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document blue warp mode
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@ -900,6 +900,7 @@ typedef struct Player {
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/* 0x084F */ union {
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s8 actionVar1;
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s8 facingUpSlope; // Player_Action_SlideOnSlope: facing uphill when sliding on a slope
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s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene.
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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@ -909,6 +910,7 @@ typedef struct Player {
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s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
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s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started
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s16 inWater; // Player_Action_SwingBottle: true if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854;
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@ -312,7 +312,7 @@ void Player_Action_ExchangeItem(Player* this, PlayState* play);
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void Player_Action_SlideOnSlope(Player* this, PlayState* play);
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void Player_Action_8084F608(Player* this, PlayState* play);
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void Player_Action_8084F698(Player* this, PlayState* play);
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void Player_Action_8084F710(Player* this, PlayState* play);
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play);
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void Player_Action_8084F88C(Player* this, PlayState* play);
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void Player_Action_8084F9A0(Player* this, PlayState* play);
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void Player_Action_8084F9C0(Player* this, PlayState* play);
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@ -10499,15 +10499,17 @@ void Player_StartMode_Nothing(PlayState* play, Player* this) {
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}
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void Player_StartMode_BlueWarp(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F710, 0);
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Player_SetupAction(play, this, Player_Action_BlueWarpArrive, 0);
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if ((play->sceneId == SCENE_LAKE_HYLIA) && IS_CUTSCENE_LAYER) {
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this->av1.actionVar1 = 1;
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this->av1.isLakeHyliaCs = true;
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}
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this->stateFlags1 |= PLAYER_STATE1_29;
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LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_okarina_warp_goal, 2.0f / 3.0f, 0.0f, 24.0f,
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ANIMMODE_ONCE, 0.0f);
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// Start high up in the air
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this->actor.world.pos.y += 800.0f;
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}
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@ -14275,27 +14277,30 @@ void Player_Action_8084F698(Player* this, PlayState* play) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, 0.0f, 0.0f, 0.0f, 0, 0, 0, DEMOKANKYO_WARP_IN);
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}
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void Player_Action_8084F710(Player* this, PlayState* play) {
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void Player_Action_BlueWarpArrive(Player* this, PlayState* play) {
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s32 pad;
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if ((this->av1.actionVar1 != 0) && (play->csCtx.curFrame < 305)) {
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if ((this->av1.isLakeHyliaCs) && (play->csCtx.curFrame < 305)) {
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// Delay falling down until frame 306 of the Lake Hylia cutscene after completing Water Temple
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this->actor.gravity = 0.0f;
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this->actor.velocity.y = 0.0f;
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} else if (sYDistToFloor < 150.0f) {
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if (LinkAnimation_Update(play, &this->skelAnime)) {
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if (this->av2.actionVar2 == 0) {
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if (!this->av2.playedLandingSfx) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
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Player_PlayLandingSfx(this);
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this->av2.actionVar2 = 1;
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this->av2.playedLandingSfx = true;
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}
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} else {
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if ((play->sceneId == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) {
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return;
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}
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func_80853080(this, play);
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}
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}
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Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.3f, 8.0f, 0.5f);
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}
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@ -14304,9 +14309,10 @@ void Player_Action_8084F710(Player* this, PlayState* play) {
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}
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if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.playerCue != NULL)) {
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f32 sp28 = this->actor.world.pos.y;
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f32 savedYPos = this->actor.world.pos.y;
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func_808529D0(play, this, play->csCtx.playerCue);
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this->actor.world.pos.y = sp28;
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this->actor.world.pos.y = savedYPos;
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}
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}
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