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@ -147,7 +147,7 @@ void Player_Action_30(Player* this, PlayState* play);
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void Player_Action_31(Player* this, PlayState* play);
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void Player_Action_32(Player* this, PlayState* play);
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void Player_Action_33(Player* this, PlayState* play);
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void Player_Action_34(Player* this, PlayState* play);
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void Player_Action_WaitForPutAway(Player* this, PlayState* play);
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void Player_Action_35(Player* this, PlayState* play);
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void Player_Action_36(Player* this, PlayState* play);
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void Player_Action_37(Player* this, PlayState* play);
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@ -510,7 +510,7 @@ typedef struct struct_8085D200 {
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f32 sPlayerControlStickMagnitude;
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s16 sPlayerControlStickAngle;
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s16 D_80862B02; // analog stick yaw + camera yaw
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s32 D_80862B04; // boolean, set to the return value of Player_UpdateUpperBody
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s32 sUpperBodyIsBusy; // see `Player_UpdateUpperBody`
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FloorType sPlayerFloorType;
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u32 sPlayerTouchedWallFlags;
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ConveyorSpeed sPlayerConveyorSpeedIndex;
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@ -600,7 +600,7 @@ void Player_DetachHeldActor(PlayState* play, Player* this) {
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this->heldActor = NULL;
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this->interactRangeActor = NULL;
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heldActor->parent = NULL;
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this->stateFlags1 &= ~PLAYER_STATE1_800;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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if (Player_GetExplosiveHeld(this) > PLAYER_EXPLOSIVE_NONE) {
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@ -610,14 +610,14 @@ void Player_DetachHeldActor(PlayState* play, Player* this) {
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}
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void func_8082DD2C(PlayState* play, Player* this) {
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if ((this->stateFlags1 & PLAYER_STATE1_800) && (this->heldActor == NULL)) {
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if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor == NULL)) {
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if (this->interactRangeActor != NULL) {
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if (this->getItemId == GI_NONE) {
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this->stateFlags1 &= ~PLAYER_STATE1_800;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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this->interactRangeActor = NULL;
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}
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} else {
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this->stateFlags1 &= ~PLAYER_STATE1_800;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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}
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@ -636,7 +636,11 @@ void func_8082DD2C(PlayState* play, Player* this) {
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this->unk_AC0 = 0.0f;
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}
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s32 func_8082DE14(PlayState* play, Player* this) {
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/**
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* Puts away item currently in hand, if holding any.
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* @return true if an item needs to be put away, false if not.
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*/
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s32 Player_PutAwayHeldItem(PlayState* play, Player* this) {
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if (this->heldItemAction > PLAYER_IA_LAST_USED) {
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Player_UseItem(play, this, ITEM_NONE);
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return true;
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@ -3193,7 +3197,7 @@ void func_8082F5FC(Player* this, Actor* actor) {
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this->interactRangeActor = actor;
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this->getItemId = GI_NONE;
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this->leftHandWorld.rot.y = actor->shape.rot.y - this->actor.shape.rot.y;
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this->stateFlags1 |= PLAYER_STATE1_800;
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this->stateFlags1 |= PLAYER_STATE1_CARRYING_ACTOR;
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}
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typedef enum ItemChangeType {
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@ -3297,8 +3301,8 @@ void Player_InitItemAction_SpawnExplosive(PlayState* play, Player* this) {
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ExplosiveInfo* explosiveInfo;
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Actor* explosiveActor;
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if (this->stateFlags1 & PLAYER_STATE1_800) {
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func_8082DE14(play, this);
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if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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Player_PutAwayHeldItem(play, this);
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return;
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}
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@ -3654,7 +3658,7 @@ EquipSlot func_8082FDC4(void) {
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* Handles the high level item usage and changing process based on the B and C buttons.
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*/
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void Player_ProcessItemButtons(Player* this, PlayState* play) {
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if (this->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_20000000)) {
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if (this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_20000000)) {
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return;
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}
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if (this->stateFlags2 & PLAYER_STATE2_2000000) {
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@ -4256,7 +4260,7 @@ s32 Player_SetAction(PlayState* play, Player* this, PlayerActionFunc actionFunc,
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func_80123C58(this);
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}
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if (!(arg3 & 1) && !(this->stateFlags1 & PLAYER_STATE1_800)) {
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if (!(arg3 & 1) && !(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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func_808309CC(play, this);
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PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, func_8082ED20(this));
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this->stateFlags1 &= ~PLAYER_STATE1_400000;
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@ -4331,7 +4335,8 @@ void Player_DestroyHookshot(Player* this) {
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}
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s32 func_80831814(Player* this, PlayState* play, PlayerUnkAA5 arg2) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_4 | PLAYER_STATE1_800 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000))) {
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if (!(this->stateFlags1 &
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(PLAYER_STATE1_4 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_2000 | PLAYER_STATE1_4000))) {
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if (Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FIRSTPERSON) != 0) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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(func_801242B4(this) && (this->actor.depthInWater < this->ageProperties->unk_2C))) {
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@ -4521,7 +4526,7 @@ void func_80831F34(PlayState* play, Player* this, PlayerAnimationHeader* anim) {
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}
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bool Player_CanUpdateItems(Player* this) {
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return (!(Player_Action_34 == this->actionFunc) ||
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return (!(Player_Action_WaitForPutAway == this->actionFunc) ||
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((this->stateFlags3 & PLAYER_STATE3_START_CHANGING_HELD_ITEM) &&
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((this->heldItemId == ITEM_FC) || (this->heldItemId == ITEM_NONE)))) &&
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(!(Player_UpperAction_ChangeHeldItem == this->upperActionFunc) ||
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@ -4614,17 +4619,38 @@ bool func_8083249C(Player* this) {
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return true;
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}
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s32 func_808324EC(PlayState* play, Player* this, PlayerFuncD58 arg2, s32 csId) {
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this->unk_D58 = arg2;
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/**
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* Sets up `Player_Action_WaitForPutAway`, which will allow the held item put away process
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* to complete before moving on to a new action.
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*
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* The function provided by the `afterPutAwayFunc` argument will run after the put away is complete.
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* This function is expected to set a new action and move execution away from `Player_Action_WaitForPutAway`.
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*
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* This will also initiate a cutscene with the cutscene id provided.
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*
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* @return From `Player_PutAwayHeldItem`: true if an item needs to be put away, false if not.
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*/
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s32 Player_SetupWaitForPutAwayWithCs(PlayState* play, Player* this, AfterPutAwayFunc afterPutAwayFunc, s32 csId) {
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this->afterPutAwayFunc = afterPutAwayFunc;
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this->csId = csId;
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Player_SetAction(play, this, Player_Action_34, 0);
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Player_SetAction(play, this, Player_Action_WaitForPutAway, 0);
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func_8083249C(this);
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this->stateFlags2 |= PLAYER_STATE2_40;
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return func_8082DE14(play, this);
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return Player_PutAwayHeldItem(play, this);
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}
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s32 func_80832558(PlayState* play, Player* this, PlayerFuncD58 arg2) {
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return func_808324EC(play, this, arg2, CS_ID_NONE);
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/**
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* Sets up `Player_Action_WaitForPutAway`, which will allow the held item put away process
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* to complete before moving on to a new action.
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*
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* The function provided by the `afterPutAwayFunc` argument will run after the put away is complete.
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* This function is expected to set a new action and move execution away from `Player_Action_WaitForPutAway`.
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*
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* @return From `Player_PutAwayHeldItem`: true if an item needs to be put away, false if not.
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*/
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s32 Player_SetupWaitForPutAway(PlayState* play, Player* this, AfterPutAwayFunc afterPutAwayFunc) {
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return Player_SetupWaitForPutAwayWithCs(play, this, afterPutAwayFunc, CS_ID_NONE);
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}
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// To do with turning, related to targeting
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@ -4774,7 +4800,7 @@ void func_80832888(Player* this, PlayState* play) {
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if ((this->lockOnActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) {
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this->stateFlags1 &= ~(PLAYER_STATE1_10000 | PLAYER_STATE1_20000);
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if ((this->stateFlags1 & PLAYER_STATE1_800) ||
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if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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!CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) {
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this->stateFlags1 |= PLAYER_STATE1_10000;
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}
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@ -5106,7 +5132,7 @@ s32 (*sPlayerActionChangeFuncs[PLAYER_ACTION_CHG_MAX])(Player*, PlayState*) = {
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s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeList, s32 updateUpperBody) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_1 | PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) && !func_8082DA90(play)) {
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if (updateUpperBody) {
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D_80862B04 = Player_UpdateUpperBody(this, play);
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sUpperBodyIsBusy = Player_UpdateUpperBody(this, play);
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if (Player_Action_64 == this->actionFunc) {
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return true;
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}
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@ -5136,7 +5162,7 @@ s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeLi
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if (func_8083213C(this)) {
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return true;
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}
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} else if (this->stateFlags1 & PLAYER_STATE1_800) {
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} else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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Player_UpdateUpperBody(this, play);
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}
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@ -5152,7 +5178,8 @@ s32 func_808331FC(PlayState* play, Player* this, SkelAnime* skelAnime, f32 frame
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return 0;
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}
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if (D_80862B04 || Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play)) {
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if (sUpperBodyIsBusy ||
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Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play)) {
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return 1;
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}
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}
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@ -5903,7 +5930,7 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
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if ((this->transformation != PLAYER_FORM_GORON) &&
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((this->transformation != PLAYER_FORM_DEKU) || func_801242B4(this) ||
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(this->ledgeClimbType <= PLAYER_LEDGE_CLIMB_3)) &&
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!(this->stateFlags1 & PLAYER_STATE1_800) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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(!(this->stateFlags1 & PLAYER_STATE1_8000000) || (this->yDistToLedge < this->ageProperties->unk_14))) {
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s32 var_v1 = false;
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PlayerAnimationHeader* anim;
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@ -6438,7 +6465,7 @@ void Player_Door_Knob(PlayState* play, Player* this, Actor* door) {
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Player_SetAction(play, this, Player_Action_36, 0);
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this->stateFlags2 |= PLAYER_STATE2_800000;
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func_8082DE14(play, this);
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Player_PutAwayHeldItem(play, this);
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if (this->doorDirection < 0) {
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this->actor.shape.rot.y = knobDoor->dyna.actor.shape.rot.y;
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} else {
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@ -6496,7 +6523,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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if ((this->actor.category != ACTORCAT_PLAYER) ||
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((((this->doorType <= PLAYER_DOORTYPE_TALKING) && CutsceneManager_IsNext(CS_ID_GLOBAL_TALK)) ||
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((this->doorType >= PLAYER_DOORTYPE_HANDLE) && CutsceneManager_IsNext(CS_ID_GLOBAL_DOOR))) &&
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(!(this->stateFlags1 & PLAYER_STATE1_800) &&
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(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
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(CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) || (Player_Action_78 == this->actionFunc) ||
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(this->doorType == PLAYER_DOORTYPE_STAIRCASE) || (this->doorType == PLAYER_DOORTYPE_PROXIMITY))))) {
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Actor* doorActor = this->doorActor;
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@ -6761,7 +6788,8 @@ s32 func_80836F10(PlayState* play, Player* this) {
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}
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s32 func_808370D4(PlayState* play, Player* this) {
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if ((this->fallDistance < 800) && (this->unk_AE3[this->unk_ADE] == 0) && !(this->stateFlags1 & PLAYER_STATE1_800)) {
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if ((this->fallDistance < 800) && (this->unk_AE3[this->unk_ADE] == 0) &&
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!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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func_80836B3C(play, this, 0.0f);
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return true;
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@ -6988,7 +7016,7 @@ void func_808379C0(PlayState* play, Player* this) {
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Player_Anim_PlayOnce(play, this, anim);
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} else {
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func_80836988(this, play);
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this->stateFlags1 &= ~PLAYER_STATE1_800;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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}
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@ -7118,7 +7146,7 @@ s32 func_80837DEC(Player* this, PlayState* play) {
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var_v1_2 ? &gPlayerAnim_link_normal_Fclimb_startB
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: &gPlayerAnim_link_normal_fall);
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if (var_v1_2) {
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func_80832558(play, this, func_80837C20);
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Player_SetupWaitForPutAway(play, this, func_80837C20);
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this->actor.shape.rot.y = this->currentYaw += 0x8000;
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this->stateFlags1 |= PLAYER_STATE1_200000;
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@ -7222,7 +7250,7 @@ void func_8083827C(Player* this, PlayState* play) {
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if ((sPlayerPrevFloorProperty != FLOOR_PROPERTY_6) && (sPlayerPrevFloorProperty != FLOOR_PROPERTY_9) &&
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(sPlayerYDistToFloor > 20.0f) && (this->meleeWeaponState == PLAYER_MELEE_WEAPON_STATE_0)) {
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if ((ABS_ALT(temp_t0) < 0x2000) && (this->linearVelocity > 3.0f)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_800)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
|
|
|
|
if (((this->transformation == PLAYER_FORM_ZORA) &&
|
|
|
|
|
CHECK_BTN_ALL(sPlayerControlInput->cur.button, BTN_A)) ||
|
|
|
|
|
((sPlayerPrevFloorProperty == FLOOR_PROPERTY_11) &&
|
|
|
|
@ -7682,7 +7710,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
|
|
|
|
|
|
|
|
|
|
if ((talkActor != NULL) || (var_a1 != NULL)) {
|
|
|
|
|
if ((lockOnActor == NULL) || (lockOnActor == talkActor) || (lockOnActor == var_a1)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_800) ||
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
|
|
|
|
|
((this->heldActor != NULL) &&
|
|
|
|
|
(var_t1 || (talkActor == this->heldActor) || (var_a1 == this->heldActor) ||
|
|
|
|
|
((talkActor != NULL) && (talkActor->flags & ACTOR_FLAG_10000))))) {
|
|
|
|
@ -7989,14 +8017,14 @@ void func_8083A04C(Player* this) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 Player_ActionChange_14(Player* this, PlayState* play) {
|
|
|
|
|
if (!D_80862B04 && (this->transformation == PLAYER_FORM_ZORA)) {
|
|
|
|
|
if (!sUpperBodyIsBusy && (this->transformation == PLAYER_FORM_ZORA)) {
|
|
|
|
|
func_8083A04C(this);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 Player_ActionChange_6(Player* this, PlayState* play) {
|
|
|
|
|
if (!D_80862B04 && !(this->stateFlags1 & PLAYER_STATE1_800000) && !func_8082FB68(this)) {
|
|
|
|
|
if (!sUpperBodyIsBusy && !(this->stateFlags1 & PLAYER_STATE1_800000) && !func_8082FB68(this)) {
|
|
|
|
|
if ((this->transformation == PLAYER_FORM_ZORA) && (this->stateFlags1 & PLAYER_STATE1_8000000)) {
|
|
|
|
|
func_8083A04C(this);
|
|
|
|
|
} else if (CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) && !func_8082FB68(this)) {
|
|
|
|
@ -8478,13 +8506,14 @@ s32 func_8083B3B4(PlayState* play, Player* this, Input* input) {
|
|
|
|
|
if (input != NULL) {
|
|
|
|
|
Player_SetAction(play, this, Player_Action_60, 1);
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_400) {
|
|
|
|
|
this->stateFlags1 |= (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_20000000);
|
|
|
|
|
this->stateFlags1 |= (PLAYER_STATE1_400 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_20000000);
|
|
|
|
|
}
|
|
|
|
|
this->av2.actionVar2 = 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Player_Anim_PlayOnceMorph(play, this,
|
|
|
|
|
(this->stateFlags1 & PLAYER_STATE1_800) ? &gPlayerAnim_link_swimer_swim_get
|
|
|
|
|
(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)
|
|
|
|
|
? &gPlayerAnim_link_swimer_swim_get
|
|
|
|
|
: &gPlayerAnim_link_swimer_swim_deep_end);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
@ -8959,7 +8988,7 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) {
|
|
|
|
|
f32 temp_fv0;
|
|
|
|
|
f32 temp_fv1;
|
|
|
|
|
|
|
|
|
|
func_80832558(play, this, func_80837BD0);
|
|
|
|
|
Player_SetupWaitForPutAway(play, this, func_80837BD0);
|
|
|
|
|
|
|
|
|
|
this->stateFlags1 |= PLAYER_STATE1_800000;
|
|
|
|
|
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER;
|
|
|
|
@ -9085,14 +9114,16 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|
|
|
|
if (!(this->stateFlags2 & PLAYER_STATE2_400) ||
|
|
|
|
|
(this->currentBoots == PLAYER_BOOTS_ZORA_UNDERWATER)) {
|
|
|
|
|
Player_StopCutscene(this);
|
|
|
|
|
func_808324EC(play, this, func_80837C78, play->playerCsIds[PLAYER_CS_ID_ITEM_GET]);
|
|
|
|
|
Player_SetupWaitForPutAwayWithCs(play, this, func_80837C78,
|
|
|
|
|
play->playerCsIds[PLAYER_CS_ID_ITEM_GET]);
|
|
|
|
|
Player_Anim_PlayOnceAdjusted(play, this,
|
|
|
|
|
(this->transformation == PLAYER_FORM_DEKU)
|
|
|
|
|
? &gPlayerAnim_pn_getB
|
|
|
|
|
: &gPlayerAnim_link_demo_get_itemB);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this->stateFlags1 |= (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_20000000);
|
|
|
|
|
this->stateFlags1 |=
|
|
|
|
|
(PLAYER_STATE1_400 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_20000000);
|
|
|
|
|
func_8082DAD4(this);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
@ -9102,7 +9133,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|
|
|
|
this->getItemId = GI_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else if (this->csAction == PLAYER_CSACTION_NONE) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_800)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
|
|
|
|
if (this->getItemId != GI_NONE) {
|
|
|
|
|
if (CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A)) {
|
|
|
|
|
GetItemEntry* giEntry = &sGetItemTable[-this->getItemId - 1];
|
|
|
|
@ -9118,8 +9149,9 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|
|
|
|
giEntry = &sGetItemTable[-this->getItemId - 1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
func_80832558(play, this, func_80837C78);
|
|
|
|
|
this->stateFlags1 |= (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_20000000);
|
|
|
|
|
Player_SetupWaitForPutAway(play, this, func_80837C78);
|
|
|
|
|
this->stateFlags1 |=
|
|
|
|
|
(PLAYER_STATE1_400 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_20000000);
|
|
|
|
|
func_80838830(this, giEntry->objectId);
|
|
|
|
|
|
|
|
|
|
this->actor.world.pos.x =
|
|
|
|
@ -9162,9 +9194,9 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
|
|
|
|
|
|
|
|
|
this->stateFlags2 |= PLAYER_STATE2_10000;
|
|
|
|
|
if (CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A)) {
|
|
|
|
|
func_80832558(play, this, func_808379C0);
|
|
|
|
|
Player_SetupWaitForPutAway(play, this, func_808379C0);
|
|
|
|
|
func_8082DAD4(this);
|
|
|
|
|
this->stateFlags1 |= PLAYER_STATE1_800;
|
|
|
|
|
this->stateFlags1 |= PLAYER_STATE1_CARRYING_ACTOR;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
@ -9194,7 +9226,7 @@ s32 func_8083D738(Player* this, Actor* heldActor) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 Player_ActionChange_9(Player* this, PlayState* play) {
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_800) {
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
|
|
|
|
if ((this->heldActor != NULL) &&
|
|
|
|
|
CHECK_BTN_ANY(sPlayerControlInput->press.button, BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_B | BTN_A)) {
|
|
|
|
|
if (!func_808313A8(play, this, this->heldActor)) {
|
|
|
|
@ -9280,7 +9312,7 @@ s32 func_8083D860(Player* this, PlayState* play) {
|
|
|
|
|
f32 distToInteractWall = this->distToInteractWall;
|
|
|
|
|
PlayerAnimationHeader* anim;
|
|
|
|
|
|
|
|
|
|
func_80832558(play, this, func_80837C20);
|
|
|
|
|
Player_SetupWaitForPutAway(play, this, func_80837C20);
|
|
|
|
|
|
|
|
|
|
this->stateFlags1 |= PLAYER_STATE1_200000;
|
|
|
|
|
this->stateFlags1 &= ~PLAYER_STATE1_8000000;
|
|
|
|
@ -9380,7 +9412,7 @@ void func_8083DEE4(PlayState* play, Player* this) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void func_8083DF38(Player* this, PlayerAnimationHeader* anim, PlayState* play) {
|
|
|
|
|
if (!func_80832558(play, this, func_80837BF8)) {
|
|
|
|
|
if (!Player_SetupWaitForPutAway(play, this, func_80837BF8)) {
|
|
|
|
|
Player_SetAction(play, this, Player_Action_45, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -9391,8 +9423,8 @@ void func_8083DF38(Player* this, PlayerAnimationHeader* anim, PlayState* play) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 Player_ActionChange_5(Player* this, PlayState* play) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_800) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) &&
|
|
|
|
|
(sPlayerShapeYawToTouchedWall < 0x3000)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
|
|
|
|
|
(this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sPlayerShapeYawToTouchedWall < 0x3000)) {
|
|
|
|
|
if ((this->linearVelocity > 0.0f) && func_8083D860(this, play)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
@ -9654,7 +9686,7 @@ void Player_ChooseIdleAnim(PlayState* play, Player* this) {
|
|
|
|
|
} else {
|
|
|
|
|
this->stateFlags2 |= PLAYER_STATE2_10000000;
|
|
|
|
|
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_800) {
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
|
|
|
|
anim = func_8082ED20(this);
|
|
|
|
|
} else {
|
|
|
|
|
animIndex = play->roomCtx.curRoom.behaviorType2;
|
|
|
|
@ -11035,7 +11067,7 @@ void Player_SetDoAction(PlayState* play, Player* this) {
|
|
|
|
|
} else if (this->stateFlags3 & PLAYER_STATE3_2000) {
|
|
|
|
|
doActionA = DO_ACTION_DOWN;
|
|
|
|
|
} else if ((this->doorType != PLAYER_DOORTYPE_NONE) && (this->doorType != PLAYER_DOORTYPE_STAIRCASE) &&
|
|
|
|
|
!(this->stateFlags1 & PLAYER_STATE1_800)) {
|
|
|
|
|
!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
|
|
|
|
doActionA = DO_ACTION_OPEN;
|
|
|
|
|
} else if (this->stateFlags3 & PLAYER_STATE3_200000) {
|
|
|
|
|
static u8 D_8085D34C[] = {
|
|
|
|
@ -11043,8 +11075,8 @@ void Player_SetDoAction(PlayState* play, Player* this) {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
doActionA = D_8085D34C[this->remainingHopsCounter];
|
|
|
|
|
} else if ((!(this->stateFlags1 & PLAYER_STATE1_800) || (heldActor == NULL)) && (interactRangeActor != NULL) &&
|
|
|
|
|
(this->getItemId < GI_NONE)) {
|
|
|
|
|
} else if ((!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) || (heldActor == NULL)) &&
|
|
|
|
|
(interactRangeActor != NULL) && (this->getItemId < GI_NONE)) {
|
|
|
|
|
doActionA = DO_ACTION_OPEN;
|
|
|
|
|
} else if (!sp38 && (this->stateFlags2 & PLAYER_STATE2_1)) {
|
|
|
|
|
doActionA = DO_ACTION_GRAB;
|
|
|
|
@ -11074,7 +11106,8 @@ void Player_SetDoAction(PlayState* play, Player* this) {
|
|
|
|
|
} else if ((this->stateFlags1 & (PLAYER_STATE1_2000 | PLAYER_STATE1_200000)) ||
|
|
|
|
|
((this->stateFlags1 & PLAYER_STATE1_800000) && (this->stateFlags2 & PLAYER_STATE2_400000))) {
|
|
|
|
|
doActionA = DO_ACTION_DOWN;
|
|
|
|
|
} else if ((this->stateFlags1 & PLAYER_STATE1_800) && (this->getItemId == GI_NONE) && (heldActor != NULL)) {
|
|
|
|
|
} else if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->getItemId == GI_NONE) &&
|
|
|
|
|
(heldActor != NULL)) {
|
|
|
|
|
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (heldActor->id == ACTOR_EN_NIW)) {
|
|
|
|
|
if (!func_8083D738(this, heldActor)) {
|
|
|
|
|
doActionA = DO_ACTION_DROP;
|
|
|
|
@ -12256,7 +12289,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
|
|
|
|
this->unk_A90 = NULL;
|
|
|
|
|
this->unk_A94 = FLT_MAX;
|
|
|
|
|
}
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_800)) {
|
|
|
|
|
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
|
|
|
|
this->interactRangeActor = NULL;
|
|
|
|
|
this->getItemDirection = 0x6000;
|
|
|
|
|
}
|
|
|
|
@ -13158,7 +13191,7 @@ void func_808481CC(PlayState* play, Player* this, f32 arg2) {
|
|
|
|
|
|
|
|
|
|
void func_80848250(PlayState* play, Player* this) {
|
|
|
|
|
this->getItemDrawIdPlusOne = GID_NONE + 1;
|
|
|
|
|
this->stateFlags1 &= ~(PLAYER_STATE1_400 | PLAYER_STATE1_800);
|
|
|
|
|
this->stateFlags1 &= ~(PLAYER_STATE1_400 | PLAYER_STATE1_CARRYING_ACTOR);
|
|
|
|
|
this->getItemId = GI_NONE;
|
|
|
|
|
func_800E0238(Play_GetCamera(play, CAM_ID_MAIN));
|
|
|
|
|
}
|
|
|
|
@ -13532,7 +13565,7 @@ s32 Player_UpperAction_10(Player* this, PlayState* play) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_800) {
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
|
|
|
|
if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) {
|
|
|
|
|
PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, &gPlayerAnim_link_normal_carryB_wait);
|
|
|
|
|
}
|
|
|
|
@ -14483,7 +14516,7 @@ void Player_Action_18(Player* this, PlayState* play) {
|
|
|
|
|
void Player_Action_19(Player* this, PlayState* play) {
|
|
|
|
|
func_80832F24(this);
|
|
|
|
|
if (this->av1.actionVar1 == 0) {
|
|
|
|
|
D_80862B04 = Player_UpdateUpperBody(this, play);
|
|
|
|
|
sUpperBodyIsBusy = Player_UpdateUpperBody(this, play);
|
|
|
|
|
if ((Player_UpperAction_3 == this->upperActionFunc) ||
|
|
|
|
|
(func_808331FC(play, this, &this->skelAnimeUpper, 4.0f) > 0)) {
|
|
|
|
|
Player_SetAction(play, this, Player_Action_2, 1);
|
|
|
|
@ -14661,7 +14694,7 @@ void Player_Action_25(Player* this, PlayState* play) {
|
|
|
|
|
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
|
|
|
|
|
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
|
|
|
|
|
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_800) {
|
|
|
|
|
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
|
|
|
|
heldActor = this->heldActor;
|
|
|
|
|
if (!func_808313A8(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) &&
|
|
|
|
|
CHECK_BTN_ANY(sPlayerControlInput->press.button, BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_B | BTN_A)) {
|
|
|
|
@ -14716,7 +14749,7 @@ void Player_Action_25(Player* this, PlayState* play) {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) &&
|
|
|
|
|
!(this->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_8000000)) &&
|
|
|
|
|
!(this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_8000000)) &&
|
|
|
|
|
(this->linearVelocity > 0.0f)) {
|
|
|
|
|
if ((this->transformation != PLAYER_FORM_GORON) &&
|
|
|
|
|
((this->transformation != PLAYER_FORM_DEKU) || (this->remainingHopsCounter != 0))) {
|
|
|
|
@ -15121,21 +15154,41 @@ void Player_Action_33(Player* this, PlayState* play) {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Player_Action_34(Player* this, PlayState* play) {
|
|
|
|
|
s32 temp_v0;
|
|
|
|
|
/**
|
|
|
|
|
* Allow the held item put away process to complete before running `afterPutAwayFunc`
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*/
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void Player_Action_WaitForPutAway(Player* this, PlayState* play) {
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s32 upperBodyIsBusy;
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this->stateFlags2 |= (PLAYER_STATE2_20 | PLAYER_STATE2_40);
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if (this->unk_D58 == func_80837BF8) {
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if (this->afterPutAwayFunc == func_80837BF8) {
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this->stateFlags2 |= PLAYER_STATE2_1;
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}
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PlayerAnimation_Update(play, &this->skelAnime);
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func_8083249C(this);
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temp_v0 = Player_UpdateUpperBody(this, play);
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if (((this->stateFlags1 & PLAYER_STATE1_800) && (this->heldActor != NULL) && (this->getItemId == GI_NONE)) ||
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!temp_v0) {
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this->unk_D58(play, this);
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// Wait for the held item put away process to complete.
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// Determining if the put away process is complete is a bit complicated:
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// `Player_UpdateUpperBody` will only return false if the current UpperAction returns false.
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// The UpperAction responsible for putting away items, `Player_UpperAction_ChangeHeldItem`, constantly
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// returns true until the item change is done. False won't be returned until the item change is done, and a new
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// UpperAction is running and can return false itself.
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// Note that this implementation allows for delaying indefinitely by, for example, holding shield
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// during the item put away. The shield UpperAction will return true while shielding and targeting.
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// Meaning, `afterPutAwayFunc` will be delayed until the player decides to let go of shield.
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// This quirk can contribute to the possibility of other bugs manifesting.
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//
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// The other conditions listed will force the put away delay function to run instantly if carrying an actor.
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// This is necessary because the UpperAction for carrying actors will always return true while holding
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// the actor, so `!upperBodyIsBusy` could never pass.
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upperBodyIsBusy = Player_UpdateUpperBody(this, play);
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if (((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor != NULL) &&
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(this->getItemId == GI_NONE)) ||
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!upperBodyIsBusy) {
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this->afterPutAwayFunc(play, this);
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}
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}
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@ -15301,7 +15354,7 @@ void Player_Action_35(Player* this, PlayState* play) {
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}
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}
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if (this->stateFlags1 & PLAYER_STATE1_800) {
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if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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Player_UpdateUpperBody(this, play);
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}
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}
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@ -15426,7 +15479,7 @@ void Player_Action_40(Player* this, PlayState* play) {
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this->av2.actionVar2--;
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if (this->av2.actionVar2 == 0) {
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func_80836A98(this, &gPlayerAnim_link_normal_nocarry_free_end, play);
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this->stateFlags1 &= ~PLAYER_STATE1_800;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_DAMAGE_S);
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}
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}
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@ -15565,7 +15618,7 @@ void Player_Action_44(Player* this, PlayState* play) {
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this->currentYaw = func_8083C62C(this, false);
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this->actor.shape.rot.y = this->currentYaw;
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if (this->av1.actionVar1 != 0) {
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if (!(this->stateFlags1 & PLAYER_STATE1_800)) {
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if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) {
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this->av1.actionVar1--;
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if (this->av1.actionVar1 != 0) {
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@ -15577,7 +15630,7 @@ void Player_Action_44(Player* this, PlayState* play) {
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}
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AnimTaskQueue_AddCopyUsingMapInverted(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
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this->skelAnimeUpper.jointTable, sPlayerUpperBodyLimbCopyMap);
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} else if (!(this->stateFlags1 & PLAYER_STATE1_800) &&
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} else if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
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(this->skelAnime.animation == &gPlayerAnim_link_normal_talk_free_wait)) {
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s32 temp_v0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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@ -16104,7 +16157,7 @@ void Player_Action_52(Player* this, PlayState* play) {
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}
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if (this->av2.actionVar2 == 1) {
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if (D_80862B04 || func_8082DAFC(play)) {
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if (sUpperBodyIsBusy || func_8082DAFC(play)) {
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Player_Anim_PlayOnce(play, this, &gPlayerAnim_link_uma_wait_3);
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} else if (PlayerAnimation_Update(play, &this->skelAnime)) {
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this->av2.actionVar2 = 0x63;
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@ -16122,8 +16175,8 @@ void Player_Action_52(Player* this, PlayState* play) {
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this->unk_AA5 = PLAYER_UNKAA5_0;
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this->av1.actionVar1 = 0;
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} else if ((this->av2.actionVar2 < 2) || (this->av2.actionVar2 >= 4)) {
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D_80862B04 = Player_UpdateUpperBody(this, play);
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if (D_80862B04) {
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sUpperBodyIsBusy = Player_UpdateUpperBody(this, play);
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if (sUpperBodyIsBusy) {
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this->av1.actionVar1 = 0;
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}
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}
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@ -16134,7 +16187,7 @@ void Player_Action_52(Player* this, PlayState* play) {
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this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y;
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if (!D_80862B04) {
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if (!sUpperBodyIsBusy) {
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if (this->av1.actionVar1 != 0) {
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if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) {
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rideActor->stateFlags &= ~ENHORSE_FLAG_8;
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@ -16609,7 +16662,7 @@ void Player_Action_59(Player* this, PlayState* play) {
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} else if (!func_8083B3B4(play, this, sPlayerControlInput)) {
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f32 var_fv1 = (this->av2.actionVar2 * 0.018f) + 4.0f;
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if (this->stateFlags1 & PLAYER_STATE1_800) {
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if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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sPlayerControlInput = NULL;
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}
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@ -17041,7 +17094,7 @@ void Player_Action_65(Player* this, PlayState* play) {
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if ((this->getItemId == GI_STRAY_FAIRY) || (this->getItemId == GI_SKULL_TOKEN) ||
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(this->getItemId == GI_ICE_TRAP)) {
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Player_StopCutscene(this);
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this->stateFlags1 &= ~(PLAYER_STATE1_400 | PLAYER_STATE1_800);
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this->stateFlags1 &= ~(PLAYER_STATE1_400 | PLAYER_STATE1_CARRYING_ACTOR);
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if (this->getItemId == GI_STRAY_FAIRY) {
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func_80839E74(this, play);
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} else {
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@ -19804,7 +19857,7 @@ void Player_CsAction_0(PlayState* play, Player* this, CsCmdActorCue* cue) {
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func_80859300(play, this, 0);
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} else {
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PlayerAnimation_Update(play, &this->skelAnime);
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if (func_801240DC(this) || (this->stateFlags1 & PLAYER_STATE1_800)) {
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if (func_801240DC(this) || (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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Player_UpdateUpperBody(this, play);
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} else if ((this->interactRangeActor != NULL) && (this->interactRangeActor->textId == 0xFFFF)) {
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Player_ActionChange_2(this, play);
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@ -19841,7 +19894,7 @@ void Player_CsAction_2(PlayState* play, Player* this, CsCmdActorCue* cue) {
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this->actor.velocity.y = 0.0f;
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} else {
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PlayerAnimation_Update(play, &this->skelAnime);
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if (func_801240DC(this) || (this->stateFlags1 & PLAYER_STATE1_800)) {
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if (func_801240DC(this) || (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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Player_UpdateUpperBody(this, play);
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}
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}
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@ -20563,7 +20616,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) {
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if (actor->textId == 0xFFFF) {
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Player_SetCsActionWithHaltedActors(play, actor, PLAYER_CSACTION_1);
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actor->flags |= ACTOR_FLAG_TALK;
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func_8082DE14(play, player);
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Player_PutAwayHeldItem(play, player);
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} else {
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if (player->actor.flags & ACTOR_FLAG_TALK) {
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player->actor.textId = 0;
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@ -20575,12 +20628,12 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) {
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if (player->stateFlags1 & PLAYER_STATE1_800000) {
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s32 sp24 = player->av2.actionVar2;
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func_8082DE14(play, player);
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Player_PutAwayHeldItem(play, player);
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func_80837B60(play, player);
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player->av2.actionVar2 = sp24;
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} else {
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if (func_801242B4(player)) {
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func_80832558(play, player, func_80837B60);
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Player_SetupWaitForPutAway(play, player, func_80837B60);
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Player_Anim_PlayLoopSlowMorph(play, player, &gPlayerAnim_link_swimer_swim_wait);
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} else if ((actor->category != ACTORCAT_NPC) || (player->heldItemAction == PLAYER_IA_FISHING_ROD)) {
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func_80837B60(play, player);
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@ -20593,7 +20646,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) {
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}
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}
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} else {
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func_80832558(play, player, func_80837B60);
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Player_SetupWaitForPutAway(play, player, func_80837B60);
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Player_Anim_PlayOnceAdjusted(play, player,
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(actor->xzDistToPlayer < (actor->colChkInfo.cylRadius + 40))
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? &gPlayerAnim_link_normal_backspace
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