mirror of https://github.com/zeldaret/mm.git
Move player-related function declarations to `z64player.h` (#1480)
* Move player function declarations to z64player.h * rename Actor_MountHorse to Player_MountHorse and similar functions * whoops * add missing includes * format * whoops
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@ -296,18 +296,9 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
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void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
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f32 Actor_HeightDiff(Actor* actor1, Actor* actor2);
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void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle);
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f32 Player_GetHeight(Player* player);
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f32 Player_GetRunSpeedLimit(Player* player);
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bool func_800B7118(Player* player);
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bool func_800B7128(Player* player);
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bool func_800B715C(PlayState* play);
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void Actor_SetCameraHorseSetting(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
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void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation);
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play);
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s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
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s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
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s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
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@ -331,7 +322,7 @@ s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius);
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s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
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s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
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s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2);
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PlayerItemAction Player_GetExchangeItemAction(PlayState* play);
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s32 func_800B8718(Actor* actor, GameState* gameState);
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s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange);
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s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange);
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@ -349,12 +340,7 @@ void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
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s32 Actor_HasRider(PlayState* play, Actor* horse);
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s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide);
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s32 Actor_HasNoRider(PlayState* play, Actor* horse);
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void func_800B8D10(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
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void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Player* player, u16 sfxId);
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void Actor_PlaySfx(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
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void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
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@ -766,82 +752,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 indexNone);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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s32 func_801226E0(PlayState* play, s32 arg1);
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s32 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
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s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
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void func_80122868(PlayState* play, Player* player);
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void func_801229A0(PlayState* play, Player* player);
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void func_801229EC(Actor* thisx, PlayState* play);
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void func_801229FC(Player* player);
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void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
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void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1);
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void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1);
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u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
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s32 Player_GetCurMaskItemId(PlayState* play);
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void func_80122F28(Player* player);
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bool func_80122F9C(PlayState* play);
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bool func_80122FCC(PlayState* play);
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void func_8012300C(PlayState* play, s32 arg1);
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void func_8012301C(Actor* thisx, PlayState* play2);
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void func_80123140(PlayState* play, Player* player);
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bool Player_InBlockingCsMode(PlayState* play, Player* player);
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bool Player_InCsMode(PlayState* play);
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bool func_80123420(Player* player);
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bool func_80123434(Player* player);
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bool func_80123448(PlayState* play);
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bool Player_IsGoronOrDeku(Player* player);
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bool func_801234D4(PlayState* play);
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bool func_80123590(PlayState* play, Actor* actor);
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ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot);
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PlayerItemAction func_80123810(PlayState* play);
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PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
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void Player_SetModelsForHoldingShield(Player* player);
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void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
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void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
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void func_80123C58(Player* player);
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void Player_SetEquipmentData(PlayState* play, Player* player);
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void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
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void Player_Untarget(Player* player);
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void func_80123DC0(Player* player);
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void func_80123E90(PlayState* play, Actor* actor);
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s32 func_80123F2C(PlayState* play, s32 ammo);
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bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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u8 Player_GetStrength(void);
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u8 Player_GetMask(PlayState* play);
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void Player_RemoveMask(PlayState* play);
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bool Player_HasMirrorShieldEquipped(PlayState* play);
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bool Player_IsHoldingMirrorShield(PlayState* play);
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bool Player_IsHoldingHookshot(Player* player);
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bool func_801240DC(Player* player);
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PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
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PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
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PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
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PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
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s32 Player_IsHoldingTwoHandedWeapon(Player* player);
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PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
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PlayerBottle Player_GetBottleHeld(Player* Player);
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PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
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PlayerExplosive Player_GetExplosiveHeld(Player* player);
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PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
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bool func_801242B4(Player* player);
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s32 Player_GetEnvironmentalHazard(PlayState* play);
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void Player_UpdateBunnyEars(Player* player);
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void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
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void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
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void func_80125318(Vec3f* arg0, Vec3s* arg1);
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void Player_DrawZoraShield(PlayState* play, Player* player);
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void func_80125500(PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
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s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
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s32 func_80126440(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
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void Player_DrawGetItem(PlayState* play, Player* player);
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void func_80126B8C(PlayState* play, Player* player);
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s32 func_80127438(PlayState* play, Player* player, s32 currentMask);
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s32 func_80128640(PlayState* play, Player* player, Gfx* dlist);
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void Player_SetFeetPos(PlayState* play, Player* player, s32 limbIndex);
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void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
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void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
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void Room_Init(PlayState* play, RoomContext* roomCtx);
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size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
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@ -4,8 +4,12 @@
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#include "alignment.h"
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#include "PR/os.h"
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#include "z64actor.h"
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#include "z64interface.h"
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#include "z64item.h"
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#include "z64light.h"
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struct Player;
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struct PlayState;
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typedef enum PlayerShield {
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/* 0 */ PLAYER_SHIELD_NONE,
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@ -1310,4 +1314,112 @@ typedef struct Player {
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/* 0xD6C */ Vec3f unk_D6C; // previous body part 0 position
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} Player; // size = 0xD78
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// z_player_call.c functions
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void PlayerCall_Init(Actor* thisx, struct PlayState* play);
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void PlayerCall_Destroy(Actor* thisx, struct PlayState* play);
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void PlayerCall_Update(Actor* thisx, struct PlayState* play);
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void PlayerCall_Draw(Actor* thisx, struct PlayState* play);
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// z_actor.c functions
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f32 Player_GetHeight(Player* player);
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f32 Player_GetRunSpeedLimit(Player* player);
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bool func_800B7118(Player* player);
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bool func_800B7128(Player* player);
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bool func_800B715C(struct PlayState* play);
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void Player_SetCameraHorseSetting(struct PlayState* play, Player* player);
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void Player_MountHorse(struct PlayState* play, Player* player, Actor* horse);
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s32 Player_SetCsAction(struct PlayState* play, Actor* csActor, u8 csAction);
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s32 Player_SetCsActionWithHaltedActors(struct PlayState* play, Actor* csActor, u8 csAction);
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, struct PlayState* play);
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PlayerItemAction Player_GetExchangeItemAction(struct PlayState* play);
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void func_800B8D10(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_800B8D50(struct PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
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void func_800B8D98(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_800B8DD4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_800B8E1C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Player* player, u16 sfxId);
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// z_player_lib.c functions
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s32 func_801226E0(struct PlayState* play, s32 arg1);
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s32 Player_InitOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
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s32 Player_UpdateOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
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void func_80122868(struct PlayState* play, Player* player);
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void func_801229A0(struct PlayState* play, Player* player);
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void func_801229EC(Actor* thisx, struct PlayState* play);
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void func_801229FC(Player* player);
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void func_80122BA4(struct PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
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void func_80122C20(struct PlayState* play, struct_80122D44_arg1* arg1);
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void func_80122D44(struct PlayState* play, struct_80122D44_arg1* arg1);
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u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
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s32 Player_GetCurMaskItemId(struct PlayState* play);
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void func_80122F28(Player* player);
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bool func_80122F9C(struct PlayState* play);
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bool func_80122FCC(struct PlayState* play);
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void func_8012300C(struct PlayState* play, s32 arg1);
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void func_8012301C(Actor* thisx, struct PlayState* play2);
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void func_80123140(struct PlayState* play, Player* player);
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bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
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bool Player_InCsMode(struct PlayState* play);
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bool func_80123420(Player* player);
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bool func_80123434(Player* player);
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bool func_80123448(struct PlayState* play);
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bool Player_IsGoronOrDeku(Player* player);
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bool func_801234D4(struct PlayState* play);
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bool func_80123590(struct PlayState* play, Actor* actor);
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ItemId Player_GetItemOnButton(struct PlayState* play, Player* player, EquipSlot slot);
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PlayerItemAction func_80123810(struct PlayState* play);
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PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
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void Player_SetModelsForHoldingShield(Player* player);
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void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
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void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
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void func_80123C58(Player* player);
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void Player_SetEquipmentData(struct PlayState* play, Player* player);
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void Player_UpdateBottleHeld(struct PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
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void Player_Untarget(Player* player);
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void func_80123DC0(Player* player);
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void func_80123E90(struct PlayState* play, Actor* actor);
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s32 func_80123F2C(struct PlayState* play, s32 ammo);
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bool Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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u8 Player_GetStrength(void);
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u8 Player_GetMask(struct PlayState* play);
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void Player_RemoveMask(struct PlayState* play);
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bool Player_HasMirrorShieldEquipped(struct PlayState* play);
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bool Player_IsHoldingMirrorShield(struct PlayState* play);
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bool Player_IsHoldingHookshot(Player* player);
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bool func_801240DC(Player* player);
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PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
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PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
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PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
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PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
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s32 Player_IsHoldingTwoHandedWeapon(Player* player);
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PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
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PlayerBottle Player_GetBottleHeld(Player* Player);
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PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
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PlayerExplosive Player_GetExplosiveHeld(Player* player);
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PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
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bool func_801242B4(Player* player);
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s32 Player_GetEnvironmentalHazard(struct PlayState* play);
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void Player_UpdateBunnyEars(Player* player);
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void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
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void Player_DrawImpl(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
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void func_80125318(Vec3f* arg0, Vec3s* arg1);
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void Player_DrawZoraShield(struct PlayState* play, Player* player);
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void func_80125500(struct PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
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s32 Player_OverrideLimbDrawGameplayDefault(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
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s32 func_80126440(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
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void Player_DrawGetItem(struct PlayState* play, Player* player);
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void func_80126B8C(struct PlayState* play, Player* player);
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s32 func_80127438(struct PlayState* play, Player* player, s32 currentMask);
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s32 func_80128640(struct PlayState* play, Player* player, Gfx* dlist);
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void Player_SetFeetPos(struct PlayState* play, Player* player, s32 limbIndex);
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void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
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#endif
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@ -1377,7 +1377,7 @@ bool func_800B715C(PlayState* play) {
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return player->stateFlags2 & PLAYER_STATE2_8;
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}
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void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
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void Player_SetCameraHorseSetting(PlayState* play, Player* player) {
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if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && (player->actor.id == ACTOR_PLAYER)) {
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EnHorse* rideActor = (EnHorse*)player->rideActor;
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@ -1387,7 +1387,7 @@ void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
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}
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}
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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void Player_MountHorse(PlayState* play, Player* player, Actor* horse) {
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player->rideActor = horse;
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player->stateFlags1 |= PLAYER_STATE1_800000;
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horse->child = &player->actor;
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@ -1398,7 +1398,7 @@ bool func_800B7200(Player* player) {
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(player->csAction != PLAYER_CSACTION_NONE);
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}
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void Actor_SpawnHorse(PlayState* play, Player* player) {
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void Player_SpawnHorse(PlayState* play, Player* player) {
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Horse_Spawn(play, player);
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}
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@ -2445,7 +2445,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
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Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
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Actor_InitHalfDaysBit(actorCtx);
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Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
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Actor_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
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Player_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
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}
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/**
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@ -137,8 +137,8 @@ void Horse_SpawnOverworld(PlayState* play, Player* player) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x, yIntersect,
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player->actor.world.pos.z, player->actor.shape.rot.x, player->actor.shape.rot.y,
|
||||
player->actor.shape.rot.z, ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_11));
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||||
Actor_MountHorse(play, player, player->rideActor);
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||||
Actor_SetCameraHorseSetting(play, player);
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||||
Player_MountHorse(play, player, player->rideActor);
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||||
Player_SetCameraHorseSetting(play, player);
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||||
} else if ((play->sceneId == gSaveContext.save.saveInfo.horseData.sceneId) && CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
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||||
if (Horse_IsValidSpawn(gSaveContext.save.saveInfo.horseData.sceneId)) {
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||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.save.saveInfo.horseData.pos.x,
|
||||
|
|
@ -162,8 +162,8 @@ void Horse_SpawnMinigame(PlayState* play, Player* player) {
|
|||
(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_START)) {
|
||||
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1262.0f, -106.0f, 470.0f, 0, 0x7FFF, 0,
|
||||
ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_13));
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
Actor_SetCameraHorseSetting(play, player);
|
||||
Player_MountHorse(play, player, player->rideActor);
|
||||
Player_SetCameraHorseSetting(play, player);
|
||||
} else if ((play->sceneId == SCENE_KOEPONARACE) &&
|
||||
((GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_3) ||
|
||||
(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_2))) {
|
||||
|
|
@ -173,8 +173,8 @@ void Horse_SpawnMinigame(PlayState* play, Player* player) {
|
|||
(player->transformation == PLAYER_FORM_HUMAN)) {
|
||||
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1106.0f, 260.0f, -1185.0f, 0, 0x13, 0,
|
||||
ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_7));
|
||||
Actor_MountHorse(play, player, player->rideActor);
|
||||
Actor_SetCameraHorseSetting(play, player);
|
||||
Player_MountHorse(play, player, player->rideActor);
|
||||
Player_SetCameraHorseSetting(play, player);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -10,11 +10,6 @@ ActorFunc sPlayerCallDestroyFunc;
|
|||
ActorFunc sPlayerCallUpdateFunc;
|
||||
ActorFunc sPlayerCallDrawFunc;
|
||||
|
||||
void PlayerCall_Init(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Update(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Player_InitVars = {
|
||||
/**/ ACTOR_PLAYER,
|
||||
/**/ ACTORCAT_PLAYER,
|
||||
|
|
|
|||
|
|
@ -44,11 +44,6 @@
|
|||
// Assets for other actors
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
||||
void PlayerCall_Init(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Update(Actor* thisx, PlayState* play);
|
||||
void PlayerCall_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f unk_00;
|
||||
/* 0x0C */ Vec3f unk_0C;
|
||||
|
|
|
|||
|
|
@ -8982,7 +8982,7 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) {
|
|||
|
||||
this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y;
|
||||
|
||||
Actor_MountHorse(play, this, &rideActor->actor);
|
||||
Player_MountHorse(play, this, &rideActor->actor);
|
||||
Player_Anim_PlayOnce(play, this, entry->anim);
|
||||
Player_AnimReplace_Setup(
|
||||
play, this, ANIM_FLAG_1 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE | ANIM_FLAG_80);
|
||||
|
|
@ -16044,7 +16044,7 @@ void Player_Action_52(Player* this, PlayState* play) {
|
|||
s32 var_v0 = (this->mountSide < 0) ? 0 : 1;
|
||||
|
||||
if (PlayerAnimation_OnFrame(&this->skelAnime, D_8085D6DC[var_v0][0])) {
|
||||
Actor_SetCameraHorseSetting(play, this);
|
||||
Player_SetCameraHorseSetting(play, this);
|
||||
Player_PlaySfx(this, NA_SE_PL_CLIMB_CLIFF);
|
||||
} else if (PlayerAnimation_OnFrame(&this->skelAnime, D_8085D6DC[var_v0][1])) {
|
||||
Player_PlaySfx(this, NA_SE_PL_SIT_ON_HORSE);
|
||||
|
|
@ -16055,7 +16055,7 @@ void Player_Action_52(Player* this, PlayState* play) {
|
|||
func_80841A50(play, this);
|
||||
}
|
||||
|
||||
Actor_SetCameraHorseSetting(play, this);
|
||||
Player_SetCameraHorseSetting(play, this);
|
||||
|
||||
this->skelAnime.prevTransl = D_8085D6E0;
|
||||
|
||||
|
|
|
|||
|
|
@ -740,10 +740,10 @@
|
|||
0x800B7118:("func_800B7118",),
|
||||
0x800B7128:("func_800B7128",),
|
||||
0x800B715C:("func_800B715C",),
|
||||
0x800B7170:("Actor_SetCameraHorseSetting",),
|
||||
0x800B71DC:("Actor_MountHorse",),
|
||||
0x800B7170:("Player_SetCameraHorseSetting",),
|
||||
0x800B71DC:("Player_MountHorse",),
|
||||
0x800B7200:("func_800B7200",),
|
||||
0x800B722C:("Actor_SpawnHorse",),
|
||||
0x800B722C:("Player_SpawnHorse",),
|
||||
0x800B724C:("Player_SetCsAction",),
|
||||
0x800B7298:("Player_SetCsActionWithHaltedActors",),
|
||||
0x800B72E0:("func_800B72E0",),
|
||||
|
|
|
|||
|
|
@ -254,10 +254,10 @@ asm/non_matchings/code/z_actor/Player_GetRunSpeedLimit.s,Player_GetRunSpeedLimit
|
|||
asm/non_matchings/code/z_actor/func_800B7118.s,func_800B7118,0x800B7118,0x4
|
||||
asm/non_matchings/code/z_actor/func_800B7128.s,func_800B7128,0x800B7128,0xD
|
||||
asm/non_matchings/code/z_actor/func_800B715C.s,func_800B715C,0x800B715C,0x5
|
||||
asm/non_matchings/code/z_actor/Actor_SetCameraHorseSetting.s,Actor_SetCameraHorseSetting,0x800B7170,0x1B
|
||||
asm/non_matchings/code/z_actor/Actor_MountHorse.s,Actor_MountHorse,0x800B71DC,0x9
|
||||
asm/non_matchings/code/z_actor/Player_SetCameraHorseSetting.s,Player_SetCameraHorseSetting,0x800B7170,0x1B
|
||||
asm/non_matchings/code/z_actor/Player_MountHorse.s,Player_MountHorse,0x800B71DC,0x9
|
||||
asm/non_matchings/code/z_actor/func_800B7200.s,func_800B7200,0x800B7200,0xB
|
||||
asm/non_matchings/code/z_actor/Actor_SpawnHorse.s,Actor_SpawnHorse,0x800B722C,0x8
|
||||
asm/non_matchings/code/z_actor/Player_SpawnHorse.s,Player_SpawnHorse,0x800B722C,0x8
|
||||
asm/non_matchings/code/z_actor/Player_SetCsAction.s,Player_SetCsAction,0x800B724C,0x13
|
||||
asm/non_matchings/code/z_actor/Player_SetCsActionWithHaltedActors.s,Player_SetCsActionWithHaltedActors,0x800B7298,0x12
|
||||
asm/non_matchings/code/z_actor/func_800B72E0.s,func_800B72E0,0x800B72E0,0x6
|
||||
|
|
|
|||
|
Loading…
Reference in New Issue