mirror of https://github.com/zeldaret/mm.git
parent
4337c2a4f2
commit
4663beda1a
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@ -311,31 +311,30 @@ typedef union {
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RoomShapeCullable cullable;
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} RoomShape; // "Ground Shape"
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// TODO: Check which ones don't exist
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typedef enum {
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/* 0 */ ROOM_BEHAVIOR_TYPE1_0,
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/* 1 */ ROOM_BEHAVIOR_TYPE1_1,
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/* 2 */ ROOM_BEHAVIOR_TYPE1_2,
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/* 3 */ ROOM_BEHAVIOR_TYPE1_3, // unused
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/* 4 */ ROOM_BEHAVIOR_TYPE1_4,
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/* 5 */ ROOM_BEHAVIOR_TYPE1_5
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} RoomBehaviorType1;
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typedef enum RoomType {
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/* 0 */ ROOM_TYPE_NORMAL,
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/* 1 */ ROOM_TYPE_DUNGEON,
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/* 2 */ ROOM_TYPE_INDOORS, // Reduces player run speed and blocks player from attacking or jumping.
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/* 3 */ ROOM_TYPE_3,
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/* 4 */ ROOM_TYPE_4, // Prevents switching to CAM_SET_HORSE when mounting a horse.
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/* 5 */ ROOM_TYPE_BOSS // Disables Environment_AdjustLights
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} RoomType;
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typedef enum {
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/* 0 */ ROOM_BEHAVIOR_TYPE2_0,
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/* 1 */ ROOM_BEHAVIOR_TYPE2_1,
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/* 2 */ ROOM_BEHAVIOR_TYPE2_2,
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/* 3 */ ROOM_BEHAVIOR_TYPE2_HOT,
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/* 4 */ ROOM_BEHAVIOR_TYPE2_4,
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/* 5 */ ROOM_BEHAVIOR_TYPE2_5,
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/* 6 */ ROOM_BEHAVIOR_TYPE2_6
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} RoomBehaviorType2;
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typedef enum RoomEnvironmentType {
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/* 0 */ ROOM_ENV_DEFAULT,
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/* 1 */ ROOM_ENV_COLD,
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/* 2 */ ROOM_ENV_WARM, // Unused.
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/* 3 */ ROOM_ENV_HOT, // Unused.
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/* 4 */ ROOM_ENV_UNK_STRETCH_1,
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/* 5 */ ROOM_ENV_UNK_STRETCH_2, // Unused.
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/* 6 */ ROOM_ENV_UNK_STRETCH_3
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} RoomEnvironmentType;
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typedef struct {
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/* 0x00 */ s8 num; // -1 is invalid room
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/* 0x01 */ u8 unk1;
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/* 0x02 */ u8 behaviorType2;
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/* 0x03 */ u8 behaviorType1;
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/* 0x02 */ u8 environmentType;
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/* 0x03 */ u8 type;
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/* 0x04 */ s8 echo;
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/* 0x05 */ u8 lensMode;
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/* 0x06 */ u8 enablePosLights;
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@ -802,13 +801,10 @@ typedef enum {
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#define SCENE_CMD_SPECIAL_FILES(naviQuestHintFileId, keepObjectId) \
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{ SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, CMD_W(keepObjectId) }
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#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, curRoomUnk5, msgCtxunk12044, enablePosLights, \
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kankyoContextUnkE2) \
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{ \
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SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
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curRoomUnk2 | _SHIFTL(curRoomUnk5, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | \
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_SHIFTL(enablePosLights, 11, 1) | _SHIFTL(kankyoContextUnkE2, 12, 1) \
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}
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#define SCENE_CMD_ROOM_BEHAVIOR(type, environment, lensMode, msgCtxunk12044, enablePosLights, stormState) \
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{ SCENE_CMD_ID_ROOM_BEHAVIOR, type, \
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environment | _SHIFTL(lensMode, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | _SHIFTL(enablePosLights, 11, 1) | \
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_SHIFTL(stormState, 12, 1) }
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#define SCENE_CMD_UNK_09() \
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{ SCENE_CMD_ID_UNK_09, 0, CMD_W(0) }
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@ -1423,7 +1423,7 @@ bool func_800B715C(PlayState* play) {
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}
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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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if ((play->roomCtx.curRoom.type != ROOM_TYPE_4) && (player->actor.id == ACTOR_PLAYER)) {
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EnHorse* rideActor = (EnHorse*)player->rideActor;
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if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
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@ -7027,18 +7027,18 @@ void func_800DDFE0(Camera* camera) {
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camera->prevSetting = camera->setting = CAM_SET_FREE0;
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Camera_UnsetStateFlag(camera, CAM_STATE_2);
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} else {
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switch (camera->play->roomCtx.curRoom.behaviorType1) {
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case ROOM_BEHAVIOR_TYPE1_1:
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switch (camera->play->roomCtx.curRoom.type) {
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case ROOM_TYPE_DUNGEON:
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camera->prevSetting = CAM_SET_DUNGEON0;
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Camera_ChangeSettingFlags(camera, CAM_SET_DUNGEON0, CAM_CHANGE_SETTING_1);
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break;
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case ROOM_BEHAVIOR_TYPE1_0:
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case ROOM_TYPE_NORMAL:
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camera->prevSetting = CAM_SET_NORMAL0;
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Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL0, CAM_CHANGE_SETTING_1);
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break;
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case ROOM_BEHAVIOR_TYPE1_2:
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case ROOM_TYPE_INDOORS:
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camera->prevSetting = CAM_SET_ROOM0;
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Camera_ChangeSettingFlags(camera, CAM_SET_ROOM0, CAM_CHANGE_SETTING_1);
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break;
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@ -7279,7 +7279,7 @@ void Camera_EarthquakeDay3(Camera* camera) {
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*/
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s32 Camera_UpdateHotRoom(Camera* camera) {
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Distortion_RemoveRequest(DISTORTION_TYPE_HOT_ROOM);
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if (camera->play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) {
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if (camera->play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) {
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Distortion_Request(DISTORTION_TYPE_HOT_ROOM);
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}
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return true;
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@ -7736,7 +7736,7 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) {
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break;
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case CAM_CHANGE_MODE_1:
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if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
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if (camera->play->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) {
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Audio_PlaySfx(NA_SE_SY_ATTENTION_URGENCY);
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} else {
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@ -2941,7 +2941,7 @@ s32 Environment_AdjustLights(PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32
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s32 i;
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Player* player = GET_PLAYER(play);
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if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5) {
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if (play->roomCtx.curRoom.type == ROOM_TYPE_BOSS) {
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return 0;
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}
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@ -1709,7 +1709,7 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
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break;
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}
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if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) && (interfaceCtx->minimapAlpha >= 255)) {
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if ((play->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) && (interfaceCtx->minimapAlpha >= 255)) {
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interfaceCtx->minimapAlpha = 255;
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}
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}
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@ -2316,8 +2316,8 @@ void Play_Init(GameState* thisx) {
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// Busyloop until the room loads
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while (!Room_ProcessRoomRequest(this, &this->roomCtx)) {}
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if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) ||
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(this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5))) {
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if ((CURRENT_DAY != 0) &&
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((this->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) || (this->roomCtx.curRoom.type == ROOM_TYPE_BOSS))) {
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Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);
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}
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@ -631,7 +631,7 @@ void func_80123140(PlayState* play, Player* player) {
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IREG(69) = bootRegs[16];
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MREG(95) = bootRegs[17];
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if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) {
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if (play->roomCtx.curRoom.type == ROOM_TYPE_INDOORS) {
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R_RUN_SPEED_LIMIT = 500;
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}
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@ -1706,7 +1706,7 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
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EnvHazardTextTriggerEntry* triggerEntry;
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s32 envHazard;
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if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) {
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if (play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) {
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envHazard = PLAYER_ENV_HAZARD_HOTROOM - 1;
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} else if ((player->transformation != PLAYER_FORM_ZORA) && (player->underwaterTimer > 80)) {
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envHazard = PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1;
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@ -251,8 +251,8 @@ void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
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// SceneTableEntry Header Command 0x08: Room Behavior
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void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.type = cmd->roomBehavior.gpFlag1;
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play->roomCtx.curRoom.environmentType = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
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@ -695,8 +695,7 @@ void EnKusa_Update(Actor* thisx, PlayState* play2) {
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} else {
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this->actor.shape.yOffset = 0.0f;
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}
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if ((kusaGameplayFrames != play->gameplayFrames) &&
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(play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0)) {
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if ((kusaGameplayFrames != play->gameplayFrames) && (play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL)) {
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EnKusa_Sway();
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kusaGameplayFrames = play->gameplayFrames;
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}
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@ -708,9 +707,8 @@ void EnKusa_DrawBush(Actor* thisx, PlayState* play2) {
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if ((this->actor.projectedPos.z <= 1200.0f) || ((this->isInWater & 1) && (this->actor.projectedPos.z < 1300.0f))) {
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if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) &&
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(this->actionFunc == EnKusa_WaitForInteract) && (this->actor.projectedPos.z > -150.0f) &&
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(this->actor.projectedPos.z < 400.0f)) {
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if ((play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL) && (this->actionFunc == EnKusa_WaitForInteract) &&
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(this->actor.projectedPos.z > -150.0f) && (this->actor.projectedPos.z < 400.0f)) {
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EnKusa_ApplySway(&D_80936AD8[this->kusaMtxIdx]);
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}
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@ -738,8 +736,7 @@ void EnKusa_DrawGrass(Actor* thisx, PlayState* play) {
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if (this->isCut) {
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Gfx_DrawDListOpa(play, gKusaStumpDL);
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} else {
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if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) &&
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(this->actionFunc == EnKusa_WaitForInteract)) {
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if ((play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL) && (this->actionFunc == EnKusa_WaitForInteract)) {
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if ((this->actor.projectedPos.z > -150.0f) && (this->actor.projectedPos.z < 400.0f)) {
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EnKusa_ApplySway(&D_80936AD8[this->kusaMtxIdx]);
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}
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@ -1294,7 +1294,7 @@ void func_80A5E604(Actor* thisx, PlayState* play) {
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} else {
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this->actor.draw = func_80A5E6F0;
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if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) {
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if (play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL) {
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func_80A5B508();
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}
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func_80A5CAF4(&D_80A5F1C0);
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@ -1357,7 +1357,7 @@ void EnKusa2_Draw(Actor* thisx, PlayState* play) {
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EnKusa2* this = THIS;
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if (this->actor.projectedPos.z <= 1200.0f) {
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if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) && (this->actor.projectedPos.z > -150.0f) &&
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if ((play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL) && (this->actor.projectedPos.z > -150.0f) &&
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(this->actor.projectedPos.z < 400.0f)) {
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func_80A5B954(&D_80A60908[this->unk_1CE], 0.0015f);
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}
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@ -768,7 +768,7 @@ void EnTest7_SetupArriveCs(EnTest7* this, PlayState* play) {
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this->flags |= OWL_WARP_FLAGS_DRAW_WIND_CAPSULE;
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this->windCapsule.unk_04 = 30.0f;
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if (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_1) {
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if (play->roomCtx.curRoom.type != ROOM_TYPE_DUNGEON) {
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EnTest7_SetupAction(this, EnTest7_StartArriveCs);
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} else {
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EnTest7_SetupAction(this, EnTest7_StartArriveCsSkip);
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@ -654,7 +654,7 @@ void ObjFlowerpot_Update(Actor* thisx, PlayState* play2) {
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func_80A1C554(this);
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if ((D_80A1D830 != play->gameplayFrames) && (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0)) {
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if ((D_80A1D830 != play->gameplayFrames) && (play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL)) {
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func_80A1B3D0();
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D_80A1D830 = play->gameplayFrames;
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}
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@ -679,7 +679,7 @@ void ObjFlowerpot_Draw(Actor* thisx, PlayState* play) {
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}
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if (!(this->unk_1EA & 2)) {
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if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) && (this->actionFunc == func_80A1C838)) {
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if ((play->roomCtx.curRoom.type == ROOM_TYPE_NORMAL) && (this->actionFunc == func_80A1C838)) {
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if ((this->actor.projectedPos.z > -150.0f) && (this->actor.projectedPos.z < 400.0f)) {
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func_80A1B840(&D_80A1D838[this->unk_1EB]);
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@ -8188,9 +8188,8 @@ s32 func_80839A84(PlayState* play, Player* this) {
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}
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s32 Player_ActionHandler_10(Player* this, PlayState* play) {
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if (CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) &&
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(play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (sPlayerFloorType != FLOOR_TYPE_7) &&
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(sPlayerFloorEffect != FLOOR_EFFECT_1)) {
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if (CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_A) && (play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
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(sPlayerFloorType != FLOOR_TYPE_7) && (sPlayerFloorEffect != FLOOR_EFFECT_1)) {
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s32 temp_a2 = this->unk_AE3[this->unk_ADE];
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if (temp_a2 <= 0) {
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@ -9996,7 +9995,7 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
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} else {
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// Pick fidget type based on room behavior.
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// This may be changed below.
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fidgetType = play->roomCtx.curRoom.behaviorType2;
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fidgetType = play->roomCtx.curRoom.environmentType;
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if (healthIsCritical) {
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if (this->idleType >= PLAYER_IDLE_DEFAULT) {
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@ -10014,7 +10013,7 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
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// There is a 4/5 chance that a common fidget type will be considered.
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// However it may get rejected by the conditions below.
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// The type determined by `curRoom.behaviorType2` will be used if a common type is rejected.
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// The type determined by `curRoom.environmentType` will be used if a common type is rejected.
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if (commonType < 4) {
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// `FIDGET_ADJUST_TUNIC` and `FIDGET_TAP_FEET` are accepted unconditionally.
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// The sword and shield related common types have extra restrictions.
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@ -11493,10 +11492,10 @@ void Player_SetDoAction(PlayState* play, Player* this) {
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(Player_CheckHostileLockOn(this) ||
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((sPlayerFloorType != FLOOR_TYPE_7) &&
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(Player_FriendlyLockOnOrParallel(this) ||
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((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
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((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
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!(this->stateFlags1 & PLAYER_STATE1_400000) && (sp28 == 0)))))) {
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doActionA = DO_ACTION_ATTACK;
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} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && sp24 && (sp28 > 0)) {
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} else if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && sp24 && (sp28 > 0)) {
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doActionA = DO_ACTION_JUMP;
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} else if ((this->transformation == PLAYER_FORM_DEKU) && !(this->stateFlags1 & PLAYER_STATE1_8000000) &&
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(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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@ -11589,8 +11588,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) {
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spAC) {
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updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10 | UPDBGCHECKINFO_FLAG_20;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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} else if ((this->stateFlags1 & PLAYER_STATE1_1) &&
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(play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_1) &&
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} else if ((this->stateFlags1 & PLAYER_STATE1_1) && (play->roomCtx.curRoom.type != ROOM_TYPE_DUNGEON) &&
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((this->unk_D68 - (s32)this->actor.world.pos.y) >= 100)) {
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updBgCheckInfoFlags =
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UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10 | UPDBGCHECKINFO_FLAG_20;
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@ -15047,7 +15045,7 @@ AnimSfxEntry D_8085D60C[] = {
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void Player_Action_24(Player* this, PlayState* play) {
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if ((this->transformation != PLAYER_FORM_GORON) && (this->actor.depthInWater <= 0.0f)) {
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if ((play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) || (sPlayerFloorType == FLOOR_TYPE_9) ||
|
||||
if ((play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) || (sPlayerFloorType == FLOOR_TYPE_9) ||
|
||||
((func_808340AC(sPlayerFloorType) >= 0) &&
|
||||
!SurfaceType_IsWallDamage(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId))) {
|
||||
func_808344C0(play, this);
|
||||
|
@ -20337,7 +20335,7 @@ void Player_CsAction_5(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|||
this->speedXZ = 2.5f;
|
||||
}
|
||||
|
||||
if ((this->transformation != PLAYER_FORM_HUMAN) && (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5)) {
|
||||
if ((this->transformation != PLAYER_FORM_HUMAN) && (play->roomCtx.curRoom.type == ROOM_TYPE_BOSS)) {
|
||||
R_PLAY_FILL_SCREEN_ON = 45;
|
||||
R_PLAY_FILL_SCREEN_R = 255;
|
||||
R_PLAY_FILL_SCREEN_G = 255;
|
||||
|
@ -20715,7 +20713,7 @@ void Player_CsAction_41(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
|||
}
|
||||
|
||||
void Player_CsAction_42(PlayState* play, Player* this, CsCmdActorCue* cue) {
|
||||
if ((this->transformation != PLAYER_FORM_HUMAN) && (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5)) {
|
||||
if ((this->transformation != PLAYER_FORM_HUMAN) && (play->roomCtx.curRoom.type == ROOM_TYPE_BOSS)) {
|
||||
R_PLAY_FILL_SCREEN_ON = 45;
|
||||
R_PLAY_FILL_SCREEN_R = 255;
|
||||
R_PLAY_FILL_SCREEN_G = 255;
|
||||
|
|
Loading…
Reference in New Issue