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ACTOR_FLAG_ENKUSA_CUT
-> ACTOR_FLAG_GRASS_DESTROYED
(#2285)
* rename enkusa cut to bush destroyed * bush -> grass * clump
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5b27899b9f
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@ -146,8 +146,9 @@ typedef struct ActorShape {
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//
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#define ACTOR_FLAG_10 (1 << 10)
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//
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#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
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// A clump of grass (EN_KUSA) has been destroyed.
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// This flag is used to communicate with the spawner actor (OBJ_MURE).
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#define ACTOR_FLAG_GRASS_DESTROYED (1 << 11)
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// Actor will not shake when a quake occurs
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#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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@ -278,7 +278,7 @@ void EnKusa_SetupWaitForObject(EnKusa* this) {
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void EnKusa_WaitForObject(EnKusa* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
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if (this->actor.flags & ACTOR_FLAG_ENKUSA_CUT) {
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if (this->actor.flags & ACTOR_FLAG_GRASS_DESTROYED) {
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EnKusa_SetupCut(this);
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} else {
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EnKusa_SetupMain(this);
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@ -317,7 +317,7 @@ void EnKusa_Main(EnKusa* this, PlayState* play) {
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}
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EnKusa_SetupCut(this);
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this->actor.flags |= ACTOR_FLAG_ENKUSA_CUT;
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this->actor.flags |= ACTOR_FLAG_GRASS_DESTROYED;
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} else {
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if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToPlayer > 12.0f)) {
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this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER;
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@ -466,7 +466,7 @@ void EnKusa_SetupRegrow(EnKusa* this) {
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EnKusa_SetupAction(this, EnKusa_Regrow);
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EnKusa_SetScaleSmall(this);
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this->actor.shape.rot = this->actor.home.rot;
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this->actor.flags &= ~ACTOR_FLAG_ENKUSA_CUT;
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this->actor.flags &= ~ACTOR_FLAG_GRASS_DESTROYED;
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}
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void EnKusa_Regrow(EnKusa* this, PlayState* play) {
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@ -490,7 +490,7 @@ void EnKusa_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (this->actor.flags & ACTOR_FLAG_ENKUSA_CUT) {
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if (this->actor.flags & ACTOR_FLAG_GRASS_DESTROYED) {
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this->actor.shape.yOffset = -6.25f;
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} else {
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this->actor.shape.yOffset = 0.0f;
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@ -501,7 +501,7 @@ void EnKusa_Draw(Actor* thisx, PlayState* play) {
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static Gfx* dLists[] = { gFieldBushDL, object_kusa_DL_000140, object_kusa_DL_000140 };
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EnKusa* this = (EnKusa*)thisx;
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if (this->actor.flags & ACTOR_FLAG_ENKUSA_CUT) {
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if (this->actor.flags & ACTOR_FLAG_GRASS_DESTROYED) {
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Gfx_DrawDListOpa(play, object_kusa_DL_0002E0);
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} else {
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Gfx_DrawDListOpa(play, dLists[PARAMS_GET_U(thisx->params, 0, 2)]);
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@ -161,7 +161,7 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
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Actor_Spawn(&play->actorCtx, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z,
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actor->world.rot.x, actor->world.rot.y, actor->world.rot.z, sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->children[i]->flags |= ACTOR_FLAG_ENKUSA_CUT;
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this->children[i]->flags |= ACTOR_FLAG_GRASS_DESTROYED;
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this->children[i]->room = actor->room;
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} else {
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PRINTF("warning 発生失敗 (%s %d)\n", "../z_obj_mure.c", 359);
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@ -262,7 +262,7 @@ void ObjMure_CheckChildren(ObjMure* this, PlayState* play) {
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if (this->children[i] != NULL) {
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if (this->childrenStates[i] == OBJMURE_CHILD_STATE_0) {
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if (this->children[i]->update != NULL) {
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if (this->children[i]->flags & ACTOR_FLAG_ENKUSA_CUT) {
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if (this->children[i]->flags & ACTOR_FLAG_GRASS_DESTROYED) {
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this->childrenStates[i] = OBJMURE_CHILD_STATE_2;
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}
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} else {
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