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PLAYER_STATE1_ACTOR_CARRY -> PLAYER_STATE1_CARRYING_ACTOR (#2213)
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05b908d0eb
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@ -659,7 +659,7 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8) // Item change process has begun
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#define PLAYER_STATE1_9 (1 << 9)
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#define PLAYER_STATE1_10 (1 << 10)
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#define PLAYER_STATE1_ACTOR_CARRY (1 << 11) // Currently carrying an actor
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#define PLAYER_STATE1_CARRYING_ACTOR (1 << 11) // Currently carrying an actor
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#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charing a spin attack (by holding down the B button)
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#define PLAYER_STATE1_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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@ -1104,7 +1104,7 @@ int func_8002DD78(Player* player) {
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int func_8002DDA8(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) || func_8002DD78(player);
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return (player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) || func_8002DD78(player);
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}
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s32 func_8002DDE4(PlayState* play) {
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@ -1814,7 +1814,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange
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Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->talkActor)) && (getItemId > GI_NONE) &&
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(getItemId < GI_MAX)) ||
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(!(player->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29)))) {
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(!(player->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_29)))) {
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if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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s32 absYawDiff = ABS(yawDiff);
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@ -1883,7 +1883,7 @@ u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 |
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 |
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PLAYER_STATE1_14 | PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21))) {
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player->rideActor = horse;
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player->mountSide = mountSide;
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@ -6609,7 +6609,7 @@ s32 Camera_Demo5(Camera* camera) {
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sp4A = playerhead.rot.y - playerTargetGeo.yaw;
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if (camera->target->category == ACTORCAT_PLAYER) {
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framesDiff = camera->play->state.frames - sDemo5PrevAction12Frame;
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if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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if (player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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// holding object over head.
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Player_SetCsActionWithHaltedActors(camera->play, camera->target, PLAYER_CSACTION_8);
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} else if (ABS(framesDiff) > 3000) {
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@ -1686,7 +1686,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_Get(&sp14C);
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Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
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hookedActor->shape.rot = hookedActor->world.rot;
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} else if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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} else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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Vec3s spB8;
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Matrix_Get(&sp14C);
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@ -416,7 +416,7 @@ void func_808B57E0(BgSpot16Bombstone* this, PlayState* play) {
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OnePointCutscene_Init(play, 4180, sTimer, NULL, CAM_ID_MAIN);
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}
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}
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} else if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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} else if (player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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playerHeldActor = player->heldActor;
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if (playerHeldActor != NULL && playerHeldActor->category == ACTORCAT_EXPLOSIVE &&
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playerHeldActor->id == ACTOR_EN_BOMBF) {
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@ -816,7 +816,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
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}
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this->isActive = false;
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this->dyna.actor.velocity.y = 0.0f;
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if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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// The door is barred behind the player
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DoorShutter_SetupAction(this, DoorShutter_WaitPlayerSurprised);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_2);
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@ -207,11 +207,11 @@ void EnBom_Explode(EnBom* this, PlayState* play) {
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if (this->timer == 0) {
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player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (player->heldActor == &this->actor)) {
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if ((player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (player->heldActor == &this->actor)) {
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player->actor.child = NULL;
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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Actor_Kill(&this->actor);
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@ -163,7 +163,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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} else if (this->bombCollider.base.acFlags & AC_HIT) {
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this->bombCollider.base.acFlags &= ~AC_HIT;
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@ -197,7 +197,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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this->actor.world.pos = this->actor.home.pos;
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}
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}
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@ -215,7 +215,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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this->actor.parent = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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this->actor.world.pos = this->actor.home.pos;
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}
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}
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@ -299,11 +299,11 @@ void EnBombf_Explode(EnBombf* this, PlayState* play) {
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if (this->timer == 0) {
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player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (player->heldActor == &this->actor)) {
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if ((player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (player->heldActor == &this->actor)) {
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player->actor.child = NULL;
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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Actor_Kill(&this->actor);
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@ -116,7 +116,7 @@ void EnDntJiji_Wait(EnDntJiji* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((this->timer == 1) && (this->actor.xzDistToPlayer < 150.0f) && !Play_InCsMode(play) &&
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!(player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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!(player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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OnePointCutscene_Init(play, 2230, -99, &this->actor, CAM_ID_MAIN);
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this->timer = 0;
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
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@ -622,7 +622,7 @@ s32 EnTa_IsPlayerHoldingSuperCucco(EnTa* this, PlayState* play, s32 cuccoIdx) {
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Player* player = GET_PLAYER(play);
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Actor* interactRangeActor;
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if (player->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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if (player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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interactRangeActor = player->interactRangeActor;
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if (interactRangeActor != NULL && interactRangeActor->id == ACTOR_EN_NIW &&
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interactRangeActor == &this->superCuccos[cuccoIdx]->actor) {
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@ -658,7 +658,7 @@ void EnTa_TalkFoundSuperCucco(EnTa* this, PlayState* play) {
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if (player->heldActor == &this->superCuccos[lastFoundSuperCuccoIdx]->actor) {
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player->heldActor = NULL;
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}
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player->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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player->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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this->superCuccos[lastFoundSuperCuccoIdx] = NULL;
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}
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this->stateFlags |= TALON_STATE_FLAG_TRACKING_PLAYER;
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@ -1686,7 +1686,7 @@ 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_ACTOR_CARRY;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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if (Player_GetExplosiveHeld(this) >= 0) {
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@ -1696,14 +1696,14 @@ void Player_DetachHeldActor(PlayState* play, Player* this) {
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}
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void func_80832440(PlayState* play, Player* this) {
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if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (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_ACTOR_CARRY;
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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_ACTOR_CARRY;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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}
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@ -2226,7 +2226,7 @@ void Player_InitExplosiveIA(PlayState* play, Player* this) {
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ExplosiveInfo* explosiveInfo;
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Actor* spawnedActor;
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if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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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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@ -2251,7 +2251,7 @@ void Player_InitExplosiveIA(PlayState* play, Player* this) {
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this->heldActor = spawnedActor;
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this->getItemId = GI_NONE;
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this->unk_3BC.y = spawnedActor->shape.rot.y - this->actor.shape.rot.y;
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this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
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this->stateFlags1 |= PLAYER_STATE1_CARRYING_ACTOR;
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}
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}
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@ -2457,7 +2457,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
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}
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}
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if (!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29)) && !func_8008F128(this)) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_29)) && !func_8008F128(this)) {
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if (this->itemAction >= PLAYER_IA_FISHING_POLE) {
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if (!Player_ItemIsInUse(this, B_BTN_ITEM) && !Player_ItemIsInUse(this, C_BTN_ITEM(0)) &&
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!Player_ItemIsInUse(this, C_BTN_ITEM(1)) && !Player_ItemIsInUse(this, C_BTN_ITEM(2))) {
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@ -3074,7 +3074,7 @@ s32 Player_UpperAction_CarryActor(Player* this, PlayState* play) {
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return true;
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}
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if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
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if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
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if (LinkAnimation_Update(play, &this->upperSkelAnime)) {
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LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_normal_carryB_wait);
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}
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@ -3218,7 +3218,7 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun
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func_8008EC70(this);
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}
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if (!(flags & 1) && !(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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if (!(flags & 1) && !(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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func_80834644(play, this);
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this->stateFlags1 &= ~PLAYER_STATE1_22;
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}
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@ -3723,7 +3723,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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// When carrying another actor, `PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS` will be set even if the actor
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// is hostile. This is a special case to allow Player to have more freedom of movement and be able
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// to throw a carried actor at the lock-on actor, even if it is hostile.
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if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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!CHECK_FLAG_ALL(this->focusActor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)) {
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this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
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}
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@ -4678,7 +4678,7 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) {
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f32 sp34;
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f32 temp;
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if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->ledgeClimbType >= PLAYER_LEDGE_CLIMB_2) &&
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(!(this->stateFlags1 & PLAYER_STATE1_27) || (this->ageProperties->unk_14 > this->yDistToLedge))) {
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sp3C = 0;
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@ -5052,7 +5052,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
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s32 frontRoom;
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if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
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(!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
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if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_8084F9A0 == this->actionFunc)) {
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doorActor = this->doorActor;
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@ -5319,7 +5319,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
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}
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} else {
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func_80839F90(this, play);
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this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
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this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
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}
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}
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@ -5538,7 +5538,8 @@ void func_8083AA10(Player* this, PlayState* play) {
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(sYDistToFloor > 20.0f) && (this->meleeWeaponState == 0) && (ABS(sp5C) < 0x2000) &&
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(this->speedXZ > 3.0f)) {
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if ((sPrevFloorProperty == FLOOR_PROPERTY_11) && !(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
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if ((sPrevFloorProperty == FLOOR_PROPERTY_11) &&
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!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
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sp40 = func_808396F4(play, this, &D_8085451C, &sp44, &sp58, &sp54);
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sp3C = this->actor.world.pos.y;
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@ -5865,7 +5866,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
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if ((sp34 != NULL) || (sp2C != NULL)) {
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if ((sp30 == NULL) || (sp30 == sp34) || (sp30 == sp2C)) {
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if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
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if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
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((this->heldActor != NULL) && (sp28 || (sp34 == this->heldActor) || (sp2C == this->heldActor) ||
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((sp34 != NULL) && (sp34->flags & ACTOR_FLAG_16))))) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & PLAYER_STATE1_23) ||
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@ -5913,7 +5914,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
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}
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s32 func_8083B8F4(Player* this, PlayState* play) {
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if (!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_23)) &&
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if (!(this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_23)) &&
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Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FIRST_PERSON)) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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(func_808332B8(this) && (this->actor.depthInWater < this->ageProperties->unk_2C))) {
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@ -6487,7 +6488,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
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Player_SetupAction(play, this, Player_Action_8084E1EC, 1);
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if (this->stateFlags1 & PLAYER_STATE1_10) {
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_29;
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}
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this->av2.actionVar2 = 2;
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@ -6495,7 +6496,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
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func_80832340(play, this);
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Player_AnimChangeOnceMorph(play, this,
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(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)
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(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)
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? &gPlayerAnim_link_swimer_swim_get
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: &gPlayerAnim_link_swimer_swim_deep_end);
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@ -6955,7 +6956,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
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func_80835EA4(play, 9);
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}
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
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this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_29;
|
||||
func_80832224(this);
|
||||
return 1;
|
||||
}
|
||||
@ -6964,7 +6965,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
||||
this->getItemId = GI_NONE;
|
||||
}
|
||||
} else if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) &&
|
||||
!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && !(this->stateFlags2 & PLAYER_STATE2_10)) {
|
||||
!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && !(this->stateFlags2 & PLAYER_STATE2_10)) {
|
||||
if (this->getItemId != GI_NONE) {
|
||||
GetItemEntry* giEntry = &sGetItemTable[-this->getItemId - 1];
|
||||
EnBox* chest = (EnBox*)interactedActor;
|
||||
@ -6978,7 +6979,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
Player_SetupWaitForPutAway(play, this, func_8083A434);
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_29;
|
||||
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_29;
|
||||
func_8083AE40(this, giEntry->objectId);
|
||||
this->actor.world.pos.x =
|
||||
chest->dyna.actor.world.pos.x - (Math_SinS(chest->dyna.actor.shape.rot.y) * 29.4343f);
|
||||
@ -7031,7 +7032,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
func_80832224(this);
|
||||
this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
|
||||
this->stateFlags1 |= PLAYER_STATE1_CARRYING_ACTOR;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
@ -7055,7 +7056,7 @@ s32 func_8083EAF0(Player* this, Actor* actor) {
|
||||
}
|
||||
|
||||
s32 Player_ActionChange_9(Player* this, PlayState* play) {
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->heldActor != NULL) &&
|
||||
if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor != NULL) &&
|
||||
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
|
||||
if (!func_80835644(play, this, this->heldActor)) {
|
||||
if (!func_8083EAF0(this, this->heldActor)) {
|
||||
@ -7384,7 +7385,7 @@ void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) {
|
||||
s32 Player_ActionChange_5(Player* this, PlayState* play) {
|
||||
DynaPolyActor* wallPolyActor;
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) &&
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
|
||||
(this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sShapeYawToTouchedWall < 0x3000)) {
|
||||
|
||||
if (((this->speedXZ > 0.0f) && func_8083EC18(this, play, sTouchedWallFlags)) ||
|
||||
@ -7409,7 +7410,7 @@ s32 Player_ActionChange_5(Player* this, PlayState* play) {
|
||||
}
|
||||
|
||||
Player_SetupWaitForPutAway(play, this, func_8083A0F4);
|
||||
this->stateFlags1 |= PLAYER_STATE1_ACTOR_CARRY;
|
||||
this->stateFlags1 |= PLAYER_STATE1_CARRYING_ACTOR;
|
||||
this->interactRangeActor = &wallPolyActor->actor;
|
||||
this->getItemId = GI_NONE;
|
||||
this->yaw = this->actor.wallYaw + 0x8000;
|
||||
@ -7803,7 +7804,7 @@ void func_808409CC(PlayState* play, Player* this) {
|
||||
anim = func_80833338(this);
|
||||
} else {
|
||||
this->stateFlags2 |= PLAYER_STATE2_28;
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
||||
anim = func_80833338(this);
|
||||
} else {
|
||||
sp38 = play->roomCtx.curRoom.behaviorType2;
|
||||
@ -9095,7 +9096,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
||||
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
|
||||
Actor* heldActor;
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
||||
heldActor = this->heldActor;
|
||||
|
||||
if (!func_80835644(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) &&
|
||||
@ -9134,7 +9135,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
||||
|
||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) &&
|
||||
!(this->stateFlags2 & PLAYER_STATE2_19) &&
|
||||
!(this->stateFlags1 & (PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_27)) &&
|
||||
!(this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_27)) &&
|
||||
(this->speedXZ > 0.0f)) {
|
||||
if ((this->yDistToLedge >= 150.0f) &&
|
||||
(this->controlStickDirections[this->controlStickDataIndex] == PLAYER_STICK_DIR_FORWARD)) {
|
||||
@ -9177,7 +9178,7 @@ void Player_Action_8084411C(Player* this, PlayState* play) {
|
||||
anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_short_landing, this->modelAnimType);
|
||||
} else if ((this->fallDistance < 800) &&
|
||||
(this->controlStickDirections[this->controlStickDataIndex] == PLAYER_STICK_DIR_FORWARD) &&
|
||||
!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
||||
func_8083BC04(this, play);
|
||||
return;
|
||||
}
|
||||
@ -9654,7 +9655,7 @@ void Player_Action_WaitForPutAway(Player* this, PlayState* play) {
|
||||
// The other conditions listed will force the put away delay function to run instantly if carrying an actor.
|
||||
// This is necessary because the UpperAction for carrying actors will always return true while holding
|
||||
// the actor, so `!Player_UpdateUpperBody` could never pass.
|
||||
if (((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->heldActor != NULL) &&
|
||||
if (((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor != NULL) &&
|
||||
(this->getItemId == GI_NONE)) ||
|
||||
!Player_UpdateUpperBody(this, play)) {
|
||||
this->afterPutAwayFunc(play, this);
|
||||
@ -9783,7 +9784,7 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
}
|
||||
}
|
||||
@ -9922,7 +9923,7 @@ void Player_Action_80846408(Player* this, PlayState* play) {
|
||||
this->av2.actionVar2--;
|
||||
if (this->av2.actionVar2 == 0) {
|
||||
func_8083A098(this, &gPlayerAnim_link_normal_nocarry_free_end, play);
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_ACTOR_CARRY;
|
||||
this->stateFlags1 &= ~PLAYER_STATE1_CARRYING_ACTOR;
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
}
|
||||
}
|
||||
@ -10385,10 +10386,10 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
|
||||
}
|
||||
} else if ((Player_Action_8084E3C4 != this->actionFunc) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
|
||||
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
|
||||
(!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) ||
|
||||
(!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) ||
|
||||
((heldActor != NULL) && (heldActor->id == ACTOR_EN_RU1)))) {
|
||||
doAction = DO_ACTION_OPEN;
|
||||
} else if ((!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) || (heldActor == NULL)) &&
|
||||
} else if ((!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) || (heldActor == NULL)) &&
|
||||
(interactRangeActor != NULL) &&
|
||||
((!sp1C && (this->getItemId == GI_NONE)) ||
|
||||
((this->getItemId < 0) && !(this->stateFlags1 & PLAYER_STATE1_27)))) {
|
||||
@ -10426,7 +10427,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
|
||||
doAction = DO_ACTION_DOWN;
|
||||
} else if (this->stateFlags2 & PLAYER_STATE2_DO_ACTION_ENTER) {
|
||||
doAction = DO_ACTION_ENTER;
|
||||
} else if ((this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) && (this->getItemId == GI_NONE) &&
|
||||
} 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_8083EAF0(this, heldActor) == 0) {
|
||||
@ -11478,7 +11479,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
||||
this->exchangeItemId = EXCH_ITEM_NONE;
|
||||
}
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
||||
this->interactRangeActor = NULL;
|
||||
this->getItemDirection = 0x6000;
|
||||
}
|
||||
@ -13118,7 +13119,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
|
||||
} else if (!func_8083D12C(play, this, sControlInput)) {
|
||||
sp2C = (this->av2.actionVar2 * 0.018f) + 4.0f;
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
||||
sControlInput = NULL;
|
||||
}
|
||||
|
||||
@ -13136,7 +13137,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
|
||||
|
||||
void func_8084DF6C(PlayState* play, Player* this) {
|
||||
this->unk_862 = 0;
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY);
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_CARRYING_ACTOR);
|
||||
this->getItemId = GI_NONE;
|
||||
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
|
||||
}
|
||||
@ -13357,7 +13358,7 @@ void Player_Action_8084E6D4(Player* this, PlayState* play) {
|
||||
func_80832DBC(this);
|
||||
|
||||
if (this->getItemId == GI_ICE_TRAP) {
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_ACTOR_CARRY);
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_CARRYING_ACTOR);
|
||||
|
||||
if (this->getItemId != GI_ICE_TRAP) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
|
||||
@ -14788,7 +14789,7 @@ void func_808514C0(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
return;
|
||||
}
|
||||
@ -14837,7 +14838,7 @@ void func_80851688(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
|
||||
LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ACTOR_CARRY)) {
|
||||
if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) {
|
||||
Player_UpdateUpperBody(this, play);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user