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unk_664 -> focusActor [Target Docs 5/?] (#2126)
* unk_664 -> focusActor * capitalization * missed a temp
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@ -795,7 +795,7 @@ typedef struct Player {
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/* 0x0498 */ ColliderCylinder cylinder;
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/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
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/* 0x05E4 */ ColliderQuad shieldQuad;
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/* 0x0664 */ Actor* unk_664;
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/* 0x0664 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x0670 */ s32 meleeWeaponEffectIndex;
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@ -321,7 +321,7 @@ void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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}
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void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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Actor* actor; // used for both the reticle and arrow
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Actor* actor; // used for both the reticle actor and arrow hover actor
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actor = targetCtx->reticleActor;
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@ -386,7 +386,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->unk_664)) {
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->focusActor)) {
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
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for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
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@ -449,16 +449,16 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 2158);
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}
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void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnActor, PlayState* play) {
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void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
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s32 pad;
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Actor* actor;
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Actor* actor; // used for both the Navi hover actor and reticle actor
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s32 category;
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Vec3f projectedFocusPos;
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f32 cappedInvWDest;
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actor = NULL;
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if ((player->unk_664 != NULL) &&
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if ((player->focusActor != NULL) &&
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(player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) {
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// Holding backward on the control stick prevents an arrow appearing over the next targetable actor.
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// This helps escape a targeting loop when using Switch Targeting, but note that this still works for
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@ -475,9 +475,9 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnAct
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// (this feature is never used in practice)
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actor = targetCtx->forcedLockOnActor;
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targetCtx->forcedLockOnActor = NULL;
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} else if (curLockOnActor != NULL) {
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} else if (playerFocusActor != NULL) {
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// Stay locked-on to the same actor
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actor = curLockOnActor;
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actor = playerFocusActor;
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}
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if (actor != NULL) {
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@ -512,27 +512,30 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnAct
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Target_SetNaviState(targetCtx, actor, category, play);
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}
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// Release lock-on if the actor is off screen.
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// The camera is always moving toward the locked-on actor, so it seems difficult
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// to move the actor off screen, if its even possible.
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if ((curLockOnActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
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Actor_ProjectPos(play, &curLockOnActor->focus.pos, &projectedFocusPos, &cappedInvWDest);
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if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
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Actor_ProjectPos(play, &playerFocusActor->focus.pos, &projectedFocusPos, &cappedInvWDest);
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if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) ||
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(1.0f <= fabsf(projectedFocusPos.y * cappedInvWDest))) {
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curLockOnActor = NULL;
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// Release the reticle if the actor is off screen.
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// It is possible to move far enough away from an actor that it goes off screen, despite being
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// locked onto it. In this case the reticle will release, but the lock-on will remain
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// because Player is still updating focusActor.
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// It is unclear if this is intentional, or if it is a bug and the lock-on as a whole is supposed
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// to release.
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playerFocusActor = NULL;
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}
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}
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if (curLockOnActor != NULL) {
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if (curLockOnActor != targetCtx->reticleActor) {
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if (playerFocusActor != NULL) {
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if (playerFocusActor != targetCtx->reticleActor) {
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s32 lockOnSfxId;
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// Set up a new lock-on
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Target_InitReticle(targetCtx, curLockOnActor->category, play);
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targetCtx->reticleActor = curLockOnActor;
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// Set up a new reticle
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Target_InitReticle(targetCtx, playerFocusActor->category, play);
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targetCtx->reticleActor = playerFocusActor;
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if (curLockOnActor->id == ACTOR_EN_BOOM) {
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if (playerFocusActor->id == ACTOR_EN_BOOM) {
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// Don't draw the reticle when locked onto the boomerang.
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// Note that it isn't possible to lock onto the boomerang, so this code doesn't do anything.
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// This implies that the boomerang camera lock may have been implemented with Z-Targeting at one point,
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@ -540,17 +543,17 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnAct
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targetCtx->reticleFadeAlphaControl = 0;
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}
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lockOnSfxId = CHECK_FLAG_ALL(curLockOnActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
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: NA_SE_SY_LOCK_ON_HUMAN;
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lockOnSfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
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: NA_SE_SY_LOCK_ON_HUMAN;
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Sfx_PlaySfxCentered(lockOnSfxId);
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}
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// Update reticle
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targetCtx->reticlePos.x = curLockOnActor->world.pos.x;
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targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
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targetCtx->reticlePos.y =
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curLockOnActor->world.pos.y - (curLockOnActor->shape.yOffset * curLockOnActor->scale.y);
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targetCtx->reticlePos.z = curLockOnActor->world.pos.z;
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playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
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targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
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if (targetCtx->reticleSpinCounter == 0) {
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f32 step = (500.0f - targetCtx->reticleRadius) * 3.0f;
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@ -569,7 +572,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnAct
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targetCtx->reticleRadius = 120.0f;
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}
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} else {
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// Expand the reticle radius quickly as the lock-on is released
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// Expand the radius quickly as the reticle is released
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targetCtx->reticleActor = NULL;
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Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
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}
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@ -1579,7 +1582,7 @@ f32 Target_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeY
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s16 yawTemp = (s16)(actor->yawTowardsPlayer - 0x8000) - playerShapeYaw;
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s16 yawTempAbs = ABS(yawTemp);
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if (player->unk_664 != NULL) {
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if (player->focusActor != NULL) {
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if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_27)) {
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return MAXFLOAT;
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} else {
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@ -1635,7 +1638,7 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
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s16 abs_var = ABS(var);
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f32 dist;
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if ((player->unk_664 == NULL) && (abs_var > 0x2AAA)) {
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if ((player->focusActor == NULL) && (abs_var > 0x2AAA)) {
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dist = MAXFLOAT;
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} else {
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dist = actor->xyzDistToPlayerSq;
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@ -2330,13 +2333,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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actor->flags &= ~ACTOR_FLAG_24;
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if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) {
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if (actor == player->unk_664) {
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if (actor == player->focusActor) {
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actor->isTargeted = true;
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} else {
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actor->isTargeted = false;
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}
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if ((actor->targetPriority != 0) && (player->unk_664 == NULL)) {
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if ((actor->targetPriority != 0) && (player->focusActor == NULL)) {
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actor->targetPriority = 0;
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}
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@ -2359,7 +2362,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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}
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}
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actor = player->unk_664;
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actor = player->focusActor;
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if ((actor != NULL) && (actor->update == NULL)) {
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actor = NULL;
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@ -3110,7 +3113,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
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ACTOR_DEBUG_PRINTF("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]"
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if ((player != NULL) && (actor == player->unk_664)) {
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if ((player != NULL) && (actor == player->focusActor)) {
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func_8008EDF0(player);
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Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
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}
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@ -3193,13 +3196,13 @@ s16 sTargetPlayerRotY;
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void Target_FindTargetableActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) {
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f32 distSq;
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Actor* actor;
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Actor* unk_664;
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Actor* playerFocusActor;
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CollisionPoly* poly;
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s32 bgId;
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Vec3f lineTestResultPos;
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actor = actorCtx->actorLists[actorCategory].head;
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unk_664 = player->unk_664;
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playerFocusActor = player->focusActor;
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while (actor != NULL) {
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if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
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@ -3210,7 +3213,7 @@ void Target_FindTargetableActorInCategory(PlayState* play, ActorContext* actorCt
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sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
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}
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if (actor != unk_664) {
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if (actor != playerFocusActor) {
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distSq = Target_WeightedDistToPlayerSq(actor, player, sTargetPlayerRotY);
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if ((distSq < sNearestTargetableActorDistSq) && Target_ActorIsInRange(actor, distSq) &&
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@ -602,7 +602,7 @@ void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAc
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}
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void func_8008EDF0(Player* this) {
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this->unk_664 = NULL;
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this->focusActor = NULL;
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this->stateFlags2 &= ~PLAYER_STATE2_13;
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}
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@ -624,7 +624,7 @@ void func_8008EEAC(PlayState* play, Actor* actor) {
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Player* this = GET_PLAYER(play);
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func_8008EE08(this);
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this->unk_664 = actor;
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this->focusActor = actor;
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this->unk_684 = actor;
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this->stateFlags1 |= PLAYER_STATE1_16;
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Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
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@ -1034,11 +1034,11 @@ void func_80A04414(EnElf* this, PlayState* play) {
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}
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if (this->fairyFlags & 1) {
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if ((naviHoverActor == NULL) || (player->unk_664 == NULL)) {
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if ((naviHoverActor == NULL) || (player->focusActor == NULL)) {
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this->fairyFlags ^= 1;
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}
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} else {
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if ((naviHoverActor != NULL) && (player->unk_664 != NULL)) {
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if ((naviHoverActor != NULL) && (player->focusActor != NULL)) {
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if (naviHoverActor->category == ACTORCAT_NPC) {
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sfxId = NA_SE_VO_NAVY_HELLO;
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} else {
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@ -1224,7 +1224,8 @@ void func_80A04DE4(EnElf* this, PlayState* play) {
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if (this->fairyFlags & 0x10) {
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pos = play->actorCtx.targetCtx.naviHoverPos;
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if ((player->unk_664 == NULL) || (&player->actor == player->unk_664) || (&this->actor == player->unk_664)) {
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if ((player->focusActor == NULL) || (&player->actor == player->focusActor) ||
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(&this->actor == player->focusActor)) {
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pos.x = player->bodyPartsPos[PLAYER_BODYPART_HEAD].x + (Math_SinS(player->actor.shape.rot.y) * 20.0f);
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pos.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 5.0f;
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pos.z = player->bodyPartsPos[PLAYER_BODYPART_HEAD].z + (Math_CosS(player->actor.shape.rot.y) * 20.0f);
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@ -1376,7 +1377,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
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EnElf* this = (EnElf*)thisx;
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if (player->naviTextId == 0) {
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if (player->unk_664 == NULL) {
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if (player->focusActor == NULL) {
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#if OOT_DEBUG
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if (((gSaveContext.save.info.playerData.naviTimer >= 600) &&
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(gSaveContext.save.info.playerData.naviTimer <= 3000)) ||
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@ -539,7 +539,7 @@ s16 EnZf_FindNextPlatformTowardsPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, Pl
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// Player not targeting this or another EnZf?
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s32 EnZf_CanAttack(PlayState* play, EnZf* this) {
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Actor* targetedActor;
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Actor* playerFocusActor;
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Player* player = GET_PLAYER(play);
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if (this->actor.params >= ENZF_TYPE_LIZALFOS_MINIBOSS_A) { // miniboss
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@ -553,16 +553,16 @@ s32 EnZf_CanAttack(PlayState* play, EnZf* this) {
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return true;
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}
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if (this->actor.params == ENZF_TYPE_DINOLFOS) {
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targetedActor = player->unk_664;
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if (targetedActor == NULL) {
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playerFocusActor = player->focusActor;
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if (playerFocusActor == NULL) {
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return false;
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} else {
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if (targetedActor->category != ACTORCAT_ENEMY) {
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if (playerFocusActor->category != ACTORCAT_ENEMY) {
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return true;
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}
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if (targetedActor->id != ACTOR_EN_ZF) {
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if (playerFocusActor->id != ACTOR_EN_ZF) {
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return false;
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} else if (targetedActor->colorFilterTimer != 0) {
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} else if (playerFocusActor->colorFilterTimer != 0) {
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return true;
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}
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}
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@ -2322,7 +2322,7 @@ s32 func_80833B2C(Player* this) {
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}
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s32 func_80833B54(Player* this) {
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if ((this->unk_664 != NULL) && CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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if ((this->focusActor != NULL) && CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
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this->stateFlags1 |= PLAYER_STATE1_4;
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return 1;
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}
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@ -3096,14 +3096,14 @@ s32 func_808359FC(Player* this, PlayState* play) {
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} else if (LinkAnimation_OnFrame(&this->upperSkelAnime, 6.0f)) {
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f32 posX = (Math_SinS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.x;
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f32 posZ = (Math_CosS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.z;
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s32 yaw = (this->unk_664 != NULL) ? this->actor.shape.rot.y + 14000 : this->actor.shape.rot.y;
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s32 yaw = (this->focusActor != NULL) ? this->actor.shape.rot.y + 14000 : this->actor.shape.rot.y;
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EnBoom* boomerang =
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(EnBoom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOOM, posX, this->actor.world.pos.y + 30.0f, posZ,
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this->actor.focus.rot.x, yaw, 0, 0);
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this->boomerangActor = &boomerang->actor;
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if (boomerang != NULL) {
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boomerang->moveTo = this->unk_664;
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boomerang->moveTo = this->focusActor;
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boomerang->returnTimer = 20;
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this->stateFlags1 |= PLAYER_STATE1_25;
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if (!func_8008E9C4(this)) {
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@ -3477,11 +3477,11 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
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s16 previousYaw = this->actor.shape.rot.y;
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if (!(this->stateFlags2 & (PLAYER_STATE2_5 | PLAYER_STATE2_6))) {
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Actor* unk_664 = this->unk_664;
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Actor* focusActor = this->focusActor;
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if ((unk_664 != NULL) &&
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if ((focusActor != NULL) &&
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((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
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Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &unk_664->focus.pos),
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Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &focusActor->focus.pos),
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4000);
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} else if ((this->stateFlags1 & PLAYER_STATE1_17) &&
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!(this->stateFlags2 & (PLAYER_STATE2_5 | PLAYER_STATE2_6))) {
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@ -3587,15 +3587,15 @@ void func_80836BEC(Player* this, PlayState* play) {
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this->stateFlags1 |= PLAYER_STATE1_15;
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if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_27)) {
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if ((actorToTarget == this->unk_664) && (this->actor.category == ACTORCAT_PLAYER)) {
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if ((actorToTarget == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) {
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actorToTarget = play->actorCtx.targetCtx.arrowHoverActor;
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}
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if (actorToTarget != this->unk_664) {
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if (actorToTarget != this->focusActor) {
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if (!holdTarget) {
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this->stateFlags2 |= PLAYER_STATE2_13;
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}
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this->unk_664 = actorToTarget;
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this->focusActor = actorToTarget;
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this->unk_66C = 15;
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this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
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} else {
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@ -3612,23 +3612,23 @@ void func_80836BEC(Player* this, PlayState* play) {
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}
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}
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||||
if (this->unk_664 != NULL) {
|
||||
if ((this->actor.category == ACTORCAT_PLAYER) && (this->unk_664 != this->unk_684) &&
|
||||
func_8002F0C8(this->unk_664, this, sp1C)) {
|
||||
if (this->focusActor != NULL) {
|
||||
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->unk_684) &&
|
||||
func_8002F0C8(this->focusActor, this, sp1C)) {
|
||||
func_8008EDF0(this);
|
||||
this->stateFlags1 |= PLAYER_STATE1_30;
|
||||
} else if (this->unk_664 != NULL) {
|
||||
this->unk_664->targetPriority = 40;
|
||||
} else if (this->focusActor != NULL) {
|
||||
this->focusActor->targetPriority = 40;
|
||||
}
|
||||
} else if (this->unk_684 != NULL) {
|
||||
this->unk_664 = this->unk_684;
|
||||
this->focusActor = this->unk_684;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_16 | PLAYER_STATE1_17);
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_11) ||
|
||||
!CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
|
||||
!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
|
||||
this->stateFlags1 |= PLAYER_STATE1_16;
|
||||
}
|
||||
} else {
|
||||
@ -3748,9 +3748,9 @@ 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->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
|
||||
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_664->focus.pos);
|
||||
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos);
|
||||
return false;
|
||||
}
|
||||
} else if (func_80833B2C(this)) {
|
||||
@ -5234,7 +5234,7 @@ void func_8083A2F8(PlayState* play, Player* this) {
|
||||
|
||||
if (this->actor.textId != 0) {
|
||||
Message_StartTextbox(play, this->actor.textId, this->talkActor);
|
||||
this->unk_664 = this->talkActor;
|
||||
this->focusActor = this->talkActor;
|
||||
}
|
||||
}
|
||||
|
||||
@ -5667,7 +5667,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
|
||||
this->av1.actionVar1 = -1;
|
||||
}
|
||||
talkActor->flags |= ACTOR_FLAG_TALK;
|
||||
this->unk_664 = this->talkActor;
|
||||
this->focusActor = this->talkActor;
|
||||
} else if (sp2C == EXCH_ITEM_BOTTLE_RUTOS_LETTER) {
|
||||
this->av1.actionVar1 = 1;
|
||||
this->actor.textId = 0x4005;
|
||||
@ -5746,7 +5746,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
|
||||
|
||||
s32 Player_ActionChange_4(Player* this, PlayState* play) {
|
||||
Actor* sp34 = this->talkActor;
|
||||
Actor* sp30 = this->unk_664;
|
||||
Actor* sp30 = this->focusActor;
|
||||
Actor* sp2C = NULL;
|
||||
s32 sp28 = 0;
|
||||
s32 sp24;
|
||||
@ -5835,8 +5835,8 @@ s32 Player_ActionChange_0(Player* this, PlayState* play) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if ((this->unk_664 != NULL) && (CHECK_FLAG_ALL(this->unk_664->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) ||
|
||||
(this->unk_664->naviEnemyId != NAVI_ENEMY_NONE))) {
|
||||
if ((this->focusActor != NULL) && (CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18) ||
|
||||
(this->focusActor->naviEnemyId != NAVI_ENEMY_NONE))) {
|
||||
this->stateFlags2 |= PLAYER_STATE2_21;
|
||||
} else if ((this->naviTextId == 0) && !func_8008E9C4(this) && CHECK_BTN_ALL(sControlInput->press.button, BTN_CUP) &&
|
||||
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) &&
|
||||
@ -6034,7 +6034,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) {
|
||||
|
||||
if ((play->shootingGalleryStatus == 0) && (this->currentShield != PLAYER_SHIELD_NONE) &&
|
||||
CHECK_BTN_ALL(sControlInput->cur.button, BTN_R) &&
|
||||
(Player_IsChildWithHylianShield(this) || (!func_80833B2C(this) && (this->unk_664 == NULL)))) {
|
||||
(Player_IsChildWithHylianShield(this) || (!func_80833B2C(this) && (this->focusActor == NULL)))) {
|
||||
|
||||
func_80832318(this);
|
||||
Player_DetachHeldActor(play, this);
|
||||
@ -6586,7 +6586,7 @@ void func_8083D6EC(PlayState* play, Player* this) {
|
||||
}
|
||||
|
||||
s32 func_8083DB98(Player* this, s32 arg1) {
|
||||
Actor* unk_664 = this->unk_664;
|
||||
Actor* focusActor = this->focusActor;
|
||||
Vec3f sp30;
|
||||
s16 sp2E;
|
||||
s16 sp2C;
|
||||
@ -6594,8 +6594,8 @@ s32 func_8083DB98(Player* this, s32 arg1) {
|
||||
sp30.x = this->actor.world.pos.x;
|
||||
sp30.y = this->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
|
||||
sp30.z = this->actor.world.pos.z;
|
||||
sp2E = Math_Vec3f_Pitch(&sp30, &unk_664->focus.pos);
|
||||
sp2C = Math_Vec3f_Yaw(&sp30, &unk_664->focus.pos);
|
||||
sp2E = Math_Vec3f_Pitch(&sp30, &focusActor->focus.pos);
|
||||
sp2C = Math_Vec3f_Yaw(&sp30, &focusActor->focus.pos);
|
||||
Math_SmoothStepToS(&this->actor.focus.rot.y, sp2C, 4, 10000, 0);
|
||||
Math_SmoothStepToS(&this->actor.focus.rot.x, sp2E, 4, 10000, 0);
|
||||
this->unk_6AE |= 2;
|
||||
@ -6611,7 +6611,7 @@ void func_8083DC54(Player* this, PlayState* play) {
|
||||
f32 temp1;
|
||||
Vec3f sp34;
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
if (func_8002DD78(this) || func_808334B4(this)) {
|
||||
func_8083DB98(this, 1);
|
||||
} else {
|
||||
@ -7393,7 +7393,7 @@ s32 func_8083FC68(Player* this, f32 arg1, s16 arg2) {
|
||||
f32 sp1C = (s16)(arg2 - this->actor.shape.rot.y);
|
||||
f32 temp;
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
func_8083DB98(this, func_8002DD78(this) || func_808334B4(this));
|
||||
}
|
||||
|
||||
@ -7412,7 +7412,7 @@ s32 func_8083FD78(Player* this, f32* arg1, s16* arg2, PlayState* play) {
|
||||
s16 sp2E = *arg2 - this->zTargetYaw;
|
||||
u16 sp2C = ABS(sp2E);
|
||||
|
||||
if ((func_8002DD78(this) || func_808334B4(this)) && (this->unk_664 == NULL)) {
|
||||
if ((func_8002DD78(this) || func_808334B4(this)) && (this->focusActor == NULL)) {
|
||||
*arg1 *= Math_SinS(sp2C);
|
||||
|
||||
if (*arg1 != 0.0f) {
|
||||
@ -7421,14 +7421,14 @@ s32 func_8083FD78(Player* this, f32* arg1, s16* arg2, PlayState* play) {
|
||||
*arg2 = this->actor.shape.rot.y;
|
||||
}
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
func_8083DB98(this, 1);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.focus.rot.x, sControlInput->rel.stick_y * 240.0f, 14, 4000, 30);
|
||||
func_80836AB8(this, 1);
|
||||
}
|
||||
} else {
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
return func_8083FC68(this, *arg1, *arg2);
|
||||
} else {
|
||||
func_8083DC54(this, play);
|
||||
@ -7697,7 +7697,7 @@ void func_808409CC(PlayState* play, Player* this) {
|
||||
s32 sp38;
|
||||
s32 sp34;
|
||||
|
||||
if ((this->unk_664 != NULL) ||
|
||||
if ((this->focusActor != NULL) ||
|
||||
(!(heathIsCritical = Health_IsCritical()) && ((this->unk_6AC = (this->unk_6AC + 1) & 1) != 0))) {
|
||||
this->stateFlags2 &= ~PLAYER_STATE2_28;
|
||||
anim = func_80833338(this);
|
||||
@ -10377,7 +10377,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
|
||||
Interface_SetDoAction(play, doAction);
|
||||
|
||||
if (this->stateFlags2 & PLAYER_STATE2_21) {
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
Interface_SetNaviCall(play, 0x1E);
|
||||
} else {
|
||||
Interface_SetNaviCall(play, 0x1D);
|
||||
@ -10730,7 +10730,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) {
|
||||
void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
|
||||
u8 seqMode;
|
||||
s32 pad;
|
||||
Actor* unk_664;
|
||||
Actor* focusActor;
|
||||
s32 camMode;
|
||||
|
||||
if (this->actor.category == ACTORCAT_PLAYER) {
|
||||
@ -10746,7 +10746,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
|
||||
camMode = CAM_MODE_STILL;
|
||||
} else if (this->stateFlags2 & PLAYER_STATE2_8) {
|
||||
camMode = CAM_MODE_PUSH_PULL;
|
||||
} else if ((unk_664 = this->unk_664) != NULL) {
|
||||
} else if ((focusActor = this->focusActor) != NULL) {
|
||||
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK)) {
|
||||
camMode = CAM_MODE_TALK;
|
||||
} else if (this->stateFlags1 & PLAYER_STATE1_16) {
|
||||
@ -10758,7 +10758,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
|
||||
} else {
|
||||
camMode = CAM_MODE_Z_TARGET_UNFRIENDLY;
|
||||
}
|
||||
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, unk_664);
|
||||
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, focusActor);
|
||||
} else if (this->stateFlags1 & PLAYER_STATE1_12) {
|
||||
camMode = CAM_MODE_CHARGE;
|
||||
} else if (this->stateFlags1 & PLAYER_STATE1_25) {
|
||||
@ -11328,7 +11328,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
||||
|
||||
func_8083D6EC(play, this);
|
||||
|
||||
if ((this->unk_664 == NULL) && (this->naviTextId == 0)) {
|
||||
if ((this->focusActor == NULL) && (this->naviTextId == 0)) {
|
||||
this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
|
||||
}
|
||||
|
||||
@ -11861,7 +11861,7 @@ void Player_Action_8084B1D8(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if ((this->csAction != PLAYER_CSACTION_NONE) || (this->unk_6AD == 0) || (this->unk_6AD >= 4) ||
|
||||
func_80833B54(this) || (this->unk_664 != NULL) || (func_8083AD4C(play, this) == CAM_MODE_NORMAL) ||
|
||||
func_80833B54(this) || (this->focusActor != NULL) || (func_8083AD4C(play, this) == CAM_MODE_NORMAL) ||
|
||||
(((this->unk_6AD == 2) && (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_R) ||
|
||||
func_80833B2C(this) || (!func_8002DD78(this) && !func_808334B4(this)))) ||
|
||||
((this->unk_6AD == 1) &&
|
||||
@ -11964,7 +11964,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
this->yaw = this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
@ -12735,7 +12735,7 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
|
||||
|
||||
if ((this->csAction != PLAYER_CSACTION_NONE) ||
|
||||
(!func_8084C9BC(this, play) && !Player_ActionChange_13(this, play))) {
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
if (func_8002DD78(this) != 0) {
|
||||
this->unk_6BE = func_8083DB98(this, 1) - this->actor.shape.rot.y;
|
||||
this->unk_6BE = CLAMP(this->unk_6BE, -0x4AAA, 0x4AAA);
|
||||
@ -13561,7 +13561,7 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
|
||||
Player_ProcessAnimSfxList(this, D_80854A3C);
|
||||
}
|
||||
|
||||
if ((this->av1.actionVar1 == 0) && (this->unk_664 != NULL)) {
|
||||
if ((this->av1.actionVar1 == 0) && (this->focusActor != NULL)) {
|
||||
this->yaw = this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
@ -14626,9 +14626,9 @@ void func_80851314(Player* this) {
|
||||
this->csActor = NULL;
|
||||
}
|
||||
|
||||
this->unk_664 = this->csActor;
|
||||
this->focusActor = this->csActor;
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if (this->focusActor != NULL) {
|
||||
this->actor.shape.rot.y = func_8083DB98(this, 0);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user