ((player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(player->stateFlags1 & (PLAYER_STATE1_200000 | PLAYER_STATE1_800000 | PLAYER_STATE1_8000000)) ||
(!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000)) &&
((player->actor.world.pos.y - player->actor.floorHeight) < 100.0f))) {
player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000 |
PLAYER_STATE1_80000 | PLAYER_STATE1_40000000);
player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 |
PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_40000000);
} else if (!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000))) {
player->stateFlags1 |= PLAYER_STATE1_80000;
} else if ((player->stateFlags1 & PLAYER_STATE1_40000) && (player->transformation == PLAYER_FORM_DEKU)) {
player->stateFlags1 &=
~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
~(PLAYER_STATE1_8000 | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
}
Player_Untarget(player);
Player_ReleaseLockOn(player);
}
void func_80123E90(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
/**
* Sets the "auto lock-on actor" to lock onto an actor without Player's input.
* This function will first release any existing lock-on or (try to) release parallel.
*
* When using Switch Targeting, it is not possible to carry an auto lock-on actor into a normal
* lock-on when the auto lock-on is finished.
* This is because the `PLAYER_STATE2_LOCK_ON_WITH_SWITCH` flag is never set with an auto lock-on.
* With Hold Targeting it is possible to keep the auto lock-on going by keeping the Z button held down.
*
* The auto lock-on is considered "friendly" even if the actor is actually hostile. If the auto lock-on is hostile,
* Player's battle response will not occur (if he is actionable) and the camera behaves differently.
* When transitioning from auto lock-on to normal lock-on (with Hold Targeting) there will be a noticeable change
* when it switches from "friendly" mode to "hostile" mode.
*/
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
func_80123DC0(player);
player->lockOnActor = actor;
player->unk_A78 = actor;
player->stateFlags1 |= PLAYER_STATE1_10000;
Player_ClearZTargeting(this);
this->focusActor = actor;
this->autoLockOnActor = actor;
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}

View File

@ -795,10 +795,10 @@ void Boss05_LilyPadWithHead_Move(Boss05* this, PlayState* play) {
if (child != NULL) {
Player* player2 = GET_PLAYER(play);
if (player2->lockOnActor == &this->dyna.actor) {
player2->lockOnActor = &child->dyna.actor;
if (player2->focusActor == &this->dyna.actor) {
player2->focusActor = &child->dyna.actor;
play->actorCtx.targetCtx.fairyActor = &child->dyna.actor;
play->actorCtx.targetCtx.lockOnActor = &child->dyna.actor;
play->actorCtx.targetCtx.reticleActor = &child->dyna.actor;
}
for (i = 0; i < BIO_DEKU_BABA_LILY_PAD_LIMB_MAX; i++) {
@ -926,10 +926,10 @@ void Boss05_FallingHead_Fall(Boss05* this, PlayState* play) {
if (walkingHead != NULL) {
Player* player = GET_PLAYER(play);
if (player->lockOnActor == &this->dyna.actor) {
player->lockOnActor = &walkingHead->dyna.actor;
if (player->focusActor == &this->dyna.actor) {
player->focusActor = &walkingHead->dyna.actor;
play->actorCtx.targetCtx.fairyActor = &walkingHead->dyna.actor;
play->actorCtx.targetCtx.lockOnActor = &walkingHead->dyna.actor;
play->actorCtx.targetCtx.reticleActor = &walkingHead->dyna.actor;
}
for (i = 0; i < BIO_DEKU_BABA_HEAD_LIMB_MAX; i++) {

View File

@ -636,7 +636,7 @@ void EnAob01_BeforeRace_Talk(EnAob01* this, PlayState* play) {
if (this->stateFlags & ENAOB01_FLAG_TALKING_TO_PLAYER_HOLDING_DOG) {
if (Actor_TalkOfferAccepted(&this->actor, &play->state)) {
this->actor.flags &= ~ACTOR_FLAG_10000;
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
if (this->stateFlags & ENAOB01_FLAG_PLAYER_TOLD_TO_PICK_A_DOG) {
EnAob01_BeforeRace_HandleConversation(this, play);
this->stateFlags &= ~ENAOB01_FLAG_PLAYER_TOLD_TO_PICK_A_DOG;
@ -846,7 +846,7 @@ void EnAob01_Race_StartCutscene(EnAob01* this, PlayState* play) {
void EnAob01_AfterRace_GiveRaceResult(EnAob01* this, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->actor, &play->state)) {
this->actor.flags &= ~ACTOR_FLAG_10000;
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
this->rupeesBet = gSaveContext.unk_3F5C;
switch (GET_EVENTINF_DOG_RACE_RACE_STANDING) {
case 1:

View File

@ -1091,10 +1091,10 @@ void func_8088EFA4(EnElf* this, PlayState* play) {
}
if (this->fairyFlags & 1) {
if ((targetFairyActor == NULL) || (player->lockOnActor == NULL)) {
if ((targetFairyActor == NULL) || (player->focusActor == NULL)) {
this->fairyFlags ^= 1;
}
} else if ((targetFairyActor != NULL) && (player->lockOnActor != NULL)) {
} else if ((targetFairyActor != NULL) && (player->focusActor != NULL)) {
u8 temp = this->unk_269;
u16 targetSfxId = (this->unk_269 == 0) ? NA_SE_NONE : NA_SE_NONE;
@ -1287,8 +1287,8 @@ void func_8088FA38(EnElf* this, PlayState* play) {
if (this->unk_234 != NULL) {
refPos = this->unk_234->world.pos;
} else {
if ((player->lockOnActor == NULL) || (&player->actor == player->lockOnActor) ||
(&this->actor == player->lockOnActor) || (this->unk_264 & 4)) {
if ((player->focusActor == NULL) || (&player->actor == player->focusActor) ||
(&this->actor == player->focusActor) || (this->unk_264 & 4)) {
refPos.x =
player->bodyPartsPos[PLAYER_BODYPART_HEAD].x + (Math_SinS(player->actor.shape.rot.y) * 20.0f);
refPos.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 5.0f;
@ -1464,7 +1464,7 @@ void func_8089010C(Actor* thisx, PlayState* play) {
gSaveContext.save.saveInfo.playerData.tatlTimer = 0;
}
if ((player->tatlTextId == 0) && (player->lockOnActor == NULL)) {
if ((player->tatlTextId == 0) && (player->focusActor == NULL)) {
if ((gSaveContext.save.saveInfo.playerData.tatlTimer >= 600) &&
(gSaveContext.save.saveInfo.playerData.tatlTimer <= 3000)) {
player->tatlTextId = QuestHint_GetTatlTextId(play);

View File

@ -2178,9 +2178,9 @@ void EnKnight_FlyingHeadDone(EnKnight* this, PlayState* play) {
Actor_Kill(&sIgosHeadInstance->actor);
sIgosHeadInstance = NULL;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
player->lockOnActor = &this->actor;
player->focusActor = &this->actor;
play->actorCtx.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.lockOnActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
}
if (this->timers[0] == 15) {
@ -3256,9 +3256,9 @@ void EnKnight_FlyingHead(EnKnight* this, PlayState* play) {
this->actor.world.rot.x = KREG(39) * 0x1000 + 0x2000;
this->timers[0] = 20;
sIgosInstance->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
player->lockOnActor = &this->actor;
player->focusActor = &this->actor;
play->actorCtx.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.lockOnActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
Math_Vec3f_Copy(&this->actor.world.pos, &sIgosInstance->actor.world.pos);
Math_Vec3s_Copy(&this->actor.world.rot, &sIgosInstance->actor.world.rot);
Math_Vec3s_Copy(&this->actor.shape.rot, &sIgosInstance->actor.world.rot);

View File

@ -430,7 +430,7 @@ void func_80A6FBFC(EnMm3* this, PlayState* play) {
func_80A6F9C8(this);
} else {
Actor_OfferTalk(&this->actor, play, this->actor.xzDistToPlayer + 10.0f);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
if (Player_GetMask(play) == PLAYER_MASK_BUNNY) {
Audio_PlaySfx(NA_SE_SY_STOPWATCH_TIMER_INF - SFX_FLAG);
} else {

View File

@ -349,7 +349,7 @@ void EnRailgibud_AttemptPlayerFreeze(EnRailgibud* this, PlayState* play) {
if (ABS_ALT(yaw) < 0x2008) {
player->actor.freezeTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
EnRailgibud_SetupWalkToPlayer(this);
}
@ -394,7 +394,7 @@ void EnRailgibud_WalkToPlayer(EnRailgibud* this, PlayState* play) {
player->actor.freezeTimer = 40;
this->playerStunWaitTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
} else {
this->playerStunWaitTimer--;

View File

@ -661,8 +661,8 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
if (this->playerStunWaitTimer == 0) {
if (!(this->flags & EN_RD_FLAG_CANNOT_FREEZE_PLAYER)) {
player->actor.freezeTimer = 40;
func_80123E90(play, &this->actor);
GET_PLAYER(play)->unk_A78 = &this->actor;
Player_SetAutoLockOnActor(play, &this->actor);
GET_PLAYER(play)->autoLockOnActor = &this->actor;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
}
this->playerStunWaitTimer = 60;
@ -925,7 +925,7 @@ void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play) {
if (!(this->flags & EN_RD_FLAG_CANNOT_FREEZE_PLAYER)) {
player->actor.freezeTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
}
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
EnRd_SetupWalkToPlayer(this, play);

View File

@ -313,7 +313,7 @@ void EnTalkGibud_AttemptPlayerFreeze(EnTalkGibud* this, PlayState* play) {
if (ABS_ALT(yaw) < 0x2008) {
player->actor.freezeTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
EnTalkGibud_SetupWalkToPlayer(this);
}
@ -358,7 +358,7 @@ void EnTalkGibud_WalkToPlayer(EnTalkGibud* this, PlayState* play) {
player->actor.freezeTimer = 40;
this->playerStunWaitTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_80123E90(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
} else {
this->playerStunWaitTimer--;

View File

@ -429,10 +429,10 @@ void func_80BB7578(EnTanron2* this, PlayState* play) {
func_80BB6B80(this);
this->unk_158 = 1;
Actor_PlaySfx(&this->actor, NA_SE_EN_IKURA_DAMAGE);
if ((player->lockOnActor != NULL) && (&this->actor != player->lockOnActor)) {
player->lockOnActor = &this->actor;
if ((player->focusActor != NULL) && (&this->actor != player->focusActor)) {
player->focusActor = &this->actor;
play->actorCtx.targetCtx.fairyActor = &this->actor;
play->actorCtx.targetCtx.lockOnActor = &this->actor;
play->actorCtx.targetCtx.reticleActor = &this->actor;
}
} else {
this->unk_154 = 15;

View File

@ -325,7 +325,7 @@ s32 func_80A3EA30(EnTest3* this, PlayState* play) {
Actor* hideoutDoor = SubS_FindActor(play, NULL, ACTORCAT_BG, ACTOR_BG_IKNV_OBJ);
if (hideoutDoor != NULL) {
this->player.lockOnActor = hideoutDoor;
this->player.focusActor = hideoutDoor;
}
}
if (this->unk_D78->unk_1 != 0) {
@ -349,7 +349,7 @@ s32 func_80A3EAF8(EnTest3* this, PlayState* play) {
CutsceneManager_Stop(this->csId);
this->csId = CS_ID_GLOBAL_TALK;
CutsceneManager_Queue(this->csId);
this->player.lockOnActor = &GET_PLAYER(play)->actor;
this->player.focusActor = &GET_PLAYER(play)->actor;
}
return 1;
}
@ -361,7 +361,7 @@ s32 func_80A3EB8C(EnTest3* this, PlayState* play) {
Actor* hideoutObject = SubS_FindActor(play, NULL, ACTORCAT_ITEMACTION, ACTOR_OBJ_NOZOKI);
if (hideoutObject != NULL) {
this->player.lockOnActor = hideoutObject;
this->player.focusActor = hideoutObject;
}
play->msgCtx.msgMode = MSGMODE_PAUSED;
return 1;
@ -628,7 +628,7 @@ s32 func_80A3F62C(EnTest3* this, PlayState* play, struct_80A41828* arg2, Schedul
s32 func_80A3F73C(EnTest3* this, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->player.actor, &play->state)) {
func_80A3E7E0(this, func_80A4084C);
this->player.lockOnActor = &GET_PLAYER(play)->actor;
this->player.focusActor = &GET_PLAYER(play)->actor;
this->player.stateFlags2 &= ~PLAYER_STATE2_40000;
D_80A41D5C = true;
if ((this->unk_D78->unk_0 == 4) && CHECK_WEEKEVENTREG(WEEKEVENTREG_51_08)) {
@ -982,7 +982,7 @@ void func_80A4084C(EnTest3* this, PlayState* play) {
} else {
func_80A3E7E0(this, func_80A40678);
}
this->player.lockOnActor = NULL;
this->player.focusActor = NULL;
}
} else if (func_80A3ED24(this, play)) {
func_80A3E7E0(this, func_80A40908);
@ -992,7 +992,7 @@ void func_80A4084C(EnTest3* this, PlayState* play) {
void func_80A40908(EnTest3* this, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->player.actor, &play->state)) {
func_80A3E7E0(this, func_80A4084C);
this->player.lockOnActor = &GET_PLAYER(play)->actor;
this->player.focusActor = &GET_PLAYER(play)->actor;
SET_WEEKEVENTREG(WEEKEVENTREG_51_08);
Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_RECEIVED_PENDANT_OF_MEMORIES);
Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_MET_KAFEI);
@ -1175,7 +1175,7 @@ void EnTest3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dL
(this->player.bodyPartsPos[PLAYER_BODYPART_RIGHT_HAND].z + this->player.leftHandWorld.pos.z) / 2.0f;
}
} else if (limbIndex == KAFEI_LIMB_HEAD) {
Actor* actor730 = this->player.lockOnActor;
Actor* focusActor = this->player.focusActor;
if ((*dList1 != NULL) && ((u32)this->player.currentMask != PLAYER_MASK_NONE) &&
!(this->player.stateFlags2 & PLAYER_STATE2_1000000)) {
@ -1191,8 +1191,8 @@ void EnTest3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dL
}
}
}
if ((actor730 != NULL) && (actor730->id == ACTOR_BG_IKNV_OBJ)) {
Math_Vec3f_Copy(&this->player.actor.focus.pos, &actor730->focus.pos);
if ((focusActor != NULL) && (focusActor->id == ACTOR_BG_IKNV_OBJ)) {
Math_Vec3f_Copy(&this->player.actor.focus.pos, &focusActor->focus.pos);
} else {
static Vec3f D_80A418CC = { 1100.0f, -700.0f, 0.0f };

View File

@ -3577,7 +3577,7 @@ void func_8082FA5C(PlayState* play, Player* this, PlayerMeleeWeaponState meleeWe
}
/**
* Checks the current state of `lockOnActor` and if it is a hostile actor (if applicable).
* Checks the current state of `focusActor` and if it is a hostile actor (if applicable).
* If so, sets `PLAYER_STATE3_HOSTILE_LOCK_ON` which will control Player's "battle" response to
* hostile actors. This includes affecting how movement is handled, and enabling a "fighting" set
* of animations.
@ -3588,8 +3588,8 @@ void func_8082FA5C(PlayState* play, Player* this, PlayerMeleeWeaponState meleeWe
* @return true if there is curerntly a hostile lock-on actor, false otherwise
*/
s32 Player_UpdateHostileLockOn(Player* this) {
if ((this->lockOnActor != NULL) &&
CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
if ((this->focusActor != NULL) &&
CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
this->stateFlags3 |= PLAYER_STATE3_HOSTILE_LOCK_ON;
return true;
}
@ -4125,7 +4125,7 @@ bool func_80830FD4(PlayState* play) {
bool func_80831010(Player* this, PlayState* play) {
if ((this->unk_AA5 == PLAYER_UNKAA5_0) || (this->unk_AA5 == PLAYER_UNKAA5_3)) {
if (func_8082FBE8(this) || (this->lockOnActor != NULL) ||
if (func_8082FBE8(this) || (this->focusActor != NULL) ||
(Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_BOWARROW) == 0)) {
return true;
}
@ -4679,12 +4679,13 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
s16 previousYaw = this->actor.shape.rot.y;
if (!(this->stateFlags2 & (PLAYER_STATE2_20 | PLAYER_STATE2_40))) {
Actor* lockOnActor = this->lockOnActor;
Actor* focusActor = this->focusActor;
if ((lockOnActor != NULL) && ((play->actorCtx.targetCtx.rotZTick != 0) || (this != GET_PLAYER(play))) &&
(lockOnActor->id != ACTOR_OBJ_NOZOKI)) {
Math_ScaledStepToS(&this->actor.shape.rot.y,
Math_Vec3f_Yaw(&this->actor.world.pos, &lockOnActor->focus.pos), 0xFA0);
if ((focusActor != NULL) &&
((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this != GET_PLAYER(play))) &&
(focusActor->id != ACTOR_OBJ_NOZOKI)) {
Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &focusActor->focus.pos),
0xFA0);
} else if ((this->stateFlags1 & PLAYER_STATE1_20000) &&
!(this->stateFlags2 & (PLAYER_STATE2_20 | PLAYER_STATE2_40))) {
Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0xFA0);
@ -4772,7 +4773,7 @@ void func_80832888(Player* this, PlayState* play) {
if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != PLAYER_CSACTION_NONE) ||
(this->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) || (this->stateFlags3 & PLAYER_STATE3_80)) {
this->unk_738 = 0;
} else if (heldZ || (this->stateFlags2 & PLAYER_STATE2_2000) || (this->unk_A78 != NULL)) {
} else if (heldZ || (this->stateFlags2 & PLAYER_STATE2_LOCK_ON_WITH_SWITCH) || (this->autoLockOnActor != NULL)) {
if (this->unk_738 <= 5) {
this->unk_738 = 5;
} else {
@ -4800,21 +4801,21 @@ void func_80832888(Player* this, PlayState* play) {
if ((this->currentMask != PLAYER_MASK_GIANT) && (var_v1_2 != NULL) &&
!(var_v1_2->flags & ACTOR_FLAG_LOCK_ON_DISABLED) &&
!(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) {
if ((var_v1_2 == this->lockOnActor) && (this == GET_PLAYER(play))) {
if ((var_v1_2 == this->focusActor) && (this == GET_PLAYER(play))) {
var_v1_2 = play->actorCtx.targetCtx.arrowPointedActor;
}
if ((var_v1_2 != NULL) &&
(((var_v1_2 != this->lockOnActor)) || (var_v1_2->flags & ACTOR_FLAG_80000))) {
(((var_v1_2 != this->focusActor)) || (var_v1_2->flags & ACTOR_FLAG_80000))) {
var_v1_2->flags &= ~ACTOR_FLAG_80000;
if (!var_a1) {
this->stateFlags2 |= PLAYER_STATE2_2000;
this->stateFlags2 |= PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
this->lockOnActor = var_v1_2;
this->focusActor = var_v1_2;
this->unk_738 = 0xF;
this->stateFlags2 &= ~(PLAYER_STATE2_2 | PLAYER_STATE2_200000);
} else if (!var_a1) {
Player_Untarget(this);
Player_ReleaseLockOn(this);
}
this->stateFlags1 &= ~PLAYER_STATE1_40000000;
} else if (!(this->stateFlags1 & (PLAYER_STATE1_20000 | PLAYER_STATE1_40000000)) &&
@ -4823,32 +4824,32 @@ void func_80832888(Player* this, PlayState* play) {
}
}
if (this->lockOnActor != NULL) {
if ((this == GET_PLAYER(play)) && (this->lockOnActor != this->unk_A78) &&
Target_OutsideLeashRange(this->lockOnActor, this, ignoreLeash)) {
Player_Untarget(this);
if (this->focusActor != NULL) {
if ((this == GET_PLAYER(play)) && (this->focusActor != this->autoLockOnActor) &&
Target_OutsideLeashRange(this->focusActor, this, ignoreLeash)) {
Player_ReleaseLockOn(this);
this->stateFlags1 |= PLAYER_STATE1_40000000;
} else if (this->lockOnActor != NULL) {
this->lockOnActor->targetPriority = 0x28;
} else if (this->focusActor != NULL) {
this->focusActor->targetPriority = 0x28;
}
} else if (this->unk_A78 != NULL) {
this->lockOnActor = this->unk_A78;
} else if (this->autoLockOnActor != NULL) {
this->focusActor = this->autoLockOnActor;
}
}
if ((this->lockOnActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) {
this->stateFlags1 &= ~(PLAYER_STATE1_10000 | PLAYER_STATE1_20000);
if ((this->focusActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) {
this->stateFlags1 &= ~(PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_20000);
if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
!CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
this->stateFlags1 |= PLAYER_STATE1_10000;
!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
}
} else if (this->stateFlags1 & PLAYER_STATE1_20000) {
this->stateFlags2 &= ~PLAYER_STATE2_2000;
this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
} else {
func_80123DC0(this);
Player_ClearZTargeting(this);
}
} else {
func_80123DC0(this);
Player_ClearZTargeting(this);
}
}
@ -4921,7 +4922,7 @@ s32 Player_CalcSpeedAndYawFromControlStick(PlayState* play, Player* this, f32* o
f32 var_fa1;
if (this->unk_AB8 != 0.0f) {
var_fa1 = (this->lockOnActor != NULL) ? 0.002f : 0.008f;
var_fa1 = (this->focusActor != NULL) ? 0.002f : 0.008f;
speedCap -= this->unk_AB8 * var_fa1;
speedCap = CLAMP_MIN(speedCap, 2.0f);
@ -4962,9 +4963,9 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
if (!Player_CalcSpeedAndYawFromControlStick(play, this, outSpeedTarget, outYawTarget, speedMode)) {
*outYawTarget = this->actor.shape.rot.y;
if (this->lockOnActor != NULL) {
if ((play->actorCtx.targetCtx.rotZTick != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) {
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->lockOnActor->focus.pos);
if (this->focusActor != NULL) {
if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) {
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos);
}
} else if (func_80123434(this)) {
*outYawTarget = this->targetYaw;
@ -5237,8 +5238,8 @@ void func_808332A0(PlayState* play, Player* this, s32 magicCost, s32 isSwordBeam
Actor* thunder;
if (isSwordBeam) {
if (this->lockOnActor != NULL) {
pitch = Math_Vec3f_Pitch(&this->bodyPartsPos[PLAYER_BODYPART_WAIST], &this->lockOnActor->focus.pos);
if (this->focusActor != NULL) {
pitch = Math_Vec3f_Pitch(&this->bodyPartsPos[PLAYER_BODYPART_WAIST], &this->focusActor->focus.pos);
}
if (gSaveContext.save.saveInfo.playerData.magic == 0) {
return;
@ -7066,7 +7067,7 @@ void func_80837B60(PlayState* play, Player* this) {
if (this->actor.textId != 0) {
Message_StartTextbox(play, this->actor.textId, this->talkActor);
}
this->lockOnActor = this->talkActor;
this->focusActor = this->talkActor;
}
void func_80837BD0(PlayState* play, Player* this) {
@ -7621,14 +7622,14 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
this->stateFlags1 |= PLAYER_STATE1_20000000;
this->av2.actionVar2 = 80;
this->av1.actionVar1 = -1;
this->lockOnActor = this->talkActor;
this->focusActor = this->talkActor;
} else {
this->csId = CS_ID_GLOBAL_TALK;
}
talkActor->flags |= ACTOR_FLAG_TALK;
this->actor.textId = 0;
this->lockOnActor = this->talkActor;
this->focusActor = this->talkActor;
} else {
this->stateFlags1 |= (PLAYER_STATE1_20000000 | PLAYER_STATE1_10000000 | PLAYER_STATE1_40);
this->csId = play->playerCsIds[PLAYER_CS_ID_ITEM_SHOW];
@ -7720,7 +7721,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
s32 Player_ActionChange_4(Player* this, PlayState* play) {
if (gSaveContext.save.saveInfo.playerData.health != 0) {
Actor* talkActor = this->talkActor;
Actor* lockOnActor = this->lockOnActor;
Actor* lockOnActor = this->focusActor;
Actor* var_a1 = NULL;
s32 var_t1 = false;
s32 var_t2 = false;
@ -7807,9 +7808,9 @@ s32 Player_ActionChange_0(Player* this, PlayState* play) {
if (this->unk_AA5 != PLAYER_UNKAA5_0) {
Player_ActionChange_13(this, play);
return true;
} else if ((this->lockOnActor != NULL) &&
(CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) ||
(this->lockOnActor->hintId != TATL_HINT_ID_NONE))) {
} else if ((this->focusActor != NULL) &&
(CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) ||
(this->focusActor->hintId != TATL_HINT_ID_NONE))) {
this->stateFlags2 |= PLAYER_STATE2_200000;
} else if ((this->tatlTextId == 0) && !Player_CheckHostileLockOn(this) &&
CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_CUP) &&
@ -8092,7 +8093,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) {
if (Player_IsGoronOrDeku(this) ||
((((this->transformation == PLAYER_FORM_ZORA) && !(this->stateFlags1 & PLAYER_STATE1_2000000)) ||
((this->transformation == PLAYER_FORM_HUMAN) && (this->currentShield != PLAYER_SHIELD_NONE))) &&
!func_80123434(this) && (this->lockOnActor == NULL))) {
!func_80123434(this) && (this->focusActor == NULL))) {
func_8082DC38(this);
Player_DetachHeldActor(play, this);
if (Player_SetAction(play, this, Player_Action_18, 0)) {
@ -8852,7 +8853,7 @@ void func_8083BF54(PlayState* play, Player* this) {
}
s32 func_8083C62C(Player* this, s32 arg1) {
Actor* lockOnActor = this->lockOnActor;
Actor* focusActor = this->focusActor;
Vec3f headPos;
s16 pitchTarget;
s16 yawTarget;
@ -8861,8 +8862,8 @@ s32 func_8083C62C(Player* this, s32 arg1) {
headPos.y = this->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
headPos.z = this->actor.world.pos.z;
pitchTarget = Math_Vec3f_Pitch(&headPos, &lockOnActor->focus.pos);
yawTarget = Math_Vec3f_Yaw(&headPos, &lockOnActor->focus.pos);
pitchTarget = Math_Vec3f_Pitch(&headPos, &focusActor->focus.pos);
yawTarget = Math_Vec3f_Yaw(&headPos, &focusActor->focus.pos);
Math_SmoothStepToS(&this->actor.focus.rot.y, yawTarget, 4, 0x2710, 0);
Math_SmoothStepToS(&this->actor.focus.rot.x, pitchTarget, 4, 0x2710, 0);
@ -8875,7 +8876,7 @@ s32 func_8083C62C(Player* this, s32 arg1) {
Vec3f D_8085D218 = { 0.0f, 100.0f, 40.0f };
void func_8083C6E8(Player* this, PlayState* play) {
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
if (func_800B7128(this) || func_8082EF20(this)) {
func_8083C62C(this, true);
} else {
@ -9555,7 +9556,7 @@ s32 func_8083E404(Player* this, f32 arg1, s16 arg2) {
f32 sp1C = BINANG_SUB(arg2, this->actor.shape.rot.y);
f32 temp_fv1;
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
func_8083C62C(this, func_800B7128(this) || func_8082EF20(this));
}
@ -9574,7 +9575,7 @@ s32 func_8083E514(Player* this, f32* arg2, s16* arg3, PlayState* play) {
s16 temp_v1 = *arg3 - this->targetYaw;
u16 var_a2 = ABS_ALT(temp_v1);
if ((func_800B7128(this) || func_8082EF20(this)) && (this->lockOnActor == NULL)) {
if ((func_800B7128(this) || func_8082EF20(this)) && (this->focusActor == NULL)) {
*arg2 *= Math_SinS(var_a2);
if (*arg2 != 0.0f) {
@ -9583,14 +9584,14 @@ s32 func_8083E514(Player* this, f32* arg2, s16* arg3, PlayState* play) {
*arg3 = this->actor.shape.rot.y;
}
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
func_8083C62C(this, true);
} else {
Math_SmoothStepToS(&this->actor.focus.rot.x, (sPlayerControlInput->rel.stick_y * 240.0f), 0xE, 0xFA0, 0x1E);
func_80832754(this, true);
}
} else {
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
return func_8083E404(this, *arg2, *arg3);
}
@ -9715,7 +9716,7 @@ void Player_ChooseIdleAnim(PlayState* play, Player* this) {
if (((this->actor.id != ACTOR_PLAYER) && !(healthIsCritical = (this->actor.colChkInfo.health < 0x64))) ||
((this->actor.id == ACTOR_PLAYER) &&
(((this->lockOnActor != NULL) ||
(((this->focusActor != NULL) ||
((this->transformation != PLAYER_FORM_FIERCE_DEITY) && (this->transformation != PLAYER_FORM_HUMAN)) ||
(this->currentMask == PLAYER_MASK_SCENTS)) ||
(!(healthIsCritical = LifeMeter_IsCritical()) && (this->unk_AA4 = ((this->unk_AA4 + 1) & 1)))))) {
@ -11229,7 +11230,7 @@ void Player_SetDoAction(PlayState* play, Player* this) {
// Set Tatl state
if (!Play_InCsMode(play) && (this->stateFlags2 & PLAYER_STATE2_200000) &&
!(this->stateFlags3 & PLAYER_STATE3_100)) {
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
Interface_SetTatlCall(play, TATL_STATE_2B);
} else {
Interface_SetTatlCall(play, TATL_STATE_2A);
@ -11605,10 +11606,10 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
}
} else if (this->stateFlags2 & PLAYER_STATE2_100) {
camMode = CAM_MODE_PUSHPULL;
} else if (this->lockOnActor != NULL) {
} else if (this->focusActor != NULL) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK)) {
camMode = CAM_MODE_TALK;
} else if (this->stateFlags1 & PLAYER_STATE1_10000) {
} else if (this->stateFlags1 & PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS) {
if (this->stateFlags1 & PLAYER_STATE1_2000000) {
camMode = CAM_MODE_FOLLOWBOOMERANG;
} else {
@ -11617,7 +11618,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
} else {
camMode = CAM_MODE_BATTLE;
}
Camera_SetViewParam(camera, CAM_VIEW_TARGET, this->lockOnActor);
Camera_SetViewParam(camera, CAM_VIEW_TARGET, this->focusActor);
} else if (this->stateFlags1 & PLAYER_STATE1_1000) {
camMode = CAM_MODE_CHARGE;
} else if (this->stateFlags3 & PLAYER_STATE3_100) {
@ -12284,8 +12285,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
Lights_PointSetPosition(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y + 40.0f,
this->actor.world.pos.z);
if (((this->lockOnActor == NULL) || (this->lockOnActor == this->talkActor) ||
(this->lockOnActor->hintId == TATL_HINT_ID_NONE)) &&
if (((this->focusActor == NULL) || (this->focusActor == this->talkActor) ||
(this->focusActor->hintId == TATL_HINT_ID_NONE)) &&
(this->tatlTextId == 0)) {
this->stateFlags2 &= ~(PLAYER_STATE2_2 | PLAYER_STATE2_200000);
}
@ -12349,7 +12350,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
this->closestSecretDistSq = FLT_MAX;
this->doorType = PLAYER_DOORTYPE_NONE;
this->unk_B75 = 0;
this->unk_A78 = NULL;
this->autoLockOnActor = NULL;
Math_StepToF(&this->windSpeed, 0.0f, 0.5f);
if ((this->unk_B62 != 0) ||
@ -13676,13 +13677,13 @@ s32 Player_UpperAction_14(Player* this, PlayState* play) {
untargetedRotY = this->actor.shape.rot.y - 0x190;
this->boomerangActor = Actor_Spawn(
&play->actorCtx, play, ACTOR_EN_BOOM, pos.x, pos.y, pos.z, this->actor.focus.rot.x,
(this->lockOnActor != NULL) ? this->actor.shape.rot.y + 0x36B0 : untargetedRotY, 0, ZORA_BOOMERANG_LEFT);
(this->focusActor != NULL) ? this->actor.shape.rot.y + 0x36B0 : untargetedRotY, 0, ZORA_BOOMERANG_LEFT);
if (this->boomerangActor != NULL) {
EnBoom* leftBoomerang = (EnBoom*)this->boomerangActor;
EnBoom* rightBoomerang;
leftBoomerang->moveTo = this->lockOnActor;
leftBoomerang->moveTo = this->focusActor;
if (leftBoomerang->moveTo != NULL) {
leftBoomerang->unk_1CF = 0x10;
}
@ -13693,11 +13694,11 @@ s32 Player_UpperAction_14(Player* this, PlayState* play) {
untargetedRotY = (this->actor.shape.rot.y + 0x190);
rightBoomerang =
(EnBoom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOOM, pos.x, pos.y, pos.z, this->actor.focus.rot.x,
(this->lockOnActor != NULL) ? this->actor.shape.rot.y - 0x36B0 : untargetedRotY, 0,
(this->focusActor != NULL) ? this->actor.shape.rot.y - 0x36B0 : untargetedRotY, 0,
ZORA_BOOMERANG_RIGHT);
if (rightBoomerang != NULL) {
rightBoomerang->moveTo = this->lockOnActor;
rightBoomerang->moveTo = this->focusActor;
if (rightBoomerang->moveTo != NULL) {
rightBoomerang->unk_1CF = 0x10;
}
@ -14248,7 +14249,7 @@ void Player_Action_10(Player* this, PlayState* play) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
if ((this != GET_PLAYER(play)) && (this->lockOnActor == NULL)) {
if ((this != GET_PLAYER(play)) && (this->focusActor == NULL)) {
yawTarget = this->actor.home.rot.y;
}
@ -15586,7 +15587,7 @@ void Player_Action_43(Player* this, PlayState* play) {
if (((this->unk_AA5 == PLAYER_UNKAA5_2) && !(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) ||
((this->unk_AA5 != PLAYER_UNKAA5_2) &&
((((this->csAction != PLAYER_CSACTION_NONE) || ((u32)this->unk_AA5 == PLAYER_UNKAA5_0) ||
(this->unk_AA5 >= PLAYER_UNKAA5_5) || Player_UpdateHostileLockOn(this) || (this->lockOnActor != NULL) ||
(this->unk_AA5 >= PLAYER_UNKAA5_5) || Player_UpdateHostileLockOn(this) || (this->focusActor != NULL) ||
(func_8083868C(play, this) == CAM_MODE_NORMAL) ||
((this->unk_AA5 == PLAYER_UNKAA5_3) &&
(((Player_ItemToItemAction(this, Inventory_GetBtnBItem(play)) != this->heldItemAction) &&
@ -15618,7 +15619,7 @@ void Player_Action_44(Player* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->actor.flags &= ~ACTOR_FLAG_TALK;
if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
this->stateFlags2 &= ~PLAYER_STATE2_2000;
this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
func_800E0238(Play_GetCamera(play, CAM_ID_MAIN));
@ -15662,7 +15663,7 @@ void Player_Action_44(Player* this, PlayState* play) {
}
}
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
this->currentYaw = func_8083C62C(this, false);
this->actor.shape.rot.y = this->currentYaw;
if (this->av1.actionVar1 != 0) {
@ -16096,7 +16097,7 @@ void func_8084FD7C(PlayState* play, Player* this, Actor* actor) {
}
bool func_8084FE48(Player* this) {
return (this->lockOnActor == NULL) && !func_8082FC24(this);
return (this->focusActor == NULL) && !func_8082FC24(this);
}
PlayerAnimationHeader* D_8085D688[] = {
@ -16287,7 +16288,7 @@ void Player_Action_52(Player* this, PlayState* play) {
} else if ((this->csAction != PLAYER_CSACTION_NONE) ||
(!func_8082DAFC(play) && ((rideActor->actor.speed != 0.0f) || !Player_ActionChange_4(this, play)) &&
!func_80847BF0(this, play) && !Player_ActionChange_13(this, play))) {
if (this->lockOnActor != NULL) {
if (this->focusActor != NULL) {
if (func_800B7128(this)) {
this->upperLimbRot.y = func_8083C62C(this, true) - this->actor.shape.rot.y;
this->upperLimbRot.y = CLAMP(this->upperLimbRot.y, -0x4AAA, 0x4AAA);
@ -17565,7 +17566,7 @@ void Player_Action_71(Player* this, PlayState* play) {
Player_PlayAnimSfx(this, D_8085D840);
}
if ((this->av1.actionVar1 == 0) && (this->lockOnActor != NULL)) {
if ((this->av1.actionVar1 == 0) && (this->focusActor != NULL)) {
this->currentYaw = func_8083C62C(this, 0);
this->actor.shape.rot.y = this->currentYaw;
}
@ -19575,7 +19576,7 @@ void func_80859248(Player* this) {
if ((this->csActor == NULL) || (this->csActor->update == NULL)) {
this->csActor = NULL;
}
this->lockOnActor = this->csActor;
this->focusActor = this->csActor;
if (this->csActor != NULL) {
this->actor.shape.rot.y = func_8083C62C(this, 0);
}
@ -20660,7 +20661,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) {
player->talkActor = actor;
player->exchangeItemAction = PLAYER_IA_NONE;
player->lockOnActor = actor;
player->focusActor = actor;
if (actor->textId == 0xFFFF) {
Player_SetCsActionWithHaltedActors(play, actor, PLAYER_CSACTION_1);

View File

@ -669,8 +669,8 @@
0x800B4AEC:("func_800B4AEC",),
0x800B4B50:("func_800B4B50",),
0x800B4EDC:("Actor_GetProjectedPos",),
0x800B4F40:("Target_SetLockOnPos",),
0x800B4F78:("Target_InitLockOn",),
0x800B4F40:("Target_SetReticlePos",),
0x800B4F78:("Target_InitReticle",),
0x800B5040:("Target_SetFairyState",),
0x800B51A4:("Target_Init",),
0x800B5208:("Target_Draw",),
@ -2208,9 +2208,9 @@
0x80123C58:("func_80123C58",),
0x80123C90:("Player_SetEquipmentData",),
0x80123D50:("Player_UpdateBottleHeld",),
0x80123DA4:("Player_Untarget",),
0x80123DC0:("func_80123DC0",),
0x80123E90:("func_80123E90",),
0x80123DA4:("Player_ReleaseLockOn",),
0x80123DC0:("Player_ClearZTargeting",),
0x80123E90:("Player_SetAutoLockOnActor",),
0x80123F14:("func_80123F14",),
0x80123F2C:("Player_SetBButtonAmmo",),
0x80123F48:("Player_IsBurningStickInRange",),

View File

@ -127,7 +127,7 @@ wordReplace = {
"func_800B78B8": "Actor_UpdateBgCheckInfo",
"func_80123D50": "Player_UpdateBottleHeld",
"func_80123DA4": "Player_Untarget",
"func_80123DA4": "Player_ReleaseLockOn",
"func_8012403C": "Player_GetMask",
"func_8012404c": "Player_RemoveMask",
"func_80123AA4": "Player_SetModels",
@ -1219,8 +1219,8 @@ wordReplace = {
"player->unk_B84": "player->pushedYaw",
"player->targetActor": "player->talkActor",
"player->targetActorDistance": "player->talkActorDistance",
"player->unk_730": "player->lockOnActor",
"player->targetedActor": "player->lockOnActor",
"player->unk_730": "player->focusActor",
"player->targetedActor": "player->focusActor",
"ageProperties->unk_04": "ageProperties->shadowScale",
"ageProperties->unk_92": "ageProperties->voiceSfxOffset",

View File

@ -183,8 +183,8 @@ asm/non_matchings/code/z_actor/Actor_SetFeetPos.s,Actor_SetFeetPos,0x800B4A98,0x
asm/non_matchings/code/z_actor/func_800B4AEC.s,func_800B4AEC,0x800B4AEC,0x19
asm/non_matchings/code/z_actor/func_800B4B50.s,func_800B4B50,0x800B4B50,0xE3
asm/non_matchings/code/z_actor/Actor_GetProjectedPos.s,Actor_GetProjectedPos,0x800B4EDC,0x19
asm/non_matchings/code/z_actor/Target_SetLockOnPos.s,Target_SetLockOnPos,0x800B4F40,0xE
asm/non_matchings/code/z_actor/Target_InitLockOn.s,Target_InitLockOn,0x800B4F78,0x32
asm/non_matchings/code/z_actor/Target_SetReticlePos.s,Target_SetReticlePos,0x800B4F40,0xE
asm/non_matchings/code/z_actor/Target_InitReticle.s,Target_InitReticle,0x800B4F78,0x32
asm/non_matchings/code/z_actor/Target_SetFairyState.s,Target_SetFairyState,0x800B5040,0x59
asm/non_matchings/code/z_actor/Target_Init.s,Target_Init,0x800B51A4,0x19
asm/non_matchings/code/z_actor/Target_Draw.s,Target_Draw,0x800B5208,0x183
@ -1722,9 +1722,9 @@ asm/non_matchings/code/z_player_lib/Player_SetModelGroup.s,Player_SetModelGroup,
asm/non_matchings/code/z_player_lib/func_80123C58.s,func_80123C58,0x80123C58,0xE
asm/non_matchings/code/z_player_lib/Player_SetEquipmentData.s,Player_SetEquipmentData,0x80123C90,0x30
asm/non_matchings/code/z_player_lib/Player_UpdateBottleHeld.s,Player_UpdateBottleHeld,0x80123D50,0x15
asm/non_matchings/code/z_player_lib/Player_Untarget.s,Player_Untarget,0x80123DA4,0x7
asm/non_matchings/code/z_player_lib/func_80123DC0.s,func_80123DC0,0x80123DC0,0x34
asm/non_matchings/code/z_player_lib/func_80123E90.s,func_80123E90,0x80123E90,0x21
asm/non_matchings/code/z_player_lib/Player_ReleaseLockOn.s,Player_ReleaseLockOn,0x80123DA4,0x7
asm/non_matchings/code/z_player_lib/Player_ClearZTargeting.s,Player_ClearZTargeting,0x80123DC0,0x34
asm/non_matchings/code/z_player_lib/Player_SetAutoLockOnActor.s,Player_SetAutoLockOnActor,0x80123E90,0x21
asm/non_matchings/code/z_player_lib/func_80123F14.s,func_80123F14,0x80123F14,0x6
asm/non_matchings/code/z_player_lib/Player_SetBButtonAmmo.s,Player_SetBButtonAmmo,0x80123F2C,0x7
asm/non_matchings/code/z_player_lib/Player_IsBurningStickInRange.s,Player_IsBurningStickInRange,0x80123F48,0x36

1 asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s EnAObj_Init 0x800A5AC0 0x2B
183 asm/non_matchings/code/z_actor/func_800B4AEC.s func_800B4AEC 0x800B4AEC 0x19
184 asm/non_matchings/code/z_actor/func_800B4B50.s func_800B4B50 0x800B4B50 0xE3
185 asm/non_matchings/code/z_actor/Actor_GetProjectedPos.s Actor_GetProjectedPos 0x800B4EDC 0x19
186 asm/non_matchings/code/z_actor/Target_SetLockOnPos.s asm/non_matchings/code/z_actor/Target_SetReticlePos.s Target_SetLockOnPos Target_SetReticlePos 0x800B4F40 0xE
187 asm/non_matchings/code/z_actor/Target_InitLockOn.s asm/non_matchings/code/z_actor/Target_InitReticle.s Target_InitLockOn Target_InitReticle 0x800B4F78 0x32
188 asm/non_matchings/code/z_actor/Target_SetFairyState.s Target_SetFairyState 0x800B5040 0x59
189 asm/non_matchings/code/z_actor/Target_Init.s Target_Init 0x800B51A4 0x19
190 asm/non_matchings/code/z_actor/Target_Draw.s Target_Draw 0x800B5208 0x183
1722 asm/non_matchings/code/z_player_lib/func_80123C58.s func_80123C58 0x80123C58 0xE
1723 asm/non_matchings/code/z_player_lib/Player_SetEquipmentData.s Player_SetEquipmentData 0x80123C90 0x30
1724 asm/non_matchings/code/z_player_lib/Player_UpdateBottleHeld.s Player_UpdateBottleHeld 0x80123D50 0x15
1725 asm/non_matchings/code/z_player_lib/Player_Untarget.s asm/non_matchings/code/z_player_lib/Player_ReleaseLockOn.s Player_Untarget Player_ReleaseLockOn 0x80123DA4 0x7
1726 asm/non_matchings/code/z_player_lib/func_80123DC0.s asm/non_matchings/code/z_player_lib/Player_ClearZTargeting.s func_80123DC0 Player_ClearZTargeting 0x80123DC0 0x34
1727 asm/non_matchings/code/z_player_lib/func_80123E90.s asm/non_matchings/code/z_player_lib/Player_SetAutoLockOnActor.s func_80123E90 Player_SetAutoLockOnActor 0x80123E90 0x21
1728 asm/non_matchings/code/z_player_lib/func_80123F14.s func_80123F14 0x80123F14 0x6
1729 asm/non_matchings/code/z_player_lib/Player_SetBButtonAmmo.s Player_SetBButtonAmmo 0x80123F2C 0x7
1730 asm/non_matchings/code/z_player_lib/Player_IsBurningStickInRange.s Player_IsBurningStickInRange 0x80123F48 0x36