mirror of https://github.com/zeldaret/mm.git
Replace `Actor_MarkForDeath` with `Actor_Kill` (#1118)
* Replace `Actor_MarkForDeath` with `Actor_Kill` * Replace if-else with early returns, as per hensldm's review * Respond to Elliptic's review * Redundant spelling
This commit is contained in:
parent
a38f45b268
commit
638f5062cb
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@ -122,7 +122,7 @@ Floats usually need an `f` on the end to match, or IDO will use doubles. Our flo
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bar();
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```
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**Exception**: After `Actor_MarkForDeath` or sometimes setting the action function, if it makes sense to do so (this expresses the finality a bit better).
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**Exception**: After `Actor_Kill` or sometimes setting the action function, if it makes sense to do so (this expresses the finality a bit better).
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## Macros and enums
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@ -619,7 +619,7 @@ f32 func_800B64FC(PlayState* play, f32 arg1, Vec3f* arg2, u32* arg3);
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void* func_800B6584(PlayState* play, s16 id, void* arg2, size_t size);
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void* func_800B6608(PlayState* play, s16 id);
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void* func_800B6680(PlayState* play, s16 id);
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void Actor_MarkForDeath(Actor* actor);
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void Actor_Kill(Actor* actor);
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void Actor_SetWorldToHome(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 height);
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void Actor_SetWorldRotToShape(Actor* actor);
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@ -1026,7 +1026,7 @@ void* func_800B6680(PlayState* play, s16 id) {
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return NULL;
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}
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void Actor_MarkForDeath(Actor* actor) {
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void Actor_Kill(Actor* actor) {
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actor->draw = NULL;
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actor->update = NULL;
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actor->flags &= ~ACTOR_FLAG_1;
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@ -2346,7 +2346,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
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}
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} else {
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if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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Actor_MarkForDeath(actor);
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Actor_Kill(actor);
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} else {
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s32 tmp = (params->unk_08 == 0);
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@ -2872,7 +2872,7 @@ void func_800BA6FC(PlayState* play, ActorContext* actorCtx) {
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while (actor != NULL) {
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if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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Actor_MarkForDeath(actor);
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Actor_Kill(actor);
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}
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actor = actor->next;
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@ -2896,7 +2896,7 @@ void func_800BA798(PlayState* play, ActorContext* actorCtx) {
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if (!actor->isDrawn) {
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actor = Actor_Delete(actorCtx, actor, play);
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} else {
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Actor_MarkForDeath(actor);
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Actor_Kill(actor);
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Actor_Destroy(actor, play);
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actor = actor->next;
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}
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@ -2925,7 +2925,7 @@ void func_800BA8B8(PlayState* play, ActorContext* actorCtx) {
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if (!actor->isDrawn) {
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actor = Actor_Delete(actorCtx, actor, play);
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} else {
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Actor_MarkForDeath(actor);
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Actor_Kill(actor);
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Actor_Destroy(actor, play);
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actor = actor->next;
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}
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@ -86,7 +86,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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this->collectibleFlag = 0;
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this->actor.params = ITEM00_RECOVERY_HEART;
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} else {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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}
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@ -358,7 +358,7 @@ void func_800A640C(EnItem00* this, PlayState* play) {
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if (this->unk152 == 0) {
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if ((this->actor.params != ITEM00_SMALL_KEY) && (this->actor.params != ITEM00_HEART_PIECE) &&
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(this->actor.params != ITEM00_HEART_CONTAINER)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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}
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}
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@ -464,7 +464,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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}
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if (this->unk152 == 0) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -510,7 +510,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 15.0f, 15.0f, 0x1D);
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if (this->actor.floorHeight <= BGCHECK_Y_MIN) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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}
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@ -659,7 +659,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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case ITEM00_COMPASS:
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if (Actor_HasParent(&this->actor, play)) {
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Flags_SetCollectible(play, this->collectibleFlag);
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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}
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return;
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@ -672,7 +672,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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} else if (getItemId != GI_NONE) {
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if (Actor_HasParent(&this->actor, play)) {
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Flags_SetCollectible(play, this->collectibleFlag);
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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}
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return;
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} else {
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@ -130,7 +130,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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if ((this->actor.parent == NULL) || (!Player_IsHoldingHookshot(player))) {
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ArmsHook_DetachHookFromActor(this);
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -90,7 +90,7 @@ void FireArrow_ChargeAndWait(ArrowFire* this, PlayState* play) {
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EnArrow* arrow = (EnArrow*)this->actor.parent;
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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if (this->radius < 10) {
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@ -156,7 +156,7 @@ void FireArrow_Hit(ArrowFire* this, PlayState* play) {
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}
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if (this->timer == 0) {
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this->timer = 255;
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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if (this->timer >= 13) {
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@ -171,7 +171,7 @@ void FireArrow_Fly(ArrowFire* this, PlayState* play) {
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s32 pad2;
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -194,7 +194,7 @@ void FireArrow_Fly(ArrowFire* this, PlayState* play) {
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}
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if (arrow->unk_260 < 34) {
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if (this->alpha < 35) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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this->alpha -= 25;
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@ -205,7 +205,7 @@ void ArrowFire_Update(Actor* thisx, PlayState* play) {
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ArrowFire* this = (ArrowFire*)thisx;
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if ((play->msgCtx.msgMode == 0xE) || (play->msgCtx.msgMode == 0x12)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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this->actionFunc(this, play);
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@ -65,7 +65,7 @@ void ArrowIce_Charge(ArrowIce* this, PlayState* play) {
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EnArrow* arrow = (EnArrow*)this->actor.parent;
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -136,7 +136,7 @@ void ArrowIce_Hit(ArrowIce* this, PlayState* play) {
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if (this->timer == 0) {
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this->timer = 255;
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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}
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}
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@ -146,7 +146,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
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s32 pad;
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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// copy position and rotation from arrow
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@ -166,7 +166,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
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this->alpha = 255;
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} else if (arrow->unk_260 < 34) {
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if (this->alpha < 35) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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} else {
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this->alpha -= 25;
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}
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@ -177,7 +177,7 @@ void ArrowIce_Update(Actor* thisx, PlayState* play) {
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ArrowIce* this = THIS;
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if ((play->msgCtx.msgMode == 0xE) || (play->msgCtx.msgMode == 0x12)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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} else {
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this->actionFunc(this, play);
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@ -64,7 +64,7 @@ void ArrowLight_Charge(ArrowLight* this, PlayState* play) {
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EnArrow* arrow = (EnArrow*)this->actor.parent;
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -129,7 +129,7 @@ void ArrowLight_Hit(ArrowLight* this, PlayState* play) {
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}
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if (this->timer == 0) {
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this->timer = 255;
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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}
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@ -139,7 +139,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
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s32 pad[2];
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if ((arrow == NULL) || (arrow->actor.update == NULL)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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@ -162,7 +162,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
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}
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if (arrow->unk_260 < 34) {
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if (this->alpha < 35) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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this->alpha -= 25;
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@ -173,7 +173,7 @@ void ArrowLight_Update(Actor* thisx, PlayState* play) {
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ArrowLight* this = THIS;
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if ((play->msgCtx.msgMode == 0xE) || (play->msgCtx.msgMode == 0x12)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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return;
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}
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this->actionFunc(this, play);
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@ -104,12 +104,12 @@ void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
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DynaPolyActor_LoadMesh(play, &this->dyna, &object_astr_obj_Colheader_002498);
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Collider_InitTris(play, &this->collider);
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if (Flags_GetSwitch(play, BGASTRBOMBWALL_GET_SWITCHFLAG(thisx))) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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this->dyna.actor.flags |= ACTOR_FLAG_10000000;
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if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInit, this->colliderElements)) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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BgAstrBombwall_InitCollider(&sTrisInit, &this->dyna.actor.world.pos, &this->dyna.actor.shape.rot, &this->collider);
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@ -216,7 +216,7 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
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this->unk_15C = Object_GetIndex(&play->objectCtx, sp24->unk_00);
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if ((this->unk_15C < 0) || !sp24->unk_14(this, play)) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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@ -286,7 +286,7 @@ void func_808B782C(BgBreakwall* this, PlayState* play) {
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void func_808B78A4(BgBreakwall* this, PlayState* play) {
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if (gSaveContext.save.weekEventReg[55] & 0x80) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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}
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}
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@ -92,7 +92,7 @@ void BgCraceMovebg_Init(Actor* thisx, PlayState* play) {
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for (j = 0; j < sLoadedDoorCount; j++) {
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if (sIsLoaded[j] == this->index) {
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this->stateFlags |= BG_CRACE_MOVEBG_FLAG_ALREADY_LOADED;
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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}
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@ -125,7 +125,7 @@ void BgCraceMovebg_Init(Actor* thisx, PlayState* play) {
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break;
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default:
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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break;
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}
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}
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@ -174,7 +174,7 @@ void BgCtowerGear_UpdateOrgan(Actor* thisx, PlayState* play) {
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func_800C6314(play, &play->colCtx.dyna, this->dyna.bgId);
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break;
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case 3:
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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break;
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}
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}
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@ -167,7 +167,7 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
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if ((this->unk_160 == 9) || (this->unk_160 == 8)) {
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if (D_80A2BBF4.unk_00 != 0) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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this->unk_170 = this->dyna.actor.room;
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@ -178,7 +178,7 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.shape.rot.z = 0;
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} else if (this->unk_160 == 6) {
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if (D_80A2BBF4.unk_01 != 0) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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this->unk_171 = this->dyna.actor.world.rot.z;
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@ -238,7 +238,7 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.world.rot.z = 0;
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this->dyna.actor.shape.rot.z = 0;
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if (Flags_GetSwitch(play, this->unk_1C0)) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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break;
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}
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this->unk_18C = 0;
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@ -350,7 +350,7 @@ void func_80A2A1E0(BgDblueMovebg* this, PlayState* play) {
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if (play->roomCtx.curRoom.num != this->unk_171) {
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if ((play->roomCtx.prevRoom.num != this->unk_170) && (play->roomCtx.prevRoom.num != this->unk_171)) {
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D_80A2BBF4.unk_01 = 0;
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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}
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}
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}
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@ -452,7 +452,7 @@ void func_80A2A688(BgDblueMovebg* this, PlayState* play) {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y - 60.0f, 2.0f) &&
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(this->unk_180 <= 0)) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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}
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}
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@ -632,7 +632,7 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
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if (play->roomCtx.curRoom.num != this->unk_171) {
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if ((play->roomCtx.prevRoom.num != this->unk_170) && (play->roomCtx.prevRoom.num != this->unk_171)) {
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D_80A2BBF4.unk_00 = 0;
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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}
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@ -733,7 +733,7 @@ void func_80A2B274(Actor* thisx, PlayState* play) {
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s16 temp_v1;
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if (this != D_80A2BBF0) {
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Actor_MarkForDeath(&this->dyna.actor);
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Actor_Kill(&this->dyna.actor);
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return;
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}
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@ -166,7 +166,7 @@ void func_809AC7F8(BgFireWall* this, PlayState* play) {
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void func_809AC970(BgFireWall* this, PlayState* play) {
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if (Math_StepToF(&this->actor.scale.y, 0.005f, this->unk_158)) {
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Actor_MarkForDeath(&this->actor);
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Actor_Kill(&this->actor);
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}
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}
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|
|||
|
|
@ -154,7 +154,7 @@ void BgHakaBombwall_Init(Actor* thisx, PlayState* play) {
|
|||
DynaPolyActor_Init(&this->dyna, 0);
|
||||
Collider_InitCylinder(play, &this->collider);
|
||||
if (Flags_GetSwitch(play, BGHAKABOMBWALL_GET_7F(thisx))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
} else {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_haka_obj_Colheader_000148);
|
||||
Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
|
||||
|
|
@ -211,7 +211,7 @@ void BgHakaBombwall_EndCutscene(BgHakaBombwall* this, PlayState* play) {
|
|||
this->csTimer--;
|
||||
if (this->csTimer <= 0) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -317,7 +317,7 @@ void BgHakuginBombwall_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_InitCylinder(play, &this->collider);
|
||||
|
||||
if (Flags_GetSwitch(play, BGHAKUGIN_BOMBWALL_SWITCHFLAG(&this->dyna.actor))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -414,7 +414,7 @@ void func_80ABCE60(BgHakuginBombwall* this, PlayState* play) {
|
|||
this->unk_1AC--;
|
||||
if (this->unk_1AC <= 0) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
} else if (this->unk_1AC == ptr->unk_2C) {
|
||||
ptr->unk_28(this, play);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -709,7 +709,7 @@ void BgHakuginPost_Init(Actor* thisx, PlayState* play) {
|
|||
func_80A9CA94(this);
|
||||
} else {
|
||||
func_80A9AFB4(this, play, &D_80A9E028);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -158,7 +158,7 @@ void func_80AC4D2C(BgIcefloe* this, PlayState* play) {
|
|||
}
|
||||
this->dyna.actor.scale.y -= 0.0026f;
|
||||
if (this->dyna.actor.scale.y <= 0.0f) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -178,8 +178,7 @@ void BgIcicle_Fall(BgIcicle* this, PlayState* play) {
|
|||
func_800C6314(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
this->actionFunc = BgIcicle_Regrow;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
return;
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
|
|
@ -225,7 +224,7 @@ void BgIcicle_UpdateAttacked(BgIcicle* this, PlayState* play) {
|
|||
BgIcicle_Break(this, play, 40.0f);
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@ void BgIkanaBombwall_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_InitCylinder(play, &this->collider);
|
||||
|
||||
if (Flags_GetSwitch(play, BGIKANABOMBWALL_GET_SWITCHFLAG(&this->dyna.actor))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -349,14 +349,14 @@ void func_80BD5134(BgIkanaBombwall* this, PlayState* play) {
|
|||
this->unk_1AC--;
|
||||
if (this->unk_1AC <= 0) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
} else if (this->dyna.actor.cutscene >= 0) {
|
||||
if (ActorCutscene_GetCurrentIndex() != this->dyna.actor.cutscene) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -204,13 +204,14 @@ void BgIkanaDharma_WaitForCutsceneToEnd(BgIkanaDharma* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
if (Math_StepToF(&this->dyna.actor.scale.y, 0.0f, 1.0f / 300.0f) != 0) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
} else {
|
||||
this->dyna.actor.scale.x = this->dyna.actor.scale.y * 3.0f;
|
||||
this->dyna.actor.scale.z = this->dyna.actor.scale.y * 3.0f;
|
||||
BgIkanaDharma_SpawnEffects(this, play);
|
||||
if (Math_StepToF(&this->dyna.actor.scale.y, 0.0f, 1.0f / 300.0f)) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
this->dyna.actor.scale.x = this->dyna.actor.scale.y * 3.0f;
|
||||
this->dyna.actor.scale.z = this->dyna.actor.scale.y * 3.0f;
|
||||
BgIkanaDharma_SpawnEffects(this, play);
|
||||
}
|
||||
|
||||
void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
|
||||
|
|
|
|||
|
|
@ -65,7 +65,7 @@ void BgIkninside_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_InitAndSetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
|
||||
if (Flags_GetSwitch(play, DMIKNINSIDE_GET_SWITCH(thisx))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
|
|||
CollisionHeader_GetVirtual(&object_iknv_obj_Colheader_012788, &colHeader);
|
||||
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
if (!(gSaveContext.save.weekEventReg[14] & 4)) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -90,7 +90,7 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
|
|||
break;
|
||||
|
||||
default:
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -88,7 +88,7 @@ void BgIknvObj_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetFocus(&this->dyna.actor, IREG(88));
|
||||
break;
|
||||
default:
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -364,7 +364,7 @@ void BgIngate_Init(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
this->timePath = SubS_GetAdditionalPath(play, BGINGATE_GET_FF(&this->dyna.actor), 0);
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -146,14 +146,15 @@ void BgKin2Bombwall_Init(Actor* thisx, PlayState* play) {
|
|||
bombwallCollider = &this->collider;
|
||||
Collider_InitCylinder(play, bombwallCollider);
|
||||
if (Flags_GetSwitch(play, BG_KIN2_BOMBWALL_SWITCH_FLAG(&this->dyna.actor))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
} else {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gOceanSpiderHouseBombableWallCol);
|
||||
Collider_SetCylinder(play, bombwallCollider, &this->dyna.actor, &sCylinderInit);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, bombwallCollider);
|
||||
Actor_SetFocus(&this->dyna.actor, 60.0f);
|
||||
BgKin2Bombwall_SetupWait(this);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gOceanSpiderHouseBombableWallCol);
|
||||
Collider_SetCylinder(play, bombwallCollider, &this->dyna.actor, &sCylinderInit);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, bombwallCollider);
|
||||
Actor_SetFocus(&this->dyna.actor, 60.0f);
|
||||
BgKin2Bombwall_SetupWait(this);
|
||||
}
|
||||
|
||||
void BgKin2Bombwall_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
@ -205,7 +206,7 @@ void BgKin2Bombwall_EndCutscene(BgKin2Bombwall* this, PlayState* play) {
|
|||
this->timer--;
|
||||
if (this->timer <= 0) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -63,7 +63,7 @@ void BgLadder_Init(Actor* thisx, PlayState* play) {
|
|||
} else if (size == LADDER_SIZE_24RUNG) {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_ladder_Colheader_000868);
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -153,15 +153,19 @@ void BgLastBwall_Init(Actor* thisx, PlayState* play) {
|
|||
DynaPolyActor_LoadMesh(play, &this->dyna, D_80C18A48[this->type].colHeader);
|
||||
Collider_InitTris(play, &this->colliderTris);
|
||||
if (Flags_GetSwitch(play, BGLASTBWALL_GET_SWITCHFLAGS(&this->dyna.actor))) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
} else if (!Collider_SetTris(play, &this->colliderTris, &this->dyna.actor, &sTrisInit, this->colliderTrisElement)) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
} else {
|
||||
BgLastBwall_InitCollider(&sTrisInit, &this->dyna.actor.world.pos, &this->dyna.actor.shape.rot,
|
||||
&this->colliderTris, D_80C18AC0[this->type]);
|
||||
SubS_FillCutscenesList(&this->dyna.actor, this->cutscenes, ARRAY_COUNT(this->cutscenes));
|
||||
func_80C187E4(this);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Collider_SetTris(play, &this->colliderTris, &this->dyna.actor, &sTrisInit, this->colliderTrisElement)) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
BgLastBwall_InitCollider(&sTrisInit, &this->dyna.actor.world.pos, &this->dyna.actor.shape.rot, &this->colliderTris,
|
||||
D_80C18AC0[this->type]);
|
||||
SubS_FillCutscenesList(&this->dyna.actor, this->cutscenes, ARRAY_COUNT(this->cutscenes));
|
||||
func_80C187E4(this);
|
||||
}
|
||||
|
||||
void BgLastBwall_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
|
|||
|
|
@ -157,7 +157,7 @@ void BgNumaHana_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_SetCylinder(play, &this->torchCollider, &this->dyna.actor, &sCylinderInit);
|
||||
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||
if (!BgNumaHana_SpawnOpenFlowerCollisionChild(this, play)) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -103,7 +103,7 @@ void BgSinkaiKabe_Init(Actor* thisx, PlayState* play) {
|
|||
this->dyna.actor.unk20, NULL);
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
|
||||
this->actionFunc = BgSinkaiKabe_WaitForPlayer;
|
||||
|
|
@ -140,7 +140,7 @@ void BgSinkaiKabe_WaitForPlayer(BgSinkaiKabe* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->deepPython == NULL) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@ void BgSpdweb_Init(Actor* thisx, PlayState* play) {
|
|||
this->unk_162 = 0;
|
||||
|
||||
if (Flags_GetSwitch(play, this->switchFlag)) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -230,7 +230,7 @@ void func_809CE234(BgSpdweb* this, PlayState* play) {
|
|||
|
||||
if (this->unk_162 == 0) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -373,7 +373,7 @@ void func_809CE830(BgSpdweb* this, PlayState* play) {
|
|||
if (ActorCutscene_GetLength(this->dyna.actor.cutscene) == -1) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
}
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -107,13 +107,13 @@ void BgUmajump_Init(Actor* thisx, PlayState* play) {
|
|||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_UMAJUMP);
|
||||
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
}
|
||||
|
||||
if ((thisx->params == BG_UMAJUMP_TYPE_3) && CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, thisx->world.pos.x, thisx->world.pos.y,
|
||||
thisx->world.pos.z, thisx->shape.rot.x, thisx->shape.rot.y, thisx->shape.rot.z, 0x3E);
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -187,7 +187,7 @@ void func_8091A5A0(Actor* thisx, PlayState* play) {
|
|||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
|
||||
this->dyna.actor.world.pos.z, this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y,
|
||||
this->dyna.actor.shape.rot.z, 0x3E);
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
|
||||
if (this->dyna.actor.params == BG_UMAJUMP_TYPE_5) {
|
||||
|
|
|
|||
|
|
@ -1097,7 +1097,7 @@ void func_809DBFB4(Boss02* this, PlayState* play) {
|
|||
} while (0);
|
||||
|
||||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
Actor_MarkForDeath(this->actor.child);
|
||||
Actor_Kill(this->actor.child);
|
||||
this->actor.child = NULL;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
this->skelAnime.playSpeed = 2.0f;
|
||||
|
|
@ -1924,7 +1924,7 @@ void func_809DD934(Boss02* this, PlayState* play) {
|
|||
temp_a0_5 = play->actorCtx.actorLists[ACTORCAT_BG].first;
|
||||
while (temp_a0_5 != NULL) {
|
||||
if (temp_a0_5->id == ACTOR_BG_INIBS_MOVEBG) {
|
||||
Actor_MarkForDeath(temp_a0_5);
|
||||
Actor_Kill(temp_a0_5);
|
||||
break;
|
||||
}
|
||||
temp_a0_5 = temp_a0_5->next;
|
||||
|
|
|
|||
|
|
@ -457,7 +457,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) {
|
|||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, PLATFORM_HEIGHT, 200.0f, 0, 0,
|
||||
0, ENDOORWARP1_FF_1);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, PLATFORM_HEIGHT, 0.0f, 0, 0, 0, 0);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -157,7 +157,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
|
|||
s32 pad;
|
||||
|
||||
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -277,7 +277,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
boss = play->actorCtx.actorLists[ACTORCAT_BOSS].first;
|
||||
while (boss != NULL) {
|
||||
if (boss->id == ACTOR_EN_WATER_EFFECT) {
|
||||
Actor_MarkForDeath(boss);
|
||||
Actor_Kill(boss);
|
||||
}
|
||||
boss = boss->next;
|
||||
}
|
||||
|
|
@ -559,7 +559,7 @@ void func_809ED2A0(Boss04* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->unk_1FA == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -213,7 +213,7 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
|||
temp_s0 = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].first;
|
||||
while (temp_s0 != NULL) {
|
||||
if (temp_s0->id == ACTOR_EN_ARROW) {
|
||||
Actor_MarkForDeath(temp_s0);
|
||||
Actor_Kill(temp_s0);
|
||||
}
|
||||
temp_s0 = temp_s0->next;
|
||||
}
|
||||
|
|
@ -382,7 +382,7 @@ void func_809F2C44(Boss06* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (D_809F4970->unk_153 == 2) {
|
||||
Actor_MarkForDeath(this->actor.child);
|
||||
Actor_Kill(this->actor.child);
|
||||
this->actor.child = NULL;
|
||||
func_809F2E14(this, play);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -213,7 +213,7 @@ void func_808CDBDC(DemoEffect* this, PlayState* play) {
|
|||
func_800B8FE8(&this->actor, NA_SE_EV_TIMETRIP_LIGHT - SFX_FLAG);
|
||||
} else {
|
||||
func_808CDAD0(1.0f);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -232,7 +232,7 @@ void func_808CDD70(DemoEffect* this, PlayState* play) {
|
|||
|
||||
this->timer++;
|
||||
if (this->actor.scale.x < 0.02f) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -52,10 +52,11 @@ void DemoGetitem_Init(Actor* thisx, PlayState* play) {
|
|||
this->csAction = sCsActionIndices[itemIndex];
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, sObjectBankIndices[itemIndex]);
|
||||
if (objectIndex < 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
this->objectIndex = objectIndex;
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
this->objectIndex = objectIndex;
|
||||
}
|
||||
|
||||
void DemoGetitem_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
@ -82,17 +83,22 @@ void func_80A4FB68(DemoGetitem* this, PlayState* play2) {
|
|||
this->actor.draw = DemoGetitem_Draw;
|
||||
Cutscene_ActorTranslate(&this->actor, play, Cutscene_GetActorActionIndex(play, this->csAction));
|
||||
this->actor.shape.rot.y += 0x3E8;
|
||||
return;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
this->actor.draw = DemoGetitem_Draw;
|
||||
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetActorActionIndex(play, this->csAction));
|
||||
this->actor.shape.yOffset = Math_SinS(sp22) * 15.0f;
|
||||
return;
|
||||
break;
|
||||
|
||||
default:
|
||||
this->actor.draw = NULL;
|
||||
break;
|
||||
}
|
||||
this->actor.draw = NULL;
|
||||
} else {
|
||||
this->actor.draw = NULL;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ void DemoKakyo_LostWoodsSparkleActionFunc(DemoKankyo* this, PlayState* play) {
|
|||
if (play->envCtx.unk_F2[3] != 0) {
|
||||
play->envCtx.unk_F2[3]--;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if (play->envCtx.unk_F2[3] < DEMOKANKYO_EFFECT_COUNT) {
|
||||
play->envCtx.unk_F2[3] += 16;
|
||||
|
|
@ -454,7 +454,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
|
|||
DemoKankyo_SetupAction(this, DemoKakyo_LostWoodsSparkleActionFunc);
|
||||
sLostWoodsSparklesMutex = true;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -484,7 +484,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
|
|||
void DemoKankyo_Destroy(Actor* thisx, PlayState* play) {
|
||||
DemoKankyo* this = THIS;
|
||||
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
void DemoKankyo_Update(Actor* thisx, PlayState* play) {
|
||||
|
|
|
|||
|
|
@ -131,7 +131,7 @@ void DemoTreLgt_Animate(DemoTreLgt* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
if (SkelCurve_Update(play, &this->skelCurve)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -528,7 +528,7 @@ void DmChar00_Init(Actor* thisx, PlayState* play) {
|
|||
DmChar00* this = THIS;
|
||||
|
||||
if ((play->sceneId == SCENE_LOST_WOODS) && !Cutscene_IsPlaying(play)) {
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
}
|
||||
|
||||
this->unk_240 = D_80AA77A8[DMCHAR00_GET(thisx)];
|
||||
|
|
@ -648,7 +648,7 @@ void func_80AA62FC(DmChar00* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 0x16:
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
case 0x17:
|
||||
|
|
|
|||
|
|
@ -124,7 +124,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
|
|||
this->dyna.actor.world.rot.y += 0x8000;
|
||||
this->dyna.actor.shape.rot.y += 0x8000;
|
||||
if (!(gSaveContext.save.weekEventReg[20] & 1)) {
|
||||
Actor_MarkForDeath(&this->dyna.actor);
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -92,7 +92,7 @@ void DmChar02_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetScale(&this->actor, 0.01f);
|
||||
this->actionFunc = DmChar02_PerformCutsceneActions;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -151,7 +151,7 @@ void DmChar02_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_PickUp(&this->actor, play, GI_OCARINA, 30.0f, 80.0f);
|
||||
} else {
|
||||
gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
DmChar02_PlaySfxForCutscenes(this, play);
|
||||
|
|
|
|||
|
|
@ -106,7 +106,7 @@ void func_80AAB710(DmChar03* this, PlayState* play) {
|
|||
case 3:
|
||||
this->unk_18E = false;
|
||||
shouldChangeAnim = false;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
case 4:
|
||||
Item_Give(play, ITEM_MASK_DEKU);
|
||||
|
|
|
|||
|
|
@ -338,7 +338,7 @@ void func_80AACF04(DmChar05* this, PlayState* play) {
|
|||
|
||||
case 5:
|
||||
sp2F = false;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
@ -382,7 +382,7 @@ void func_80AACF04(DmChar05* this, PlayState* play) {
|
|||
|
||||
case 5:
|
||||
sp2F = false;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
@ -425,7 +425,7 @@ void func_80AACF04(DmChar05* this, PlayState* play) {
|
|||
|
||||
case 5:
|
||||
sp2F = false;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ void DmRavine_Init(Actor* thisx, PlayState* play) {
|
|||
DmRavine* this = THIS;
|
||||
|
||||
if (((((void)0, gSaveContext.save.weekEventReg[0]) & 0x10) | cREG(0)) != 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -71,7 +71,7 @@ void DmRavine_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
break;
|
||||
case DM_RAVINE_STATE_PENDING_DEATH:
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1017,7 +1017,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
this->objectStk2ObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_STK2);
|
||||
this->objectStk3ObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_STK3);
|
||||
if (this->objectStkObjectIndex < 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
this->tatlMessageTimer = 0;
|
||||
|
|
@ -1090,7 +1090,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
} else if ((play->sceneId == SCENE_00KEIKOKU) && (gSaveContext.sceneLayer == 0)) {
|
||||
if (!(play->actorCtx.flags & ACTORCTX_FLAG_1)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
this->maskType = SK_MASK_TYPE_GLOWING_EYES;
|
||||
|
|
@ -1102,7 +1102,7 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc = DmStk_WaitForTelescope;
|
||||
} else {
|
||||
if ((play->sceneId == SCENE_LOST_WOODS) && !Cutscene_IsPlaying(play)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
this->maskType = SK_MASK_TYPE_GLOWING_EYES;
|
||||
|
|
@ -1420,7 +1420,7 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 25:
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
||||
case 26:
|
||||
|
|
@ -1632,7 +1632,7 @@ void DmStk_UpdateCutscenes(DmStk* this, PlayState* play) {
|
|||
this->fadeOutState = SK_FADE_OUT_STATE_NONE;
|
||||
gSaveContext.save.weekEventReg[12] |= 4;
|
||||
if (!(play->actorCtx.flags & ACTORCTX_FLAG_1)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->shouldDraw = false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -231,7 +231,7 @@ void DmTag_Init(Actor* thisx, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (gSaveContext.save.weekEventReg[85] & 4) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -243,7 +243,7 @@ void DmTag_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
this->actionFunc = func_80C229EC;
|
||||
} else if (this->actor.room == 2) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->actor.targetMode = 1;
|
||||
this->unk_18E = 1;
|
||||
|
|
|
|||
|
|
@ -200,7 +200,6 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
|
|||
DoorShutter* this = THIS;
|
||||
s32 sp24;
|
||||
s32 i;
|
||||
s8 objId;
|
||||
|
||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||
this->doorType = DOORSHUTTER_GET_380(&this->actor);
|
||||
|
|
@ -233,9 +232,10 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
|
|||
this->actor.room = -1;
|
||||
}
|
||||
|
||||
// clang-format off
|
||||
objId = Object_GetIndex(&play->objectCtx, D_808A2180[sp24].objectId); this->requiredObjBankIndex = objId; if (objId < 0) { Actor_MarkForDeath(&this->actor); return; }
|
||||
// clang-format on
|
||||
if ((this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, D_808A2180[sp24].objectId)) < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
DoorShutter_SetupAction(this, DoorShutter_SetupType);
|
||||
this->unk_163 = sp24;
|
||||
|
|
|
|||
|
|
@ -179,7 +179,7 @@ void DoorSpiral_Init(Actor* thisx, PlayState* play) {
|
|||
s8 objBankId;
|
||||
|
||||
if (this->actor.room != play->doorCtx.transitionActorList[transition].sides[0].room) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -191,7 +191,7 @@ void DoorSpiral_Init(Actor* thisx, PlayState* play) {
|
|||
this->bankIndex = objBankId;
|
||||
|
||||
if (objBankId < 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -79,40 +79,41 @@ void func_80A4C5CC(EffChange* this, PlayState* play) {
|
|||
f32 phi_fv0;
|
||||
|
||||
if (func_80183DE0(&this->skeletonInfo)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
ActorCutscene_Stop(0x7B);
|
||||
func_800FD2B4(play, 0.0f, 850.0f, 0.2f, 0.0f);
|
||||
} else {
|
||||
this->step++;
|
||||
if (this->skeletonInfo.frameCtrl.unk_10 < 20.0f) {
|
||||
if ((this->primColors[3]) < 242) {
|
||||
this->primColors[3] += 13;
|
||||
} else {
|
||||
this->primColors[3] = 255;
|
||||
}
|
||||
} else if (this->skeletonInfo.frameCtrl.unk_10 > 70.0f) {
|
||||
if ((this->primColors[3]) >= 14) {
|
||||
this->primColors[3] -= 13;
|
||||
} else {
|
||||
this->primColors[3] = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
this->step++;
|
||||
if (this->skeletonInfo.frameCtrl.unk_10 < 20.0f) {
|
||||
if ((this->primColors[3]) < 242) {
|
||||
this->primColors[3] += 13;
|
||||
} else {
|
||||
this->primColors[3] = 255;
|
||||
}
|
||||
|
||||
phi_fv0 = this->primColors[3] * (1.0f / 255.0f);
|
||||
if (phi_fv0 > 1.0f) {
|
||||
phi_fv0 = 1.0f;
|
||||
} else if (phi_fv0 < 0.0f) {
|
||||
phi_fv0 = 0.0f;
|
||||
} else if (this->skeletonInfo.frameCtrl.unk_10 > 70.0f) {
|
||||
if ((this->primColors[3]) >= 14) {
|
||||
this->primColors[3] -= 13;
|
||||
} else {
|
||||
this->primColors[3] = 0;
|
||||
}
|
||||
func_800FD2B4(play, phi_fv0, 850.0f, 0.2f, 0.0f);
|
||||
if (ActorCutscene_GetCurrentIndex() != 0x7B) {
|
||||
if (ActorCutscene_GetCanPlayNext(0x7B)) {
|
||||
ActorCutscene_Start(0x7B, &this->actor);
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(0x7B);
|
||||
}
|
||||
} else {
|
||||
this->primColors[3] = 255;
|
||||
}
|
||||
|
||||
phi_fv0 = this->primColors[3] * (1.0f / 255.0f);
|
||||
if (phi_fv0 > 1.0f) {
|
||||
phi_fv0 = 1.0f;
|
||||
} else if (phi_fv0 < 0.0f) {
|
||||
phi_fv0 = 0.0f;
|
||||
}
|
||||
func_800FD2B4(play, phi_fv0, 850.0f, 0.2f, 0.0f);
|
||||
if (ActorCutscene_GetCurrentIndex() != 0x7B) {
|
||||
if (ActorCutscene_GetCanPlayNext(0x7B)) {
|
||||
ActorCutscene_Start(0x7B, &this->actor);
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(0x7B);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -175,7 +175,7 @@ void func_80919230(EffDust* this, PlayState* play) {
|
|||
if (this->life != 0) {
|
||||
this->life--;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(this->distanceTraveled); i++) {
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ s32 func_8092DF9C(ElfMsg* this, PlayState* play) {
|
|||
if (ELFMSG_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
if (this->actor.home.rot.y == 0x81) {
|
||||
|
|
@ -54,7 +54,7 @@ s32 func_8092DF9C(ElfMsg* this, PlayState* play) {
|
|||
if (ELFMSG_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -63,7 +63,7 @@ s32 func_8092DF9C(ElfMsg* this, PlayState* play) {
|
|||
}
|
||||
if (Flags_GetSwitch(play, ELFMSG_GET_SWITCHFLAG(&this->actor))) {
|
||||
(void)"共倒れ"; // "Collapse together"
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
@ -139,9 +139,12 @@ void ElfMsg_Update(Actor* thisx, PlayState* play) {
|
|||
if (ELFMSG_GET_SWITCHFLAG(thisx) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG_GET_SWITCHFLAG(thisx));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
this->actionFunc(this, play);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ s32 func_8096EC4C(ElfMsg2* this, PlayState* play) {
|
|||
if (ELFMSG2_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG2_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
if (this->actor.home.rot.y == 129) {
|
||||
|
|
@ -56,7 +56,7 @@ s32 func_8096EC4C(ElfMsg2* this, PlayState* play) {
|
|||
if (ELFMSG2_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG2_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -65,7 +65,7 @@ s32 func_8096EC4C(ElfMsg2* this, PlayState* play) {
|
|||
}
|
||||
if (Flags_GetSwitch(play, ELFMSG2_GET_SWITCHFLAG(&this->actor))) {
|
||||
(void)"共倒れ"; // "Collapse together"
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
@ -105,14 +105,16 @@ void func_8096EE64(ElfMsg2* this, PlayState* play) {
|
|||
ActorCutscene_Stop(this->actor.cutscene);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->actor.home.rot.z != 1) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
if (ELFMSG2_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG2_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
} else {
|
||||
ElfMsg2_SetupAction(this, func_8096EF98);
|
||||
return;
|
||||
}
|
||||
|
||||
ElfMsg2_SetupAction(this, func_8096EF98);
|
||||
} else if ((this->actor.cutscene != -1) && (ActorCutscene_GetCurrentIndex() != this->actor.cutscene)) {
|
||||
if (ActorCutscene_GetCurrentIndex() == 0x7C) {
|
||||
ActorCutscene_Stop(0x7C);
|
||||
|
|
|
|||
|
|
@ -45,7 +45,7 @@ s32 func_80A2CD1C(ElfMsg3* this, PlayState* play) {
|
|||
if (ELFMSG3_GET_SWITCH(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG3_GET_SWITCH(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
if (this->actor.home.rot.y == 0x81) {
|
||||
|
|
@ -53,7 +53,7 @@ s32 func_80A2CD1C(ElfMsg3* this, PlayState* play) {
|
|||
if (ELFMSG3_GET_SWITCH(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG3_GET_SWITCH(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -62,7 +62,7 @@ s32 func_80A2CD1C(ElfMsg3* this, PlayState* play) {
|
|||
}
|
||||
if (Flags_GetSwitch(play, ELFMSG3_GET_SWITCH(&this->actor))) {
|
||||
(void)"共倒れ"; // "Collapse together"
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
@ -137,9 +137,12 @@ void ElfMsg3_Update(Actor* thisx, PlayState* play) {
|
|||
if (ELFMSG3_GET_SWITCH(thisx) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG3_GET_SWITCH(thisx));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
this->actionFunc(this, play);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ s32 func_80AFD380(ElfMsg4* this, PlayState* play) {
|
|||
if (ELFMSG4_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG4_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
if (this->actor.home.rot.y == 0x81) {
|
||||
|
|
@ -54,7 +54,7 @@ s32 func_80AFD380(ElfMsg4* this, PlayState* play) {
|
|||
if (ELFMSG4_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG4_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -63,7 +63,7 @@ s32 func_80AFD380(ElfMsg4* this, PlayState* play) {
|
|||
}
|
||||
if (Flags_GetSwitch(play, ELFMSG4_GET_SWITCHFLAG(&this->actor))) {
|
||||
(void)"共倒れ"; // "Collapse together"
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
@ -156,14 +156,20 @@ void ElfMsg4_Update(Actor* thisx, PlayState* play) {
|
|||
if (!func_80AFD380(this, play)) {
|
||||
bgActor = this->elfMsg5;
|
||||
if ((bgActor != NULL) && (bgActor->update == NULL)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if ((bgActor != NULL) && (Actor_ProcessTalkRequest(bgActor, &play->state))) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((bgActor != NULL) && (Actor_ProcessTalkRequest(bgActor, &play->state))) {
|
||||
if (ELFMSG4_GET_SWITCHFLAG(thisx) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG4_GET_SWITCHFLAG(thisx));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((this->actor.home.rot.y >= 0) || (this->actor.home.rot.y < -0x80) ||
|
||||
(Flags_GetSwitch(play, -1 - this->actor.home.rot.y))) {
|
||||
this->actionFunc(this, play);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ s32 func_80AFD990(ElfMsg5* this, PlayState* play) {
|
|||
if (ELFMSG5_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG5_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
if (this->actor.home.rot.y == 0x81) {
|
||||
|
|
@ -50,7 +50,7 @@ s32 func_80AFD990(ElfMsg5* this, PlayState* play) {
|
|||
if (ELFMSG5_GET_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG5_GET_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -59,7 +59,7 @@ s32 func_80AFD990(ElfMsg5* this, PlayState* play) {
|
|||
}
|
||||
if (Flags_GetSwitch(play, ELFMSG5_GET_SWITCHFLAG(&this->actor))) {
|
||||
(void)"共倒れ"; // Collapse together
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -147,7 +147,7 @@ void ElfMsg6_Init(Actor* thisx, PlayState* play) {
|
|||
case 0:
|
||||
this->actionFunc = func_80BA1E30;
|
||||
if (func_80BA16F4(this, play)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
|
@ -156,21 +156,21 @@ void ElfMsg6_Init(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc = func_80BA1F80;
|
||||
if ((this->actor.cutscene == -1) || ((ELFMSG6_SWITCHFLAG(&this->actor) != 0x7F) &&
|
||||
Flags_GetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor)))) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
switch (ELFMSG6_GET_F0(&this->actor)) {
|
||||
case 0:
|
||||
if (gSaveContext.save.inventory.items[ITEM_HOOKSHOT] != ITEM_HOOKSHOT) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
if (gSaveContext.save.weekEventReg[83] & 2) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
|
@ -179,19 +179,19 @@ void ElfMsg6_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
case 2:
|
||||
if (INV_CONTENT(ITEM_OCARINA) == ITEM_OCARINA) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (gSaveContext.save.weekEventReg[8] & 0x40) {
|
||||
if (gSaveContext.save.weekEventReg[88] & 0x20) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
this->actor.textId = 0x25B;
|
||||
} else {
|
||||
if (!(gSaveContext.save.weekEventReg[74] & 0x20) || (gSaveContext.save.weekEventReg[79] & 0x10)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
this->actor.textId = 0x224;
|
||||
|
|
@ -204,7 +204,7 @@ void ElfMsg6_Init(Actor* thisx, PlayState* play) {
|
|||
Flags_GetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor))) ||
|
||||
(gSaveContext.save.weekEventReg[88] & 0x10) || (gSaveContext.save.weekEventReg[91] & 1) ||
|
||||
(INV_CONTENT(ITEM_MASK_ZORA) == ITEM_MASK_ZORA)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
this->actionFunc = func_80BA2048;
|
||||
|
|
@ -272,7 +272,7 @@ void func_80BA1CF8(ElfMsg6* this, PlayState* play) {
|
|||
gSaveContext.save.weekEventReg[88] |= 0x20;
|
||||
break;
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -315,7 +315,7 @@ void func_80BA1E30(ElfMsg6* this, PlayState* play) {
|
|||
break;
|
||||
}
|
||||
func_80BA165C();
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -331,7 +331,7 @@ void func_80BA1E30(ElfMsg6* this, PlayState* play) {
|
|||
|
||||
void func_80BA1F80(ElfMsg6* this, PlayState* play) {
|
||||
if (((ELFMSG6_GET_F0(&this->actor)) == 1) && (gSaveContext.save.weekEventReg[83] & 2)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -339,10 +339,11 @@ void func_80BA1F80(ElfMsg6* this, PlayState* play) {
|
|||
if (ActorCutscene_GetCanPlayNext(this->actor.cutscene)) {
|
||||
ActorCutscene_StartAndSetUnkLinkFields(this->actor.cutscene, NULL);
|
||||
Flags_SetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor));
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
ActorCutscene_SetIntentToPlay(this->actor.cutscene);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -357,14 +358,14 @@ void func_80BA2048(ElfMsg6* this, PlayState* play) {
|
|||
if (ELFMSG6_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (((ELFMSG6_SWITCHFLAG(&this->actor) != 0x7F) && Flags_GetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor))) ||
|
||||
(gSaveContext.save.weekEventReg[88] & 0x10) || (gSaveContext.save.weekEventReg[91] & 1) ||
|
||||
(INV_CONTENT(ITEM_MASK_ZORA) == ITEM_MASK_ZORA)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -375,7 +376,7 @@ void func_80BA2048(ElfMsg6* this, PlayState* play) {
|
|||
|
||||
void func_80BA215C(ElfMsg6* this, PlayState* play) {
|
||||
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -392,13 +393,13 @@ void func_80BA21C4(ElfMsg6* this, PlayState* play) {
|
|||
if (ELFMSG6_SWITCHFLAG(&this->actor) != 0x7F) {
|
||||
Flags_SetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor));
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (((ELFMSG6_SWITCHFLAG(&this->actor) != 0x7F) && Flags_GetSwitch(play, ELFMSG6_SWITCHFLAG(&this->actor))) ||
|
||||
CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -512,7 +512,7 @@ void EnAh_Init(Actor* thisx, PlayState* play) {
|
|||
EnAh* this = THIS;
|
||||
|
||||
if (func_80BD2A30(this, play, ACTORCAT_NPC, ACTOR_EN_AH)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1099,10 +1099,10 @@ void func_80BEE938(EnAkindonuts* this, PlayState* play) {
|
|||
if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
this->unk_2DC = func_80BED680;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->unk_2DC = func_80BED3BC;
|
||||
}
|
||||
|
|
@ -1113,10 +1113,10 @@ void func_80BEE938(EnAkindonuts* this, PlayState* play) {
|
|||
if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
this->unk_2DC = func_80BEDB88;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->unk_2DC = func_80BED8A4;
|
||||
}
|
||||
|
|
@ -1127,10 +1127,10 @@ void func_80BEE938(EnAkindonuts* this, PlayState* play) {
|
|||
if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
this->unk_2DC = func_80BEE070;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->unk_2DC = func_80BEDDAC;
|
||||
}
|
||||
|
|
@ -1141,10 +1141,10 @@ void func_80BEE938(EnAkindonuts* this, PlayState* play) {
|
|||
if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
this->unk_2DC = func_80BEE530;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if (ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
this->unk_2DC = func_80BEE274;
|
||||
}
|
||||
|
|
@ -1586,7 +1586,7 @@ void func_80BEFAF0(EnAkindonuts* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80BEFD74(EnAkindonuts* this, PlayState* play) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
void EnAkindonuts_Init(Actor* thisx, PlayState* play) {
|
||||
|
|
@ -1608,7 +1608,7 @@ void EnAkindonuts_Init(Actor* thisx, PlayState* play) {
|
|||
if (!ENAKINDONUTS_GET_4(&this->actor)) {
|
||||
this->path = SubS_GetPathByIndex(play, ENAKINDONUTS_GET_FC00(&this->actor), 0x3F);
|
||||
if (this->path == NULL) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -437,7 +437,7 @@ void func_808B0894(EnAm* this, PlayState* play) {
|
|||
func_800B0EB0(play, &dustPos, &gZeroVec3f, &gZeroVec3f, &D_808B1120, &D_808B1124, 200, 45, 12);
|
||||
}
|
||||
} else if (this->explodeTimer == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
} else if (!(this->explodeTimer & 3)) {
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 4);
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@ void func_8088A594(EnArrow* this, PlayState* play) {
|
|||
if (this->actor.params == ENARROW_7) {
|
||||
Magic_Reset(play);
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -298,7 +298,7 @@ void func_8088AA98(EnArrow* this, PlayState* play) {
|
|||
if ((this->actor.params == ENARROW_4) || (this->actor.params == ENARROW_3)) {
|
||||
if ((this->actor.params == ENARROW_4) && (func_8088B6B0 != this->actionFunc)) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_BG_ICEFLOE, sp44.x, sp44.y, sp44.z, 0, 0, 0, 300);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -306,7 +306,7 @@ void func_8088AA98(EnArrow* this, PlayState* play) {
|
|||
this->collider.info.toucher.dmgFlags = 0x20;
|
||||
|
||||
if (this->actor.child != NULL) {
|
||||
Actor_MarkForDeath(this->actor.child);
|
||||
Actor_Kill(this->actor.child);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -357,7 +357,7 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
|
|||
EffectSs_Spawn(play, EFFECT_SS_SBN, 128, &sp84);
|
||||
}
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -382,7 +382,7 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
|
|||
}
|
||||
EffectSsStone1_Spawn(play, &this->actor.world.pos, 0);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, sp82);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
EffectSsHitmark_SpawnCustomScale(play, 0, 150, &this->actor.world.pos);
|
||||
|
||||
|
|
@ -516,7 +516,7 @@ void func_8088B630(EnArrow* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (DECR(this->unk_260) == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -526,7 +526,7 @@ void func_8088B6B0(EnArrow* this, PlayState* play) {
|
|||
func_8088AA98(this, play);
|
||||
|
||||
if (DECR(this->unk_260) == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -282,7 +282,7 @@ void EnAttackNiw_EnterViewFromOffscreen(EnAttackNiw* this, PlayState* play) {
|
|||
|
||||
void EnAttackNiw_AimAtPlayer(EnAttackNiw* this, PlayState* play) {
|
||||
if (!EnAttackNiw_IsOnScreen(this, play)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -334,7 +334,7 @@ void EnAttackNiw_AimAtPlayer(EnAttackNiw* this, PlayState* play) {
|
|||
|
||||
void EnAttackNiw_FlyAway(EnAttackNiw* this, PlayState* play) {
|
||||
if (!EnAttackNiw_IsOnScreen(this, play)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -376,10 +376,12 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.floorHeight <= BGCHECK_Y_MIN) { // under the world
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
} else if ((this->actor.bgCheckFlags & 0x20) && // on or below water
|
||||
(this->actionFunc != EnAttackNiw_FlyAway)) {
|
||||
if ((this->actor.bgCheckFlags & 0x20) && // on or below water
|
||||
(this->actionFunc != EnAttackNiw_FlyAway)) {
|
||||
Math_Vec3f_Copy(&splashPos, &this->actor.world.pos);
|
||||
splashPos.y += this->actor.depthInWater;
|
||||
EffectSsGSplash_Spawn(play, &splashPos, NULL, NULL, 0, 400);
|
||||
|
|
|
|||
|
|
@ -162,7 +162,7 @@ void func_80A94B20(PlayState* play) {
|
|||
ring = SubS_FindActor(play, ring, ACTORCAT_MISC, ACTOR_EN_TWIG);
|
||||
if (ring != NULL) {
|
||||
if (RACERING_GET_PARAM_F(ring) == 1) {
|
||||
Actor_MarkForDeath(ring);
|
||||
Actor_Kill(ring);
|
||||
}
|
||||
ring = ring->next;
|
||||
}
|
||||
|
|
@ -240,7 +240,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
|
|||
break;
|
||||
}
|
||||
if (phi_v1) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -514,7 +514,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
|
|||
(BOMB_SHOP_LADY_GET_PATH_INDEX(&this->actor) != 0x3F)) {
|
||||
if ((gSaveContext.save.weekEventReg[58] & 0x40) ||
|
||||
(gSaveContext.save.time >= CLOCK_TIME(0, 20) && (gSaveContext.save.time < CLOCK_TIME(6, 0)))) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -525,7 +525,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
|
|||
} else if ((BOMB_SHOP_LADY_GET_TYPE(&this->actor) == BOMB_SHOP_LADY_TYPE_IDLE) &&
|
||||
(gSaveContext.save.entrance == ENTRANCE(NORTH_CLOCK_TOWN, 7))) {
|
||||
if (gSaveContext.save.weekEventReg[81] & 2) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -540,7 +540,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) {
|
|||
this->stateFlags |= BOMB_SHOP_LADY_STATE_AUTOTALK;
|
||||
this->actionFunc = EnBaba_Idle;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
|
|
|
|||
|
|
@ -299,7 +299,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) {
|
|||
|
||||
void EnBaguo_PostDetonation(EnBaguo* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
if (this->timer >= 26) {
|
||||
|
|
|
|||
|
|
@ -73,7 +73,7 @@ void EnBaisen_Init(Actor* thisx, PlayState* play) {
|
|||
this->unk290 = true;
|
||||
if (!(gSaveContext.save.weekEventReg[63] & 0x80) &&
|
||||
((gSaveContext.save.day != 3) || !gSaveContext.save.isNight)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else {
|
||||
this->collider.dim.radius = 30;
|
||||
|
|
@ -81,7 +81,7 @@ void EnBaisen_Init(Actor* thisx, PlayState* play) {
|
|||
this->collider.dim.yShift = 0;
|
||||
if ((gSaveContext.save.weekEventReg[63] & 0x80) ||
|
||||
((gSaveContext.save.day == 3) && (gSaveContext.save.isNight))) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
this->actor.targetMode = 6;
|
||||
|
|
@ -249,7 +249,7 @@ void EnBaisen_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
if ((this->paramCopy != 0) && (gSaveContext.save.day == 3) && gSaveContext.save.isNight) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
|
|
|
|||
|
|
@ -142,10 +142,10 @@ void EnBat_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetFocus(thisx, 20.0f);
|
||||
|
||||
if (sAlreadySpawned) {
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
} else if (EnBat_IsGraveyardOnSecondDay(play)) {
|
||||
if (Flags_GetSwitch(play, this->switchFlag)) {
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
} else {
|
||||
this->actor.room = -1;
|
||||
}
|
||||
|
|
@ -369,7 +369,7 @@ void EnBat_Die(EnBat* this, PlayState* play) {
|
|||
|
||||
func_800B3030(play, &this->actor.world.pos, &gZeroVec3f, &gZeroVec3f, 100, 0, 0);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 11, NA_SE_EN_EXTINCT);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
|
||||
if (this->actor.room == -1) {
|
||||
Actor* enemy = NULL;
|
||||
|
|
|
|||
|
|
@ -220,7 +220,7 @@ void EnBba01_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if ((this->enHy.animObjIndex < 0) || (this->enHy.headObjIndex < 0) || (this->enHy.skelUpperObjIndex < 0) ||
|
||||
(this->enHy.skelLowerObjIndex < 0)) {
|
||||
Actor_MarkForDeath(&this->enHy.actor);
|
||||
Actor_Kill(&this->enHy.actor);
|
||||
}
|
||||
this->enHy.actor.draw = NULL;
|
||||
Collider_InitCylinder(play, &this->enHy.collider);
|
||||
|
|
|
|||
|
|
@ -466,12 +466,13 @@ void EnBbfall_Dead(EnBbfall* this, PlayState* play) {
|
|||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->bodyPartsPos[i], 11, NA_SE_EN_EXTINCT);
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
for (i = 0; i < ARRAY_COUNT(this->bodyPartsPos); i++) {
|
||||
Math_Vec3f_Sum(&this->bodyPartsPos[i], &this->bodyPartsVelocity[i], &this->bodyPartsPos[i]);
|
||||
this->bodyPartsVelocity[i].y += this->actor.gravity;
|
||||
}
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(this->bodyPartsPos); i++) {
|
||||
Math_Vec3f_Sum(&this->bodyPartsPos[i], &this->bodyPartsVelocity[i], &this->bodyPartsPos[i]);
|
||||
this->bodyPartsVelocity[i].y += this->actor.gravity;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -243,7 +243,7 @@ void EnBee_UpdateDamage(EnBee* this, PlayState* play) {
|
|||
this->actor.colChkInfo.health = 0;
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 50, NA_SE_EN_EXTINCT);
|
||||
func_800B3030(play, &this->actor.world.pos, &gZeroVec3f, &gZeroVec3f, 100, 0, 2);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -106,7 +106,7 @@ void EnBigokuta_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (gSaveContext.save.weekEventReg[20] & 2 ||
|
||||
((this->picto.actor.params != 0xFF) && Flags_GetSwitch(play, this->picto.actor.params))) {
|
||||
Actor_MarkForDeath(&this->picto.actor);
|
||||
Actor_Kill(&this->picto.actor);
|
||||
} else {
|
||||
this->picto.actor.world.pos.y -= 99.0f;
|
||||
EnBigokuta_SetupIdle(this);
|
||||
|
|
@ -451,7 +451,7 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
|
|||
}
|
||||
|
||||
ActorCutscene_Stop(this->cutscene);
|
||||
Actor_MarkForDeath(&this->picto.actor);
|
||||
Actor_Kill(&this->picto.actor);
|
||||
|
||||
if (!(gSaveContext.eventInf[4] & 2) && !(gSaveContext.eventInf[3] & 0x20)) {
|
||||
func_800B724C(play, &this->picto.actor, 6);
|
||||
|
|
@ -517,7 +517,7 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play) {
|
|||
EnBigokuta* this = THIS;
|
||||
|
||||
if (!EnBigokuta_IsInWater(this, play)) {
|
||||
Actor_MarkForDeath(&this->picto.actor);
|
||||
Actor_Kill(&this->picto.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -710,7 +710,7 @@ void func_80A28EE8(EnBigpamet* this, PlayState* play) {
|
|||
|
||||
func_800B0DE0(play, &pos, &gZeroVec3f, &gZeroVec3f, &D_80A29788, &D_80A2978C, 800, 50);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 50, NA_SE_EN_NPC_FADEAWAY);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
this->actor.scale.y = this->actor.scale.x;
|
||||
|
|
|
|||
|
|
@ -185,11 +185,12 @@ void EnBigpo_Init(Actor* thisx, PlayState* play2) {
|
|||
thisx->params &= 0xFF;
|
||||
if (thisx->params == ENBIGPO_POSSIBLEFIRE) {
|
||||
if (Flags_GetSwitch(play, this->switchFlags)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
thisx->update = Actor_Noop;
|
||||
EnBigpo_InitHiddenFire(this);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
thisx->update = Actor_Noop;
|
||||
EnBigpo_InitHiddenFire(this);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -215,7 +216,7 @@ void EnBigpo_Init(Actor* thisx, PlayState* play2) {
|
|||
this->mainColor.a = 0; // fully invisible
|
||||
|
||||
if ((this->switchFlags != 0xFF) && (Flags_GetSwitch(play, this->switchFlags))) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
if (thisx->params == ENBIGPO_REGULAR) { // the well poe, starts immediately
|
||||
|
|
@ -819,8 +820,11 @@ void EnBigpo_SetupScoopSoulIdle(EnBigpo* this) {
|
|||
void EnBigpo_ScoopSoulIdle(EnBigpo* this, PlayState* play) {
|
||||
DECR(this->idleTimer);
|
||||
if (Actor_HasParent(&this->actor, play)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if (this->idleTimer == 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->idleTimer == 0) {
|
||||
// took too long, soul is leaving
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_LAUGH);
|
||||
EnBigpo_SetupScoopSoulLeaving(this);
|
||||
|
|
@ -838,7 +842,7 @@ void EnBigpo_SetupScoopSoulLeaving(EnBigpo* this) {
|
|||
void EnBigpo_ScoopSoulFadingAway(EnBigpo* this, PlayState* play) {
|
||||
EnBigpo_AdjustPoAlpha(this, -13);
|
||||
if (this->mainColor.a == 0) { // fully invisible
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -981,7 +985,7 @@ void EnBigpo_WaitingForDampe(EnBigpo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnBigpo_Die(EnBigpo* this, PlayState* play) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
void EnBigpo_SetupFireRevealed(EnBigpo* this) {
|
||||
|
|
@ -1045,7 +1049,7 @@ void EnBigpo_FlameCircleCutscene(EnBigpo* this, PlayState* play) {
|
|||
EnBigpo* parentPoh = (EnBigpo*)this->actor.parent;
|
||||
Flags_SetSwitch(play, this->switchFlags);
|
||||
Math_Vec3f_Copy(&parentPoh->fires[this->unk20C].pos, &this->actor.world.pos);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
if (this->unk20C == 0) {
|
||||
parentPoh->actor.draw = EnBigpo_DrawCircleFlames;
|
||||
Actor_SetScale(&parentPoh->actor, 0.01f);
|
||||
|
|
|
|||
|
|
@ -341,7 +341,7 @@ void EnBigslime_Init(Actor* thisx, PlayState* play2) {
|
|||
this->actor.params = CLAMP(this->actor.params, 1, 4);
|
||||
|
||||
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
if (!(gSaveContext.save.weekEventReg[isFrogReturnedFlags[this->actor.params - 1] >> 8] &
|
||||
(u8)isFrogReturnedFlags[this->actor.params - 1])) {
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_MINIFROG, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
|
|
@ -360,10 +360,10 @@ void EnBigslime_Init(Actor* thisx, PlayState* play2) {
|
|||
ACTOR_EN_MINISLIME, 0.0f, 0.0f, 0.0f, 0, 0, 0, i);
|
||||
if (this->minislime[i] == NULL) {
|
||||
for (i = i - 1; i >= 0; i--) {
|
||||
Actor_MarkForDeath(&this->minislime[i]->actor);
|
||||
Actor_Kill(&this->minislime[i]->actor);
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -2509,7 +2509,7 @@ void EnBigslime_Despawn(EnBigslime* this, PlayState* play) {
|
|||
this->minislime[i]->actor.params = MINISLIME_DESPAWN;
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -357,7 +357,7 @@ void EnBji01_Init(Actor* thisx, PlayState* play) {
|
|||
func_809CCE98(this, play);
|
||||
break;
|
||||
default:
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -377,7 +377,7 @@ void func_808715B8(EnBom* this, PlayState* play) {
|
|||
|
||||
if (this->timer == 0) {
|
||||
func_80123590(play, &this->actor);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
if ((this->timer & 1) == 0) {
|
||||
|
|
@ -438,7 +438,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Player_GetMask(play) == PLAYER_MASK_GIANT) {
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -451,7 +451,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->isPowderKeg) {
|
||||
gSaveContext.powderKegTimer = 0;
|
||||
}
|
||||
Actor_MarkForDeath(thisx);
|
||||
Actor_Kill(thisx);
|
||||
}
|
||||
} else {
|
||||
thisx->gravity = -1.2f;
|
||||
|
|
|
|||
|
|
@ -101,11 +101,11 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play) {
|
|||
!CHECK_QUEST_ITEM(QUEST_BOMBERS_NOTEBOOK)) {
|
||||
this->unk_2D6 = this->actor.cutscene;
|
||||
if (this->unk_2D6 == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
func_809C52B4(this);
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -158,7 +158,7 @@ void func_809C4B50(EnBomBowlMan* this) {
|
|||
void func_809C4B6C(EnBomBowlMan* this) {
|
||||
if ((this->unk_29A != ENBOMBOWLMAN_FF00_MINUS1) && (this->path != NULL)) {
|
||||
if (!SubS_CopyPointFromPath(this->path, this->unk_298, &this->unk_2A0)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -369,7 +369,7 @@ void func_809C5310(EnBomBowlMan* this, PlayState* play) {
|
|||
func_809C53A4(this);
|
||||
}
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -486,10 +486,11 @@ void func_809C5738(EnBomBowlMan* this, PlayState* play) {
|
|||
gSaveContext.save.weekEventReg[84] |= 0x80;
|
||||
gSaveContext.save.weekEventReg[83] &= (u8)~4;
|
||||
ActorCutscene_Stop(this->unk_2D6);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
func_809C4B6C(this);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
func_809C4B6C(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -350,7 +350,7 @@ void EnBomChu_Explode(EnBomChu* this, PlayState* play) {
|
|||
|
||||
void EnBomChu_WaitForDeath(EnBomChu* this, PlayState* play) {
|
||||
if (this->timer == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -149,8 +149,11 @@ void func_80C05DE8(EnBombal* this, PlayState* play) {
|
|||
!(gSaveContext.save.weekEventReg[85] & 2)) {
|
||||
ActorCutscene_Stop(this->cutscene);
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if (this->timer < 10) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->timer < 10) {
|
||||
this->actor.colChkInfo.health = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -105,11 +105,12 @@ void EnBombers_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->unk_2BC == ENBOMBERS_F0_0) {
|
||||
if ((gSaveContext.save.weekEventReg[73] & 0x10) || (gSaveContext.save.weekEventReg[85] & 2)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
this->unk_2BE++;
|
||||
func_80C03ACC(this);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
this->unk_2BE++;
|
||||
func_80C03ACC(this);
|
||||
} else if (((gSaveContext.save.weekEventReg[73] & 0x10) || (gSaveContext.save.weekEventReg[85] & 2)) &&
|
||||
(((this->unk_2BE == ENBOMBERS_F_0) && (gSaveContext.save.weekEventReg[76] & 1)) ||
|
||||
((this->unk_2BE == ENBOMBERS_F_1) && (gSaveContext.save.weekEventReg[76] & 2)) ||
|
||||
|
|
@ -137,12 +138,13 @@ void EnBombers_Init(Actor* thisx, PlayState* play) {
|
|||
gSaveContext.save.weekEventReg[76] &= (u8)~0x10;
|
||||
}
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else {
|
||||
func_80C042F8(this);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
func_80C042F8(this);
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -102,7 +102,7 @@ void EnBombers2_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
this->cutscene = this->actor.cutscene;
|
||||
if (this->cutscene == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
func_80C04B40(this);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -305,7 +305,7 @@ void func_808AEFD4(EnBombf* this, PlayState* play) {
|
|||
player->interactRangeActor = NULL;
|
||||
player->stateFlags1 &= ~0x800;
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -439,8 +439,11 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
if ((this->actor.scale.x >= 0.01f) && (ENBOMBF_GET(&this->actor) != ENBOMBF_1)) {
|
||||
if (this->actor.depthInWater >= 20.0f) {
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_IT_BOMB_UNEXPLOSION);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
} else if (this->actor.bgCheckFlags & 0x40) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 0x40) {
|
||||
this->actor.bgCheckFlags &= ~0x40;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -152,7 +152,7 @@ void EnBomjima_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if ((gSaveContext.save.weekEventReg[75] & 0x40) || (gSaveContext.save.weekEventReg[73] & 0x10) ||
|
||||
(gSaveContext.save.weekEventReg[85] & 2)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -119,35 +119,35 @@ void EnBomjimb_Init(Actor* thisx, PlayState* play) {
|
|||
switch (this->unk_2C8) {
|
||||
case ENBOMJIMB_F_0:
|
||||
if (gSaveContext.save.weekEventReg[11] & 1) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case ENBOMJIMB_F_1:
|
||||
if (gSaveContext.save.weekEventReg[11] & 2) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case ENBOMJIMB_F_2:
|
||||
if (gSaveContext.save.weekEventReg[11] & 4) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case ENBOMJIMB_F_3:
|
||||
if (gSaveContext.save.weekEventReg[11] & 8) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case ENBOMJIMB_F_4:
|
||||
if (gSaveContext.save.weekEventReg[11] & 0x10) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
|
@ -156,7 +156,7 @@ void EnBomjimb_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if ((!(gSaveContext.save.weekEventReg[73] & 0x10) && !(gSaveContext.save.weekEventReg[85] & 2)) ||
|
||||
(gSaveContext.save.weekEventReg[75] & 0x40)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -267,7 +267,7 @@ void func_808A2918(EnBoom* this, PlayState* play) {
|
|||
sp7C->flags &= ~ACTOR_FLAG_2000;
|
||||
}
|
||||
}
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -366,7 +366,7 @@ void EnBubble_Wait(EnBubble* this, PlayState* play) {
|
|||
void EnBubble_Pop(EnBubble* this, PlayState* play) {
|
||||
if (EnBubble_Explosion(this, play) > -1) {
|
||||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 60, NA_SE_EN_AWA_BREAK);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -396,7 +396,7 @@ void func_8091D070(EnButte* this) {
|
|||
|
||||
void func_8091D090(EnButte* this, PlayState* play) {
|
||||
if (this->unk_24C <= 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -615,7 +615,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play) {
|
|||
} else if (this->activeTimer != 0) {
|
||||
EnClearTag_UpdateEffects(this, play);
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -210,7 +210,7 @@ void EnCne01_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if ((this->enHy.animObjIndex < 0) || (this->enHy.headObjIndex < 0) || (this->enHy.skelUpperObjIndex < 0) ||
|
||||
(this->enHy.skelLowerObjIndex < 0)) {
|
||||
Actor_MarkForDeath(&this->enHy.actor);
|
||||
Actor_Kill(&this->enHy.actor);
|
||||
}
|
||||
this->enHy.actor.draw = NULL;
|
||||
Collider_InitCylinder(play, &this->enHy.collider);
|
||||
|
|
|
|||
|
|
@ -140,7 +140,7 @@ void func_80AFDE00(EnColMan* this, PlayState* play) {
|
|||
void EnColMan_SetHeartPieceCollectedAndKill(EnColMan* this, PlayState* play) {
|
||||
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
|
||||
gSaveContext.save.weekEventReg[56] |= 2;
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -183,7 +183,7 @@ void func_80AFDFB4(EnColMan* this, PlayState* play) {
|
|||
Rand_ZeroFloat(50.0f) + 60.0f, 30, Rand_ZeroFloat(5.0f) + 20.0f);
|
||||
}
|
||||
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -211,7 +211,7 @@ void func_80AFE25C(EnColMan* this, PlayState* play) {
|
|||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -118,7 +118,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (!(gSaveContext.save.weekEventReg[22] & 1) && (CURRENT_DAY != 1) &&
|
||||
(EN_COW_TYPE(thisx) == EN_COW_TYPE_ABDUCTED)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -349,7 +349,7 @@ void EnCrow_Damaged(EnCrow* this, PlayState* play) {
|
|||
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 11, NA_SE_EN_EXTINCT);
|
||||
|
||||
if (this->actor.parent != NULL) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
EnCrow_SetupDie(this);
|
||||
|
|
|
|||
|
|
@ -531,7 +531,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (gSaveContext.save.weekEventReg[30] & 1) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -90,10 +90,10 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.flags |= ACTOR_FLAG_8000000;
|
||||
if ((gSaveContext.save.weekEventReg[63] & 0x80) ||
|
||||
((gSaveContext.save.day == 3) && gSaveContext.save.isNight)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else if ((gSaveContext.save.day == 3) && gSaveContext.save.isNight) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
Math_Vec3f_Copy(&this->unk_26C, &this->actor.world.pos);
|
||||
|
|
@ -137,7 +137,7 @@ void func_8094373C(EnDaiku* this, s32 arg1) {
|
|||
void func_809437C8(EnDaiku* this) {
|
||||
if ((this->unk_288 != -1) && (this->unk_258 != 0)) {
|
||||
if (!SubS_CopyPointFromPath(this->unk_258, this->unk_25C, &this->unk_26C)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -259,7 +259,7 @@ void EnDaiku_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->unk_278 == ENDAIKU_PARAMS_FF_0) && (gSaveContext.save.day == 3) && (gSaveContext.save.isNight)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -71,7 +71,7 @@ static ColliderCylinderInit sCylinderInit = {
|
|||
void func_80BE61D0(EnDaiku2* this) {
|
||||
if ((this->unk_27A != -1) && (this->unk_258 != 0)) {
|
||||
if (!SubS_CopyPointFromPath(this->unk_258, this->unk_25C, &this->unk_268)) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -93,7 +93,7 @@ void EnDaiku2_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_SetScale(&this->actor, 0.01f);
|
||||
if (!this->unk_280) {
|
||||
if (day == 3) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -105,7 +105,7 @@ void EnDaiku2_Init(Actor* thisx, PlayState* play) {
|
|||
Math_Vec3f_Copy(&this->actor.world.pos, &this->unk_268);
|
||||
}
|
||||
} else if (day != 3) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -544,7 +544,7 @@ void func_808BE4D4(EnDekunuts* this, PlayState* play) {
|
|||
DEKU_FLOWER_PARAMS(DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE));
|
||||
EffectSsHahen_SpawnBurst(play, &this->actor.home.pos, 6.0f, 0, 6, 2, 15, OBJECT_DEKUNUTS, 10,
|
||||
gDekuScrubFlowerFragmentDL);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -347,7 +347,7 @@ void EnDg_MoveAlongPath(EnDg* this, PlayState* play) {
|
|||
Math_ApproachF(&this->actor.speedXZ, 3.5f, 0.2f, 1.0f);
|
||||
}
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -430,7 +430,7 @@ void EnDg_UpdateTextId(EnDg* this) {
|
|||
0x3538 + (gSaveContext.save.weekEventReg[42 + (this->index / 2)] & 0x0F);
|
||||
}
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
// As a sanity check, this makes sure the text ID is something in the expected range of 0x3538 to 0x3546.
|
||||
|
|
|
|||
|
|
@ -1145,7 +1145,7 @@ void func_8089D018(EnDinofos* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (temp_v0 <= 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
this->unk_288 = 0;
|
||||
} else {
|
||||
this->unk_288 = temp_v0;
|
||||
|
|
|
|||
|
|
@ -242,7 +242,7 @@ void EnDnk_Init(Actor* thisx, PlayState* play) {
|
|||
if (this->unk_28E >= 0) {
|
||||
this->actionFunc = func_80A51648;
|
||||
} else {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
||||
this->unk_2A2 = D_80A521A0;
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue